Jnr4817
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Everything posted by Jnr4817
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large [SP/MP][COOP] Patrol Operations - Official Thread
Jnr4817 replied to roy86's topic in ARMA 3 - USER MISSIONS
At work currently and haven't been able to test, but the GUER will help. I still want all of the other BLU aircraft and want to just add the mohawk and hellcat to this existing list. Also, I posted early about adding aim sway. I have found how fatigue on/off is integrated. Do you think it would be easy to add aim sway adjust, like the fatigue param? Once I get to my PC Ill try adding the mohawk and hellcat. Thanks for the awesome help, Reed -
large [SP/MP][COOP] Patrol Operations - Official Thread
Jnr4817 replied to roy86's topic in ARMA 3 - USER MISSIONS
I have tried several different ways of doing this. Adding by class and individual like your example. I have even changed the faction from BLU to IND, but no worky. Thanks for any further help. Id like to just have the Mohawk and Hellcat with the other blufor aircraft. After more testing I tried changing the faction to OPF and it worked. WHat is the correct faction for IND? Thanks -
large [SP/MP][COOP] Patrol Operations - Official Thread
Jnr4817 replied to roy86's topic in ARMA 3 - USER MISSIONS
How would I also be able to spawn the MoHawk and Hellcat? Allow pylon changes for the Hellcat? Thanks -
large [SP/MP][COOP] Patrol Operations - Official Thread
Jnr4817 replied to roy86's topic in ARMA 3 - USER MISSIONS
I see there is a fatigue parameter. Can you add an aimsway parameter? player addEventHandler ["Respawn", {call ghst_fnc_playeraddactions}]; call ghst_fnc_playeraddactions; //player addEventHandler ["HandleDamage", {call ghst_fnc_savegear}]; if !("PARAM_AimSway" call BIS_fnc_getParamValue == 100) then { call ghst_fnc_aimsway; player addEventHandler ["Respawn", {call ghst_fnc_aimsway}]; }; class PARAM_AimSway { title = "Player Aiming Sway:"; values[] = {100,0,1,2,3,4,5,6,7,8,9,10}; texts[] = {"default","0","0.1","0.2","0.3","0.4","0.5","0.6","0.7","0.8","0.9","1.0"}; default = 2; }; fn_aimsway.sqf private ["_unit","_coef"]; _unit = _this select 0; _coef = ("PARAM_AimSway" call BIS_fnc_getParamValue) / 10; _unit setCustomAimCoef _coef; _unit setUnitRecoilCoefficient 0.2 + _coef; -
coop [COOP44]Strategic-Combat-Simulator
Jnr4817 replied to cyborg111's topic in ARMA 3 - USER MISSIONS
Would it be possible for you to add a lobby param to adjust fatigue and aimsway? Here is how I have done it in the past. Thanks for the consideration- 25 replies
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Is this one moveable also?
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@Rich_R I agree. I have seen Loach's with this exact grease pencil marking and would love to see this come to the vanilla AH-9.
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@oukej Yes, the Pawnee is the culprit. Thank you for the consideration.
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@oukej Is there anything we can do about this? It is really needed for the helicopters for sure. I dont use for infantry either, but aircraft it would serve us well. Thanks, reed
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With this latest release, I have noticed at the beginning of the mission, when we are spawning on areas with buildings, the prowler and atv's are being blown up every so often. For example, the docks area.
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Thank you, I'll see what happens with the debug, next time it happens.
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Something interesting I found. When completing the mission for eliminating all enemy threats, we have 2 instances where we couldn't find all of the enemies. The first instance was an aircraft bringing reinforcements flew over head and we shout with AA. It had a hard landing but didn't crash. We killed all the enemies inside, or so we thought. we cleared the area at the airport, but the mission would not complete or progress forward. We we re-cleared the area again. Our team leader was walking passed the transport helo that got shot down and heard enemy voices. Yet, we could not find the enemy. We demised that the AI was stuck in the aircraft some how and could not get out. So we blew up the transport helo, killing the stuck AI and completing that task. Is there any way to clarify a percentage of killed AI, instead of 100% encase this happens again? Or search for stuck AI, which I have no idea how this would be done/ The second instance was exactly the same except it was a vehicle. Thanks, Reed
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I'll update my missions with new release and report any issues. Thanks again, Reed
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I completely understand. I am just humbled you have taken my suggestions and implemented some. This mission is awesome and we will continue to play it for as long as you support it. BIS Revive is pretty good I agree. I wish drag and carry where default as well. Ill add the AI on the USS Freedom some place or virtually and we can call them in for reinforcement as needed via little bird and Duda's rappel. I'll look into the igiload, it can be server side. I have been working on modifying this for a simpler solution to igiload http://www.armaholic.com/page.php?id=27302#comments Keep up the great work. Thanks again, Reed
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That's awesome. Again, thanks for the hard work The INS_Revive and SA_AI_Revive_Mod is for AI, its not needed if no AI are present. The BIS revive has been working pretty well so far. We also utilize igiLoad to transport quads, ammo boxes, huron container, etc.
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We have been playing this non stop. Really good work. It would be nice to change the Revive settings on the fly. I have read the wiki https://community.bistudio.com/wiki/Arma_3_Revive Just not sure where to put this in the description.ext, so it doesn't interfere with your stuff. This is nice so each server reset or game change we can adjust the revive settings. class Params { #include "\a3\Functions_F\Params\paramRevive.hpp" }; Never mind, figured it out. class line5 { title = "---------------------- Revive Settings ----------------------"; values[] = {-99999}; default = -99999; texts[] = {""}; }; class revive { title = "Revive Settings"; values[]={0,0}; texts[]={ "",""}; default = 0; }; #include "\a3\Functions_F\Params\paramRevive.hpp" };
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We usually have 3-7 people. Each of us will have 1-4 AI join our squad as a medic or AT or AA guy and control with Duda's AIC and squad join and INS Revive and SA AI mod. We have had the repair building second mission and it was great to utilize the engineer. We use Ghost missions template usually, but your mission is an awesome and nice change of pace. Since we use Ghost most of the time. I didn't reinvent the wheel and just use Ghost's fatigue and recoil parameters. Thanks for your hard work on this and adding some of my suggestions. I added this to initplayerlocal.sqf Description.ext Functions with there own .sqf file Earplugs.sqf Called in the init.sqf // SA: Ear Plugs execVM "SA\scripts\sa_ear_plugs.sqf"; SA squad join.sqf Called via the init.sqf // SA: Squad Join execVM "SA\scripts\sa_squad_join.sqf"; INS AI revive and SA Revive mode ins_at_revive_init.sqf Called via init.sqf // INS Revive & SA: AI revive mod if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; [] execVM "INS_revive\revive_init.sqf"; [] execVM "SA\scripts\ins_ai_revive_init.sqf"; waitUntil {!isNil "INS_REV_FNCT_init_completed"};
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This runs great. I love the missions and the dynamic nature. This is really good and I cant wait to see future updates and play through to the end. My team also had a great experience. I added reduced stamina and reduced recoil and earplugs without any incident as player stuff parameter. Trying to figure out how to add an individual AI squad (Medic, AT, AA, Repair, Engineer, etc.) that spawns with the players to be controlled Duda's AIC. Thanks for the hard work. Reed
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Excellent. I added you on steam. Thanks for adding to drop box. I can't wait to check it out. Reed ps I will also add no stamina and reduce recoil
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I could not find it. I even unsubscribed and re-subscribed. Whats the name of the pbo and I can search my c:drive for it? Duda is on our team, so I was going to add all of his mods. AIC command, Towing, rappelling, urban rappelling, etc. We use VAS, INS revive, Devas Autopilot, GOM aircraft load out, CHVD, IgiLoad, ear plugs script, and a squad join script. I was going to add several AI squad for the team leader or squad leader to control with AIC, as we hardly ever have 20 people on our server at a time. Thanks for considering and hope to play soon, once I can DL it. Humbly, Reed
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Silly question. Once I have subscribed on the workshop, how do I find the PBO to unpack and add my teams home scripts? Thanks for any help. Reed
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commanding All-In-One AI Command Menu
Jnr4817 replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steam WorkShop would be amazing. Thanks- 209 replies
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- ai mod
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[MELB] Mission Enhanced Little Bird
Jnr4817 replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are we still going to get DLS for the MELB? -
commanding All-In-One AI Command Menu
Jnr4817 replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome work. Thanks for adding the HC stuff.- 209 replies
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- ai mod
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1stBN/160th SOAR Mod ArmA III WIP
Jnr4817 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Helicopter Air Ambulance is the new name the FAA wants us to use, I liked HEMS better. Best job I've ever had and love every minute. I hope to stay in this profession as long as my back will let me. Back on topic. WarLord, Will the DAPs use any custom munitions or stick with the vanilla munitions? Is it compatible with the dynamic loadouts? Sorry if I hadn't seen these answers before. Reed