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Everything posted by Alleged Accomplice
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Respawn vehicles with a trigger
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pierremgi, you fixed something I did not think could be fixed, then the updates made a mess of it. I want to say thank you again though an so I am saying it now. You might be able to fix it but I won't be in ARMA 3 WWII to use it. I'm done with it. I spent all that time on WWII scenarios with what you made being integral to those scenarios and now it is totally screwed up. I'm gone, I'm done. I cannot work with a game like this where its updates screw up everything. Sure I'm still gonna play it now and then but I'm done with as and editor for the most part. I want to thank you again and then say screw you BI, you are a bunch of pieces of shit. -
WWII Shapur, War for Oil my new scenario
Alleged Accomplice posted a topic in ARMA 3 - USER MISSIONS
My new scenario. WWII Sharpur, War for Oil Took out most of the modern stuff, thanks to Pierremgi for the vehicle respawn with the editor trigger to set it up for only spawning when you own the sector. It has 5 loadouts, 2 with smg and explosives, I think only 1 doesn't have explosives but he has a shotgun and mines. Raining hard with lightning, the games lightning. Almost dark but it won't get there. If played with enough people I would expect driveby shootings galore. Many others I should thank, I borrowed from all over the internet but I forget. NO AI, you can add it if you like, I do not do AI, don't like playing with AI. The Germans must keep the oil facility, the Americans must take it from them. Only 3 tanks per side, 2 of them light, I didn't really want a tank battle. I wanted infantry driving around shooting each other from vehicles.- 5 replies
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WWII Shapur, War for Oil my new scenario
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
OK I took more than a month away from editing. I wasn't doing anything right, thus all the stuff you see previously posted about this and other scenarios. It is now fixed, everything works.- 5 replies
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Village of the Damned updated
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
I aint exactly figured discord out, seems mostly to me that 10 minutes after you post it it gets buried so deep no one will see it anyway. I thought of and may add images but really its a simple map. The dependencies are basically this, nearly every damn thing WWII that is in the ARMA3 WWII universe. Not all of it, some of it is dead and isn't being used. When you get the scenario an try to load it, expect a long wait if you don't have the WWII stuff, its going to take awhile to download it, less you got a 40mb connection or higher. Almost all of my of my errors are me setting up the conditions of my triggers which those fine editors you suggest don't have anything to do with. I have ATOM anyway. I get tired and suddenly my condition that was supposed to be != east is suddenly == east. Suddenly I'm using the name of the last sector in the trigger for the new sectors trigger OR last but not least I forget to connect the new sector to the sector control module and then wonder why the sector can't be captured by either side. EDIT: Don't take any of that the wrong way, i'm sick and can't sleep so it sounds a bit gruff. Perfect time to start editing again LOL. -
I took a month or more break from editing, I kept making the same damn mistakes and it wasn't getting better. Now I have updated my first one with the 12 selectable loadouts and fixed the spawn points like I wanted them. The neutral sectors were messing me up for some reason but as soon I got done with the loadouts took me 10 minutes to fix the spawns on the neutrals where you couldn't spawn. Village of the Damned No one will likely play this or the others but I like doing it so I continue.
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Bridging Kit, build, destroy repair them
Alleged Accomplice posted a topic in ARMA 3 - USER MISSIONS
Bridging Kit <--Link to mission The editor placed bridges can't be destroyed, by me anyway. At first I started with building one with triggers and show/hide, fine easy enough. You pull the bridging truck into the triggers and it sets off the show/hides over the time set in the trigger. Tried everything to blow up the bridge, won't work, like I said for me anyways. So I made more triggers that used the change position modules to move pieces out of the bridge when the enemy put a certain vehicle there (one with a variable name of course. Then I set up some more triggers and change position modules so the side that built the bridge could repair/put another piece in the missing pieces place. Works, not elegant and since I can't write sqf files for nothing it is all with modules. This isn't an addon and its not really a mission so I could only think to post it here. I will improve this in time but for dummies like me this should do. Here is the description, it is important. I tried to find a way to build and kind of destroy/repair bridges. You can't actually blow up the bridge parts but you can move them (destroy the bridge) after unhiding (building the bridge) them. You can also replace the moved part (repair the bridge) when using the repair truck. All of this is a pain to set up the way I've done it but now that it is done I can just save it all to custom compositions. So can you if you like what I've done here. Save the bridge, the show/ hide modules and triggers that cause it to be built, destroyed and repaired altogether. When you put the bridge somewhere else or on another map you will have to line the bridge pieces up again in the editor. You may have to add pieces or take out pieces. You will have to connect new pieces to the show/hide modules. 2 sets of triggers and show/hides build the bridge in 2 parts at different times. I've added some instructions to the map with markers. You save the stuff that setups up the build/repair/destroy vehicles in another composition. Remember those vehicles have to have variable names and those names must be in the triggers that set off what they accomplish. Any questions I will try to answer in the comments. -
Bridging Kit, build, destroy repair them
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
Ok fixed a way to blow the bridges up, it is the bridge to the north on the map. You actually blow up ammo boxes which are hooked by trigger to bridge pieces. When the ammo box is gone so is the bridge piece. Need something tougher than an ammo box that the game pays attention to. Need to line up the bridge repair parts better but if you use this you are going to have to line them up yourself anyway so this is usable as is both ways it is done on this map. I will make the repair a 2 part repair later cause that will work better just like the two different triggers in different places I used to build the north bridge in 2 phases works better. -
WWII Shapur, War for Oil my new scenario
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
Dang I missed one spawn point but now its fixed- 5 replies
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WWII 7 sectors Slightly improved version of the modern one posted. http://steamcommunity.com/sharedfiles/filedetails/?id=1238574779 WWII for 7 sectors of German versus Soviet good times. Select everything on the map and save to your custom compositions. Spawn points that work, the sectors flip. You can spawn in any sector you own (except the enemy main and you can easily change that) which is a problem sometimes in sector control, well it is not a problem with this setup. The spawn in vehicles cannot be destroyed Then add tanks planes and vehicles soldiers and loadouts . I will soon post a loadout framework for these 2 sides. Then I will post a vehicle framework. It is setup for a Soviet attack so the Germans own all but one sector, just change the sector owner if need be.
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WWII Shapur, War for Oil my new scenario
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
Fixed the spawn points. Gunter, I thought I described it pretty well. It says WWII, which anyone who plays ARMA 3 mods knows is a huge download. I tested and tested but I neglected one thing, getting farther up the chain of capturing sectors and seeing if I could spawn back. The reason, I'd never had that problem with other scenarios. I like to put that I do not do AI so people know what to expect. I know that these will likely not get played with many people but I still make them. I've read you many places and you are always informative, thank you for that.- 5 replies
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I use this to make my sector control scenarios easy. Just subscribe, get it, open it, highlight everything on the map and save to your custom compositions. 7 sectors Workshop description: I have had problems with spawnpoints in sector control mode made with markers and triggers, If no one is near them then the spawn point dies no matter how the trigger is set. If you own 3 sectors, it would be nice to be able to go back to one if you die and say get a tank or something else. This missions spawnpoints use a vehicle synced to a regular respawn module, this vehicle will be hidden if your side does not own the sector, the other sides vehicle will not be hidden and they will be able to spawn on it. The show hide module is used to do this. The vehicle in this case is indestructible and unable to move. I used quadbikes to publish this since most play modern even though the first time I did this I used Jeeps and Kubelwagons because I play WWII mods Replace the vehicle with one matching the mod you play and it is better IMO if it is one of the smaller vehicles so you can spawn some place where you aren't going to be immediately shot. This is set for Blufor and Independent. Easy to change in the triggers conditions and change the sides module for sure or it won't work. No real mission here, just highlight all the stuff on the map and save as a custom composition then delete the mission, I highly doubt I will be updating it for any reason. Then use it on your mission. Copy and past to add more sectors or delete sectors and the sectors add on parts (the other modules and triggers that cause the respawn position) to have fewer
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WWII Shapur, War for Oil my new scenario
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - USER MISSIONS
Ok the respawn points do not all work, do not know why, they did work but will fix it soon.- 5 replies
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Iron Front in Arm3 LITE - preview versions
Alleged Accomplice replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Which mod is this, I found that file listed there http://ww2ina3.com/wiki/index.php?title=WW2_Changelog#Preview_v2-v4_-_2016-05-29 -
Iron Front in Arm3 LITE - preview versions
Alleged Accomplice replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tried removing the dependency, removed all mentions of it actually, error, empty map loads. I even renumbered the items after first just removing the file name, still no go. I am going to subscribe to that editor mod you linked to, thanks a lot for that but I think I will just have to pick one mod or addon at a time, delete it, and then resub to it. Somehow that thing got deleted and I do not know how. Going to search windows and try to find the mod with names most like that and try it first. -
Iron Front in Arm3 LITE - preview versions
Alleged Accomplice replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
WW2_Core_c_Optional_HideFromEditor_ClothingWeaponsItems_c My computer or the mod or the game has lost this and I cannot open/edit/publish several scenarios without it. I need to know which mod folder contains it so I can delete it and redownload it. It is the smallest things that mess ARMA3 up. You'd think the game would be made to go on past this tiny ass thing. -
Respawn vehicles with a trigger
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you again. I couldn't have done that in 10 years. -
Respawn vehicles with a trigger
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I spoke too soon, if you drive outside the trigger and it blows up it don't respawn. Ok synch the vehicle to the trigger and it works. I must have misunderstood. I thought they just had to be in the area of the trigger at start. Even better actually, now I can park them wherever -
Respawn vehicles with a trigger
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Damn Pierrmgi, I cannot believe you did that. I had already started off on another "solution", which wasn't gonna work like this is or maybe not at all. Some of us old guys at WAW are starting off down this road of learning to do this stuff, mostly just trying to make scenarios that work like old BF42 in most ways except with all the stuff ARMA 3 lets you do as well in game, the plus really being that the maps don't cramp us like those did, no room. Thanks even more than yesterday to you sir. edit, I forgot to say I tried it and it works exactly like you said. Only thing I linked was the module to the trigger but then I thought, "he didn't write that" so I unlinked them and it still worked. So it works either way. -
Respawn vehicles with a trigger
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks pierremgi, you saved me much time, I can quit trying that now. I was trying to just have them spawn when the sector was west but syncing a trigger to the respawn module but I could never figure out what to put in the on activation of the trigger to make it enable or disable the module. Then I thought "I can set damage and ammo with those same kind of conditions with a trigger why not respawn something." -
Custom Loadout Script
Alleged Accomplice replied to egbert's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That way I posted will work but you have to go to the lobby to change roles and loadouts, not a good fix, this works but its a little more work. Posted from another thread. FOR MORONS LIKE ME Now I've done this which like always has much borrowed stuff in it from those who really know how to do this. The first file below is your init.sqf file. You can add more than just west1, west2, resistance1 and resistance2 as you need. This is my test scenario so it only has 4. Always post 2 or more loadouts or other stuff in examples so morons like me can see the structure better. Don't assume we are all gonna learn to write the stuff you do, or can learn to or have time to. I looked over several of the vehicle respawn scripts and I think, did that take a week to write or a month. I always set all the other player respawn stuff in the editor, like delay. Someone told me that respawn on start was a good idea so I did it. respawnOnStart = 1; [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory; [resistance, "resistance1"] call BIS_fnc_addRespawnInventory; [resistance, "resistance2"] call BIS_fnc_addRespawnInventory; This is the one that really needs 2 or more examples, loadouts and stuff in the description.ext file. Those calls in the above init.sqf file will load these inventories. This is with WWII mods installed so you will have to change the weapons and mags. Use whatever you want for the display names. I figure you know how to export the loadout you make out of the arsenal but you cannot paste it in here, it won't work. You have to paste into a text file and then copy and paste individual pieces into this. It does not take as long as you think it might. What I've done is just a template for someone to use. I put this one in a spoiler, which I hope works, this forum has no preview. Notice I used functionary clothes on one of them and loaded Japanese weapons, that for some reason he can't use, on another to make sure the game was loading the loadout out of the description.ext file and not using what I left in the editor. Resistance is the side the US is on in the WWII mods, I don't know about the other mods. Anyway I kept getting errors because I tried independent and guerrilla, neither work in these 2 files for me. In other places independent works, independent is how it is listed in the editor but not in these files. -
Eden - Retain custom spawn loadouts after respawn
Alleged Accomplice replied to jakes's topic in ARMA 3 - EDEN EDITOR
FOR MORONS LIKE ME Now I've done this which like always has much borrowed stuff in it from those who really know how to do this. The first file below is your init.sqf file. You can add more than just west1, west2, resistance1 and resistance2 as you need. This is my test scenario so it only has 4. Always post 2 or more loadouts or other stuff in examples so morons like me can see the structure better. Don't assume we are all gonna learn to write the stuff you do, or can learn to or have time to. I looked over several of the vehicle respawn scripts and I think, did that take a week to write or a month. I always set all the other player respawn stuff in the editor, like delay. Someone told me that respawn on start was a good idea so I did it. respawnOnStart = 1; [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory; [resistance, "resistance1"] call BIS_fnc_addRespawnInventory; [resistance, "resistance2"] call BIS_fnc_addRespawnInventory; This is the one that really needs 2 or more examples, loadouts and stuff in the description.ext file. Those calls in the above init.sqf file will load these inventories. This is with WWII mods installed so you will have to change the weapons and mags. Use whatever you want for the display names. I figure you know how to export the loadout you make out of the arsenal but you cannot paste it in here, it won't work. You have to paste into a text file and then copy and paste individual pieces into this. It does not take as long as you think it might. What I've done is just a template for someone to use. I put this one in a spoiler, which I hope works, this forum has no preview. Notice I used functionary clothes on one of them and loaded Japanese weapons, that for some reason he can't use, on another to make sure the game was loading the loadout out of the description.ext file and not using what I left in the editor. Resistance is the side the US is on in the WWII mods, I don't know about the other mods. Anyway I kept getting errors because I tried independent and guerrilla, neither work in these 2 files for me. In other places independent works, independent is how it is listed in the editor but not in these files. -
Attach trigger to vehicle on vehicle respawn
Alleged Accomplice replied to Asmodeuz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know someone else knows how to do this with custom stuff but here is my solution. I just attach/connect one of the inf respawn modules to the vehicle, set it to the side I want to respawn and even after I take the jeep out, blow it up and it respawns and I can respawn to it. Even after I drove it off and then got out and naded myself I respawned back to it a second time. Thing is I'm not using a custom vehicle respawn script. But you are using a custom inf respawn script that you don't really have to use. The plane old one in the editor works for this. The only thing you need to do is make the vehicle respawn when its abandoned by say 100 meters or so, which the vehicle respawn module in the editor will do. Put a 1 minute delay on it so that the opfor guys will have to come back to it to keep it alive. Don't even need a trigger. It will be a moving respawn position that the oprfor will have to stay near. The only thing I left out is having opfor in the area so that their fellow opfors can respawn to it, they can without them near, but they can't go far or it will disappear within one minute after they are 100 meters away from it. -
vehicle Vehicle Respawn module problems
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - EDEN EDITOR
I've seen how you do it but that doesn't work for me on a multiplayer map that will have a ton of vehicles that I want to respawn only under certain conditions. I've seen some other stuff that tells me doing it vehicle by vehicle is the way to go but I'm not so sure yet. -
I make a scenario, I make sectors, I make vehicle respawn points and I hide the vehicles with the show hide module connected to the vehicles and the show hide modules hooked to triggers if the side that is supposed to have those vehicles loses that sector, works fine. Except if someone is in that vehicle when the side changes, it still hides, which hides the guy and he has to respawn. What I really need is a way to make the respawn module only active for those vehicles if that side still owns the sector. Do I put something in the init of the respawn module? If that what? This has to be done on several different vehicles and groups of vehicles in the scenario.
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Custom Respawn Inventory Menu per player (dynamically load player's saved Virtual Arsenal loadouts)
Alleged Accomplice replied to soldier9945's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I hadn't slept when I wrote that so some confusion and I'm drinking now but the thing I should have said is this as to the why I do it this way. No arsenal in game. I put the weapons I want in the battle in many loadouts to choose from. In WWII scenarios you not only do not want modern stuff, you do not want late war in early or mid war. SayUnkl kept the arsenal in game. White listying and black listing takes too long. Perhaps you could explain to me how the hell I was screwing up by just ticking the save loadouts thing in the multiplayer drop down but the loadouts were never saved. I'm not being an ass here, I clicked many times but it never saved any loadout until I created those 2 files. Maybe it was added but just doesn't work right yet? I knew you'd know why it threw the error, I wasn't sure as to the why, I just knew it didn't hurt anything when testing it. If I could get the loadouts created in the editor arsenal with a menu inventory to choose another loadout without going to lobby without arsenal in game I would do it. I'm an old guy who barely understands most of this and I'm an old guy who hits the machine computers at work to try to force them to do what I want. It works 60% of the time LOL. When I create just fun to mess around with coop scenarios to screw around with, yeah I use the arsenal in game, who doesn't but when I create a battle to publish I don't. I try to balance it in a way I want it.- 29 replies
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