

Alleged Accomplice
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15 GoodAbout Alleged Accomplice
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I won't be playing or editing ARMA anymore after buying Hell Let Loose.
The multiplayer thing is for me. Arma doesn't really have anything but KOTH actually playing multiplayer and it got old, and cause arma doesn't work well with many players it lags and stuff. I will miss editing.
HLL, smooth as silk with 100 players and it looks great. Arma was really never meant for multiplayer and doesn't work well with it. Does great with 12 guys in a coop mission against AI.
Anyway, it was fun for several years, editing and stuff but I was kinda waiting for something like HLL the whole time.
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help for respawn Ai with custom loadouts
Alleged Accomplice replied to Ali walter's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I quit ARMA after buying Hell Let Loose. I won't be editing or doing anything else with it. -
Community Upgrade Project - CUP Terrains
Alleged Accomplice replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to all who do this. I love editing on them, I don't/haven't published them in quite awhile but I still love doing it and the CUP maps are great to work with. I can always find what I'm looking for. Wanted to thank in both places. -
Community Upgrade Project - CUP Maps 2.0
Alleged Accomplice replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to all who do this. I love editing on them, I don't/haven't published them in quite awhile but I still love doing it and the CUP maps are great to work with. I can always find what I'm looking for. -
The new beginner is in town
Alleged Accomplice replied to Black_Ice931's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I love this, while I'm testing something else I can stop and watch "Bill" be killed over and over cause I have him in a trigger with his name on it. -
Loadout Script
Alleged Accomplice replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't do anything to the init of the soldier. If I respawn on start I don't need to, it loads the loadout from the file. Totally different from my supply vehicle/APC/truck respawn script where the truck has to have it in the init. I did the kind of script you have there. I got the truck script from here in the forums. If you are doing two, four, loadouts on soldiers what your are doing doesn't take too long. I did 24 that way, took some time, then I found out about Ctrl Shift C and it comes out in SQF format and all I might have to do is add the scope/optic in the linked items. I have since figured out that 12 loadouts a side is more than you need LOL. Want to be able to do it like the truck script addmagazinecargoglobal ["uns_ak47mag_NT", 35], would be nice to do, magazines[] = ["uns_ak47mag_NT", 5]. Gonna see if that works, doubt it will. -
[RELEASE] TypeSqf Editor - [OpenSource]
Alleged Accomplice replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all your hard work man.- 205 replies
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Loadout Script
Alleged Accomplice replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do this in the editor edit loadout/arsenal thing ctr shit c exports the loadout in sqf format like this. // Exported from Arsenal uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_taiga_F"; weapons[] = {"uns_ak47","CUP_hgun_Deagle","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_ak47mag","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_mk2gren","uns_mk2gren","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_leaflet12","uns_item_condoms"}; items[] = {"FirstAidKit","UNS_TrapKit","ToolKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_OI_TKI_Jacket5_01","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; Now if you have a scope on the weapon it has to be added in linked items, else you won't have it. Now you have to make a file called loadouts.cpp or whatever you want to name it as long as you keep the dot cpp part. It will have to have other parts as well not just the loadout. You can get the scope classname by hitting CTRL C and pasting the result into a regular old text file cause it won't be in SQF format class CfgRoles { class east1 { displayName = "Rebel Rifleman"; }; class east2 { displayName = "Rebel Sapper Miner"; }; <-- important LOL ///////these are from a scenario I'm making, name the loadout whatever you want but but do keep that class part. You can have as many as you want. east, west, civilian has to be spelled out and the green team has to be resistance, not shortened as far as I know, it can't be. Next is class CfgRespawnInventory, all in the same file but I separated it. class CfgRespawnInventory { class east1 { displayName = "Rebel Rifleman"; // Name visible in the menu role = "east1"; // Loadout definition, uses same entries as CfgVehicles classes uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_taiga_F"; weapons[] = {"uns_ak47","CUP_hgun_Deagle","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_ak47mag","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_mk2gren","uns_mk2gren","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_leaflet12","uns_item_condoms"}; items[] = {"FirstAidKit","UNS_TrapKit","ToolKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_OI_TKI_Jacket5_01","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; }; class east2 { displayName = "Rebel Sapper Miner"; // Name visible in the menu role = "east2"; // Exported from Arsenal by uniformClass = "U_BG_Guerilla2_1"; backpack = "CUP_B_CivPack_WDL"; weapons[] = {"uns_svt","uns_rpg7","uns_binocular_navy","Throw"}; magazines[] = {"uns_svtmag","uns_rpg7grenade","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","SmokeShell","SmokeShell","SmokeShell","SmokeShell","DemoCharge_Remote_Mag","uns_mine_TM_mag","PipeBomb","DemoCharge_Remote_Mag","DemoCharge_Remote_Mag"}; items[] = {"FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_B_GER_Carrier_Rig_2_Brown","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; }; }; Only 2 here and only 1 side. The sides aren't separated by anything but make sure you put the extra }; at the very end of the file. Also remember the scopes on the rifles have to added in the linked items part. You can get the scope classname by hitting CTRL C and pasting the result into a regular old text file cause it won't be in SQF format.All of that should be saved as loadout.cpp. Now in your description.ext file you put this respawnTemplateseast[] = {"MenuInventory","MenuPosition"}; respawnTemplateswest[] = {"MenuInventory","MenuPosition"}; #include "loadout.cpp" Now in your init.sqf you need to put this to create the respawn inventory thing the game needs to do the whole thing. Also include the respawn on start so you respawn or you might end up with the default inventory or no inventory since the guy in my scenario actually have nothing. respawnOnStart = 1; [east, "east1"] call BIS_fnc_addRespawnInventory; [east, "east2"] call BIS_fnc_addRespawnInventory; //this is in your init.sqf file THIS is the one thing I never get wrong, I've made scenarios with 24 loadouts, 12 a side, they all work selectable from this screen.I used to know how to put images in here https://images2.imgbox.com/1f/3d/TyASjwX1_o.jpg -
Gonna put this here cause it took me a bit to figure out how to clear the vehicle of its default loadout. You can see the _veh is used after clearitemcargo and the other two. Do not use "remove" on vehicles. I wanted to load a chair into the thing but I can't get it in LOL params ["_veh"]; // Since we're calling this code from a script file, we need to pass in the vehicle as an argument (the "_this select 0" part below) _veh lock 0; // And you can put in comments after a double slash to remind you what each line does if (bob == _veh) then { clearItemCargo _veh ; clearmagazineCargo _veh; clearWeaponCargo _veh; _VEH addweaponcargoglobal ["uns_ak47", 35]; _VEH addweaponcargoglobal ["CUP_hgun_Colt1911", 35];
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[RELEASE] TypeSqf Editor - [OpenSource]
Alleged Accomplice replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What am I doing wrong? It crashes as soon as I open an sqf file- 205 replies
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Should Arma 4 have pilotable Naval Assets?
Alleged Accomplice replied to Weisssbrot's topic in ARMA 3 - QUESTIONS & ANSWERS
It should have at least simple ships, all of them simplified so its not such a pain, something like was done in BF 42 and in BF2 Forgotten hope mod with the WWII ships. Also it should have the ground not be the bottom of everything so you can have real craters and have real in ground defenses. Neither of those things will happen. -
Eden Editor Supply Drop HELP!
Alleged Accomplice replied to Markus Staiger's topic in ARMA 3 - EDEN EDITOR
You could put those in a box that you load on the chopper or sling underneath and have it dropped. I cannot get any chopper to hold anything but basic default supplies. So when it does a supply drop it is unlikely to drop anything that is not default. A vehicle would work even better, doesn't have to be big, just put that in the vehicles init. I don't know how to change the supply drop and I know the AI is not real trustworthy if you have them bring supplies but they can do it but you'll have to load the box IMO. You look around here you'll find a script for it or an addon.- 2 replies
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- supplydrop
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mission maker tools MGI ADVANCED MODULES
Alleged Accomplice replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks pierremgi. Works great. I messed up and put two vehicle respawn modules and it threw an error. I didn't read the instructions LOL.- 234 replies
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I want to change this name to Bailing_Out, my in ARMA name but it doesn't let me. Alleged_Accomplice is a name associated with a guy who talks politics quite a bit on other sites. Its not that agree or disagree with him its just I do not talk politics. This name goes with my email
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[RELEASE] Light advanced vehicle respawn
Alleged Accomplice replied to Fiddi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using pierremgi's vehicle respawn module, if you tick keep the appearance and pylons the loadout is restored to original. I thought keep actions and arsenal would do that but it does not.