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Thunder.B

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Everything posted by Thunder.B

  1. Thunder.B

    Ghost Missions

    So in regards to that. do you have certain units filtered out of that list? because i am noticing alot of VR Entities and Pilots in Ground Spawns. And where there changes to how QRF spawns ? as i have only seen a Quad Bike in 6 AO tests.
  2. When that work is complete could you Share parts of the code? i want to manually script the deck of the carrier for my Public Server Map and some animation code with timings would be of a great help to me atm.
  3. Thunder.B

    Ghost Missions

    Thanks for this! helps me as i am still working on our Groups Version and this helps me find what could need updated. And the Debug Radio Commands sound great. i will have to see if i can get them to show for voted or standard admins so people can fix broken tasks or AO's if an admin is not currently Available. If you have a chance to Visit the Patrol Car later (i know its a low priority thing) most cases where caused by weapons which Penetrate vehicle hulls. as while vehicles with Setdamage: False do not take damage i have noticed that it does not apply to non Driver positions in testing. i will try to adapt the (now old) AA Spawn scripts to make sure the crew is setdamage: False, as i use Safe Zones to prevent Griefing, and have to rely on AI to protect players in the spawn / rearm areas from Enemy attack. Hopefully i can get better performance from the tweaked Transport Functions. i know getting Arma 3's AI to cooperate is a challenge and hope you have had better luck than me.
  4. Thunder.B

    Ghost Missions

    Other than Adding in the freedom was there any tweaks to the main functions or scripts ? just curious if the heavy QRF spawns where addressed. EDIT: If you would like a reference on Carrier Weapon Placement i found This on the forums. Also Until the release of Malden Tanoa assets are still Apex only. so the bunker on the terminal will keep non apex owners from joining possibly. And i found a minor bug which the patrol car gunner can be killed in some cases.
  5. So i finally had a chance to add this to my current project and am currently getting an Error on load in the editor. GOM_dialog_parents.hpp, Line 1008:.IGUIBACK: Member already defined. So i took a peek at the dialog_parents line 1008: class TextPos { left = "(((safezoneW / safezoneH) min 1.2) / 32) * 1.5"; top = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 20)*2 - (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)) / 2"; right = 0.005; bottom = 0; }; animTextureNormal = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\normal_ca.paa"; animTextureDisabled = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\disabled_ca.paa"; animTextureOver = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\over_ca.paa"; animTextureFocused = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\focus_ca.paa"; animTexturePressed = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\down_ca.paa"; animTextureDefault = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButtonMain\normal_ca.paa"; period = 0.5; font = "RobotoCondensed"; line 1008:> size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)"; text = ""; action = ""; and not seeing anything out of place. did i setup something wrong ???? Also i know you removed Actions from the Script but how would i go about putting them back in ? i plan on having this hooked up to marked Helipads that also have a standard rearm script on them and only want the loadout to trigger when the pilot chooses via action.
  6. Apologies i also meant if you have the animation references for the AI as well. as i am a few steps behind you. i had to get my anti griefing measures in place before i started placing AI units.
  7. If you are successful would you mind sharing the full setup? i am attempting something similar for a carrier on a public server map.
  8. Thanks for this bit of Code still wrapping my head around SQF and i can use this on my current project! I plan on having this on our public servers Rearm Pads so our pilots can customize Aircraft from a spawner. i will keep an eye out for your next version!
  9. Glad Someone made this!!! Could it be used in MP in its current state?
  10. Thunder.B

    Ghost Missions

    Ok i have to have something simple screwed up that i cant see. here is my code which i placed below the armor list generator (line 63) if ((_wCName iskindof "UGV_01_base_F") && !(_wCName iskindof "B_MBT_01_arty_F") && !(_wCName iskindof "B_MBT_01_mlrs_F")) then { if !(_wDName in _namelist2) then { _armorlist deleteat [_wCName,_wDName,_wPic,_wDesc]; _namelist2 deleteat _wDName; }; }; what stupid mistake did i make ? And while i am at it where would it be best to put an Add to Curator code in the AO spawning script so A Zeus can keep track of Objectives and the AO itself?
  11. Thunder.B

    Ghost Missions

    Thanks for this!! Forgot the UGV_01_base reference! Now to decide what to add from the jets DLC release.....
  12. Thunder.B

    Ghost Missions

    I have a few questions if someone or Ghost could provide some answers. i am currently updating my units version of Enemy Assault to the non beta version and i noticed you switched the vehicle re-spawn script to .FSM, our unit has a small number of vehicles with custom textures and while i know i can call on an .sqf in a .fsm. where in the ghst_vehrespawn.fsm could i put the execute so the setobjecttextureGlobals fire at the proper time? Also i am attempting to remove the Nato Artillery Vehicles from the vic spawner and noticed you switched to using pushback for the arrays. i have had no success with various subtraction methods to remove them from the array.... any help would be greatly appreciated. not related to my upgrade. but would it be possible to have some count of Civilian Casualties now that they are also spawned in the AO with the tasks? like a if more than X are killed the task fails or some global notification is called?
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