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UDIE

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Everything posted by UDIE

  1. UDIE

    Argo Supporter's Pack on Steam?

    Argo is technically without official support now, for over a year. there a few custom servers, they provide most of the weapons available in game
  2. on the gom dynamic loadout thread there is a fix for this issue, im not sure if you follow it, but i tested and it worked in our situation. maybe it could work for yours too))
  3. this works for me in my scenario, we dont use the dynamic loadout script but we were having the same problem clearing the mystery pylons as well do you mind if i include in our missions ?
  4. it seems to be the inboard pylon on some but not all aircraft.. i have checked in our script, which does this as well and at least they are not able to be rearmed, i believe it has something to do with the default presets here... these are the things that always end up "back" https://cdn.discordapp.com/attachments/517589978025426944/533861872378576897/ArmA_3_Screenshot_2019.01.12_-_23.15.03.96.png
  5. the 2nd, 3rd scripts are not yours , just showing similarities. and why we went looking for a new one. using setdamage on these , pylons still load fine. we arent using an eh for handle damage, 2nd, 3rd scripts it was more to show that we have the same problem with the ah64 and the mi24 as in video. and the mystery pylon. i was using rhs in this case sorry i didnt specify, i do not see this problem with cup with the ah64 either havent tested mi24 thanks for watching it, it was longer than i would have liked. it seems to happen when you take the defaults away. if you test in rhs, customize the pylons or empty pylons, and you will see same as picture above I looked at some cup stuff too some stuff is perfect, other stuff, is as above.
  6. Ty for the quick reply. works great, we moved it into the init script for now, there is.. a problem, not unlike the problem we have in our current scripting some vehicles seem to respawn with a pylon that doesnt belong (its actually the default pylon for that position, but it shows a weapon, with no mags) i made a video, as short as possible. there are 2 ah64 and two mi24-p one of each has empty plyons. in your script all is well except for the extras.. (first mission) in our script.. the same results(second mission) in our attempt to fix our script.. we were not able to return ammo to the turret weapon.. (third mission) this affects countermeasures.. a gun if its assigned to the pilot, and sometimes laser designator. i showed this in some jets on the last mission. the reason we are looking for solution is because it would be possible for one to rearm this pylon at a truck and, its kinda annoying to have red for no reason lol. it would appear as though you are an expert in this area ))
  7. Hey Pierre, just trying this out, it maybe just what we need, having problems getting dynamic loadouts back, ive used your second script with 0 = [[],"start",10,true,true] spawn MGI_fnc_VehicleRespawn; at the end i put it in a trigger with true instead of this but the vehicles are respawning with the original loadouts. https://imgur.com/a/a4wbSkk -Trigger https://imgur.com/a/DsChYVr - before respawn https://imgur.com/a/rED97WV- after respawn no scripting here other than the trigger. if you need video i can do that )
  8. Having some issues with respawning dynamic loadouts. Maybe someone out there has encountered this problem before. we have a script that works but it "could be better" there are 2 problems. 1 when the helo respawns it has the proper textures for the selected loadout in editor. but it also when enter the chopper shows usually at least one empty pylon making the player (if he knows) have to press f to get to an missile/rocket as in this video 2 When the helo respawns even though it assigns the proper missile to the pilot/gunner position, some aircraft require to switch to manual fire, for the radar mark a target (pressing t) id happily give up my Christmas stocking if there was a way to avoid this, and have the missiles act as they do before respawn (without the need to switch to manual fire first) if anyone has any ideas ... it would be much appreciated
  9. just gave it a look alone.. it has good performance :) ill show my team and see how they like it. does your team play this game mode at all? our server can be found by searching C5 or AAS in the steam browser we are always adding new features for added fun :)
  10. Do you mind if we put this through its paces? Im a member of Cerberus 5 , we have played AAS for years at the very least we could give you some good feedback :)
  11. Yes ill look at file a bug report, it is easy to reproduce in a simple script. it only seems to be the ah99, i tested it yesterday in your mission just changing the default weapons over to pilot control, not change the amount or placement, still get the crash. im hoping in the future more choppers use this system :)
  12. I had been thinking more along the lines of a script that may use some of your functions that would find and replace any missiles (for the pilot to control) at the start of a mission with no ui.. maybe heli pylons are not sufficiently supported yet, the problem with the ah99 crashing the game if you give pilot missile control.. i mean..
  13. would there me a to use this if you didnt mind, to just switch the weapon ownership to pilot instead of gunner, without remove and readd everything?
  14. Grumpy, In my original file i had GOM_fnc_allowAllPylons set to false, I changed to true but the problem persisted, it is only with the ah99, maybe weird fitting pylons, i had someone else come to my local server and they experienced the same crash while trying to give the pilot control of dagr or hellfires. the vanilla opfor chopper works fine, as well as another chopper from cup , for changing the lockable weapon to the pilot. and it locks too.. this was what i was looking for, it is a great script, terrible timing though as we just finished a lock on script for pilots lol..
  15. Hadnt tried this, I really dont think its the mission, I ended up with the same sort of crash when i tried to assign hellfire to pilot in the editor before i found this I shall give it a try though thx
  16. Is this for dev only? Im having an issue running this script, dedicated, and local.. https://www.youtube.com/watch?v=15jHU19WOT8 it is crashing my game, in the dedicated environment the trucks that rearm the choppers didnt appear until i removed a line from their init fields. but same crash. im not blaming the script, i had been playing with doing this freehand, and i encountered the same issue.. all is fine until powerup the chopper. then game crash, i do have dumpfiles.. but i dont know how to read them. I had someone else look at this too he also runs the dev version, I had to edit out the orange stuff at the top of the missionfile. works fine for him. I have verified game files, even ran memtest for a good while just to make sure.. am i just pushing my arma too hard lol ?
  17. Midnighters, thanks for your help with the arsenal :)
  18. Larrow, would you mind as if you are explaining to a retarded child. how I can use like you said above, "CfgPatches classes, as STRING name" how I could use that to white list everything, instead of the fallback to using classnames? Im sorry being a novice at this has its drawbacks if you have time to make a quick example id appreciate. one example and i should be able to pick it up from there, I am trying to learn, I just sorta found myself in the deep end before i was ready...
  19. Im trying CMA out and it works great until i join my server. is there a battle eye issue?
  20. Arma man you could do what Im trying to do and just blacklist all weapons with larrows script. you may be able to fix the script so its not messing with weapons at all. the only reason im whitlisting right now is because there is an issue with the scopes not being added to the box, so if you are not looking for scopes this function could work for you. you could make it side specific, make one blacklist with weapons and use the same blacklist for both sides. this is a powerful script, lots of options. you may even be able to get away with the regular bis function depending on your needs https://community.bistudio.com/wiki/BIS_fnc_addVirtualItemCargo
  21. Ok so this is a real confuser, If I add "shell" like I did last night, that fixed my problem with the whitelist for ugl shells I had already added missiles like you mentioned, no dice. now heres the tricky part, Im using the mission you uploaded as a template of sorts, and I figured out I could to it with a blacklist, so i tried that another box, which allows everything in the arsenal then blacklists the stuff in "mybox". this would also work perfectly, except when i use this box in this manner no scopes JIPID = [ _ammoBox, [true,"blacklist1"], west ] call LARs_fnc_blacklistArsenal; (fullbox except scopes + a small test blacklist)(not one scope in this list) and the all the rockets and missiles are there for each launcher. i took out missiles from the createlist script, and they dissapeared from the blacklist box. I have the box we are using in the missions on server in this test mission and im using another box to test the blacklist aspect of things/ I have gotten a fully functional whitelist, launchers do have ammo, just not all of it, or i can make a fully working blacklist, if i can figure out the missing scopes. I could upload a video of what is going on here if it would help. added shells.. it helped the whitelist, added missiles and it helped the blacklist, its a real confuser. I do appreciate any help, as does our dwindling aas community :)
  22. let me apologize for all the posts. I do appreciate any help I have gotten things working perfectly using two whitelists per side and not using the calculatesides. I basically have 3 whitelists in the multibox file, runs like this JIPID = [ _ammoBox, [ [ "CSAT", "BOTH"] ], east, "EAST" ] call LARs_fnc_blacklistArsenal; JIPID = [ _ammoBox, [ [ "NATO", "BOTH" ] ], west, "WEST" ] call LARs_fnc_blacklistArsenal; I only have one problem, I cant seem to add explosive grenade launcher ammo(I can add smoke and flares) ( my arrays are working even with them added), nor can I add more than one type of ammo for each rocket launcher. Has anyone encountered this? i have found a fix for the grenade launcher problem in fn_createlist.sqf by adding shells beside the smokeshells. ["assaultrifle","machinegun","sniperrifle", "shotgun","rifle","submachinegun"], ["launcher","missilelauncher","rocketlauncher"], ["handgun"], ["uniform"], ["vest"], ["backpack"], ["headgear"], ["glasses"], ["nvgoggles"], ["binocular","laserdesignator"], ["map"], ["gps","uavterminal"], ["radio"], ["compass"], ["watch"], [], [], [], ["accessorysights"], ["accessorypointer"], ["accessorymuzzle"], ["bullet"], ["grenade","smokeshell","shell"], ["mine","minebounding","minedirectional"], ["firstaidkit","medikit","minedetector","toolkit"], ["accessorybipod"] is there something i can put in here to get the launchables from the launchers ?
  23. UDIE

    Advance And Secure

    Trying to give this game mode a bit of a revival if anyone is interested. Im from C5 and have been working on making things great again. I have problems with the third person in vehicles not working, or getting it to work, and the saving of loadouts sometimes leads to a full kit of watches that can only be dumped by dumping the kit. I have implemented the BIS arsenal and would like to fix the above if anyone has any ideas We do have a full time AAS server just search C5 in browser. We have about 130 AAS missions some of these mostly ones we have made, or ported from A2 our ruleset is more "relaxed" than traditional
  24. I have one final question... ok three, I was able to get everything working perfectly as designed, but for my purposes it left too few choices just for rifles, our server runs semi hardcore rules, but as far as rifles go, its nice to use what you prefer. Im still a novice at all of this, and having spent months on this project Im pretty close, thanks to you and your script. Im still able to use the multi box but Im going to have to whitelist every item per side, and forget the blacklist Is there a limit to the amount of things that can be passed in an array? (before I spend all day making them? prob 1000 items a side) JIPID = [ _ammoBox, [ "whitelist" ], east, "EAST", { true } ] call LARs_fnc_blacklistArsenal; JIPID = [ _ammoBox, ["whitelist2"], west, "WEST", { true } ] call LARs_fnc_blacklistArsenal; this looks correct if that is my game plan? seems to work with some small arrays i made for testing? (will the array be passed over network everytime someone goes to crate?)
  25. For launching the game, which parameters are important now? Which allocator is the better one?
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