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Husker-71

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About Husker-71

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    Lance Corporal

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  1. ...OK so again, how do I assign a specific load out to a specific unit....really thats my question. I need to assign 3 load out arrays to 3 different class names
  2. Yea basically. I use Vandamesons Apocalypse for the spawner and this allows the same class name to spawn on a RANDOM side. So I want to create a Civilian load out (who may or may not spawn hostile), a Millitary/Police Load out (who may or may not spawn hostile) and a bandit load out Who will always be hostile. Van's Appoc takes care of the side spawning. I just need to assign a particular GF load out parameters to a particular class name. Thats it. I cant seem to make it work. It will only do 1 in a mission. I need to 3 in a mission.
  3. Hi George, thanks for your reply. Basically as I outlined in the same way GF Loadout script works I need to assign a particular load out to 3 different NPC classes, defined by the class name of the NPC. GF Loadout script works perfectly, it just needs a way to assign each load out to an NPC by class name all running simultaneously. I need 3 distinct load outs for this game. I will paste my original enquiry here as it has details that may clarify what I am after...cheers! Hi GF hope you are well. been using custom load outs for a while and no doubt it is one of most essential scripts...couldn't make missions without it! I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. I have followed the instructions and excluded the appropriate units from the appropriate load out but what seems to happen is that only 1 of the named unit class gets a load out. This randomly changes each time it is run. What I cannot do is get both to run simultaneously......so given a different load out from the appropriate Array to each of the named unit class. Can you help? Specifically how do I use this? 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_1 GF_SCL_1 spawn GF_Set_Custom_Loadout_CUP; Where does it go? This is for spawned units so I cannot put in the init of the unit. I have tried O_HOUSEGUESTS_P2_01 spawn GF_Set_Custom_Loadout_CUP; In the space where it says //________________ 7. Change equipment also to spawned units ________________ But that did not work. Any help is appreciated!
  4. Husker-71

    GF Set Custom Loadout Script - Mod

    Hi GF hope you are well. been using custom load outs for a while and no doubt it is one of most essential scripts...couldn't make missions without it! I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. I have followed the instructions and excluded the appropriate units from the appropriate load out but what seems to happen is that only 1 of the named unit class gets a load out. This randomly changes each time it is run. What I cannot do is get both to run simultaneously......so given a different load out from the appropriate Array to each of the named unit class. Can you help? Specifically how do I use this? 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_1 GF_SCL_1 spawn GF_Set_Custom_Loadout_CUP; Where does it go? This is for spawned units so I cannot put in the init of the unit. I have tried O_HOUSEGUESTS_P2_01 spawn GF_Set_Custom_Loadout_CUP; In the space where it says //________________ 7. Change equipment also to spawned units ________________ But that did not work. Any help is appreciated!
  5. Husker-71

    Ravage

    Thanks of that suggestion, sorry for the delay replying...Work went nuts!....So I finally got a chance to try it...and here's the trip....I tried attaching a screwdriver to the goldbar, no effect, gold bar floats where it was placed, checked screw driver has Physics and sinks...it does.....therefore, attached a gold bar to screwdriver ...works like a charm...result is beautiful gold bars sprinkled all over the sea bed.....only problem is the screw drivers continue to float/levitate where they were placed...so you mentioned a code to wait till finished sinking or even 60 secs and delete...I found a code to delete the item after 60 secs. Going to attach mission example, have tried to make as vanilla as possible,m basic premise that you have RHS , Cup and obliviously Ravage...but still not quite vanilla so I will lay it out here. So this is how it is done. 1/ Put down a screwdriver. Land_Screwdriver_V1_F is a vanilla item for your Physics (thanks johnnyboy!) 2/ In the Variable name (Top) name it box1. (I don't think this is really necessary but do it anyway) 3/ In the init field put _physicsObject = "Item_Obj_GoldBar" createVehicle position this; this attachTo [_physicsObject];nul = this spawn { sleep 60; deleteVehicle _this; }; The Gold bar is from WarfareThai, (an old version I keep for the shotguns) but you could use any mod or item u like (just make sure you can see it!). I hope it is still in the current version of Warfare Thai (Thanks for the Mods!) 4/ If you wish to create a nice dispersal field that you have to search the sea bed for gold put in the Placement radius a figure of 20 or above. 5/ Raise the screw driver so it is well above any of the surrounding seabed (VERY IMPORTANT!) 6/ Copy and paste the screwdriver to your desired amount/ Density of the gold field. Now when this spawns, the screwdriver will "spit" out the attached object and give it physics...so the gold bar, rifle or whatever sinks coming to a rest *************Sitting perfectly on the sea bed!!!************* Items can be picked up underwater, so get real close and put item in middle of screen until hand appears. You cannot open inventory, just pick up items, so fill up and return to shore. To make things interesting I use Apex shark Mod to have randomly aggressive sharks circling the plane or ship wreck I put down at the centre of the field. To make this all worth while I have a trader on shore who will compensate me for my time by buying whatever loot items you assigned. For this I use Heroes Survive (Again thanks for the Mods and your help!) as very easy to configure Buy/Sell lists For me, this is an awesome expansion as undersea operations massively enhances a survival game....Every single map just got much much bigger! The addition of danger undersea (Apex shark Mod) is awesome and has made this possible. Future Plans 1/ With the communities help turn this into an easy to use Mod/Script that players can input a custom loot item, also to add randomisation as to the spawn locations. locations to include Wrecks, loot field, sharks and if possible.......underwater Zombies.....You know, the poor souls aboard the plane or wreck when it went down... 2/ Somehow get the sharks to have a random chance of spawning near you even when you are swimming no where near a wreck....so the danger is ever present. This should be straight forward right....(famous last words)... 3/ Initially I planned to use Submarines and SDV's as the targets for dive sites (they can be entered underwater and inventory accessed), so re incorporate them into spawns (If GF vehicle loot filler could be adapted to include subs....with GF blessings of course) I encourage others to create underwater dangers and to input ideas/scripts. I have as vanilla as possible mission for your editor, so people can play with this. Unsure how to attach it to this post. Will figure it out and attach it....I just uploaded the file to steam (with no info) and steam workshop has chosen this second to berserk. I will check back later. Steam link for mission files https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1983774979
  6. Husker-71

    Ravage

    Thanks for that, I will give that a try. Do you think this will still work if the sea bed is not perfectly flat? Yea, I tried something similar in that \I tried spawning the gold bars above the sea bed hoping they would sink but as you probably guessed the remained at a fixed height floating above the sea bed...but your suggestion is interesting and maybe the answer. if it is attached to a physics object it will react with physics and so sink......(is their a script that can go in the init of the gold bar to give it |Physics...? Long shot)....aside from that...how would I actually go about attaching the gold bar to the physics object. I am intrigued. Goes without saying I am going to share this when it is sorted. It is awesome and will def enhance any survival games. Thanks for all in put much appreciated!
  7. Husker-71

    Ravage

    To all of the Ravage community contributors, creators and players. A big thank you for your scripts and really appreciate the work you put in! Re undersea environment I have created an open world scenario (Ravage based) and basically have discovered that an item, in this case Gold Bars (set to randomly be placed within a given range) can infact be picked up from the sea bed. You cant open your inventory but you can pick up items....The Gold bars glitter beautifully against the sea bed even when murky....but you do have to really search for them...I have added ship wrecks and even sharks to the scene so I am sure you can picture the scene. A ship wreck with Gold (And/or other items) randomly scattered across the sea bed (within a specified range) with sharks that may or may not attack...Cool huh!? Here is my problem... 1/ The bars of gold are fixed in height, so if the sea bed changes in altitude they can spawn beneath the sea bed or even floating above it. Not ideal. So I am looking for a script or a code to tell the item to spawn always on the sea bed? This could either be completely script or maybe something for the init field of the item... 2/ A long shot here.....but a way of randomly spawning this with a rough area marker would be awesome....so basically you have to go to this area and SEARCH firstly for the wreck and then for gold/items themselves. I am so pleased to finally have found a use for the undersea environment which I think is awesome! So it would be great if we could get this to work! Please help if you can! Come on community this would be an AWESOME addition to the Ravage world......diving for supplies, resources, gold, guns and ammo etc from supply ships/Planes in shark infested waters....Come on community lets get it done!
  8. Hi, long time user of Orbat here. Really appreciate the work that has gone into Alive and particularly Orbat! After the recent Arma 3 update I suddenly am unable to use Orbat . When I go in and create a new unit I am suddenly unable to edit the load out. When I hit edit load out it appears to begin loading but never ever loads. I have left it for an hour and it still did not load. I have taken the most recent Alive update hoping that would fix the issue (FYI this also seems to affect older versions of Alive ) but sadly it did not. I can open and edit units in arsenal in editor etc but for some strange reason not in Orbat....Any help is appreciated.
  9. Those notifications are ruining my day! Love the Mod but every time I get in a chopper, am a team leader or get in a chopper etc I get a notification that tells me about some feature about MCC....problem is that there is then a 50/50 chance that I cant close the notification..and the OK or cancel button is of screen...(so I don't Know what they look like).....meaning I have to hard shut down my entire game and reload losing any unsaved game data......Today it has done it 4 times back to back. For the love of god, I have tried everything to remove / disable this . Is there any fix for this ?
  10. Hi Enigma , thanks for the reply, I am upto my eyeballs with work at the moment but I will give that a try this weekend. Appreciate it!
  11. Hi guys , love the script! I am struggling with one issue however.I have tried everything I can think of but cannot fix this. I need to change the driver of vehicles spawned via traffic. I am running a Post Apoc scenario and drivers in Bermuda shorts and Blue Polo shirts is very immersion breaking...Ideally I need the script to randomly pick a driver from an Array with my selected units in it. I am sorry to ask for help but I cannot get anything to work using the ["ON_UNIT_CREATED", I have even delved into the code (very limited knowledge here) but cannot find an array referencing the drivers. I have managed to get Zenophen to add random loot to vehicles (From an Array) and I think I can make the vehicles salvageable.......but I cannot change the drivers of the vehicles. This needs to be done for all factions ...not just civilian factions. Any help or input is much appreciated.
  12. Hi, thanks for this...am I correct to infer that this means that the civs will not ever produce IED'S or SB's (Suicide Bombers).....and therefore if I populate the Ambient CIVs with a hostile faction they will never produce IED's/SB? I cant see an option to actually make them permanently friendly...so how do I set that up? Thanks in advance.
  13. ...Well, my objective is to create random hostile units lurking in and around buildings....so instead of Civ_F I use factions that I have created using Orbat that are based on MU's random civ models. With a changed uniform array and weapons added via Orbat this creates survivors lurking in buildings.....what is happening though is that as they are set as Opfor they are obviously hostile already, we fight, they die . My Rep gets even worse...presto we have Suicide bomber survivors running at me...which does not really fir in a Post Apoc environment.....So I am thinking can we have IEDS and SB's as an option on or off? Also an array to add loot, weps/bags etc to spawned units would be really useful...
  14. Lol I can relate...getting clearance from the boss to divert resources towards Arma can be tricky!! When your next rummaging around in the script is there any chance of an option to disable the suicide bombers..? (Or can you just tell me how to do it via the code?). I use the Ambient civs in a Post APoc scenario ...so it is kinda odd when survivors keep blowing themselves up!!! The Ambient civs hiding in buildings adds such a huge dynamic tension to my games......looting has never been so tense!
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