Jump to content

avibird 1

Member
  • Content Count

    332
  • Joined

  • Last visited

  • Medals

Everything posted by avibird 1

  1. @pierremgi I put the code in my mission init.sqf does not work, I made a new SQF called initserver.sqf it does not work. I put the code in a game logic it does not work. what am I doing wrong with your code above????
  2. @pierremgi thank you. @HazJ I never really understood the difference between dedicated versus host server Global versus local client vs. headless client when scripting. I can piecemeal some codes together but have no scripting background at all. But I still enjoy learning and certainly making missions. @pierremgi I have not tried it yet to see if it worked my armor time has been limited lately because a real life hopefully tonight or this weekend I'll get a chance to see.
  3. Hey MC.Quit question what are you trying to do. I am currently completing a prison Mission myself? I have using two police officers a doctor and a priest lol to help us break out of the prison. I have a very easy setup to initially put them on OPFOR side so they can enter the lockdown prison camp to get into position then I have them switch to blufor using a radio trigger that needs to be called by a player or a stationary trigger activates once they walk into zone. I don't use set captive for the prisoners because I want them being shot out if there are spotted outside of the barracks. Somebody help me with a code line that will switch every single Guard from careless to aware once a gunfire goes off. The MP's patrol in the camp will only shoot at the prisoners if they have a direct line of sight and a few metres away. The cool thing about it is for whatever reason before they shoot at you they they will point and move their hand and verbally say something to you at that point if you do not back away they will open fire last the whole Camp goes on aware and combat mode. If this could help you let me know and I will provide you with the codes. Avibird
  4. I would I prevent blufor playable units to pick up a change into opfor uniforms. I don't want to prevent the use of other gear such helmets backpacks vests ect only clothes. Any help will be greatly appreciate it avibird.
  5. I am not a noob lol been around for a while but why scripting knowledge is limited but still enjoy making missions and falling around with the editor. I am working on a remake of an OLD OFP mission of mine. POW mission. I have 13 playable units around 100 enemy units around 40 placeable objects a few remove map objects game logics around 10 triggers and only a few scripts. I am using cup units and everon. Now when I start the mission my FPS is in the mid 30 to low 40's and that is fine for me. My PC is not new it was build for Arma2 it was on the higher end then. My problem now is when I go back into the editor my mouse placement is laggy and I lost the ability to fine tune placement of objects it just started the other day I need to use XY adjustments to place or move the placeable objects precise can't use the mouse anymore. If I start the mission the mission runs fine. Any feedback would be great I am almost done with this Mission just a few more details and a few adjustments to do.
  6. I found the issue I would like to share if it could help someone else. In the editor there is toggle translation grid (;) I must have hit it by mistake when in the editor. I have no clue what it is used for but I switch it off and I have no lag moving the mouse again in the editor for placement of objects.
  7. @ can I just make a initserver.sqf and put code in that or does it need to be a dedicated server? I play on host server ?
  8. @ Pierremgi you are awesome thank you for the help. Question I'm assuming I either need to put that code in a game logic Trigger or my mission init.
  9. @Stormmy1950 thank you for your reply but I think you missed what I was saying. I already have that set up so when all players are incapacitated the mission ends What I need is a way to remove the incapacitated unit from the team switch menu while he is incapacitated. It is sometimes difficult to cycle through all 16 units to find the one that is still alive or not incapacitated. Once that incapacitated unit is revived I would like you to be added back to the team switch menu so somebody can switch into that unit to use. My mission is set up like Last Man Standing with the ability to revive your teammates as long as one member is still alive during the mission. I hope you understand now and better I hope that you have a solution for me lol.
  10. One thing that I don't understand. In the editor I can put any uniform on any unit and start the mission and play with that unit. But why did boheima not allow for taking uniforms during a mission but you can in the editor? Does not make sense. Whatbif taking a uniform would decease the LOS and hide the true units identity until something like less the 15 meters or gunfire made. That would make for some good behind Enemy Lines missions.
  11. This may be a simple approach but it worked in ofp days. I used to put a destructible items within a building for example barrels around the perimeter of the buildings then I would put destroy waypoints on each of the items followed by indestructible item in the middle of the building like a flagpole and place a final destroy Waypoint there. I usually used a group of helicopters to attack the buildings. It worked great back then. My script in knowledge has improved very slightly over the years but I think it should still work. ?
  12. avibird 1

    UPSMON Updated to ArmaIII

    Just want back to some old missions and attempted to use UPMONS can't get it to work now. Did the last update break the script? Could anyone confirm or deny if it still works with Arma3. Thanks Avibird.
  13. Is anyone still using upmons the original not ups. It not working for me it always did however I took it out of the mission but still how some code in my mission init. Seems a lot better still not 100% but function now ? if anyone cares lol.
  14. I have a very early build of the mission saved something I unfortunately learn from ARMA 2. It's only 30% done the current belt is about 90% done. I don't have the issues in the editor in the early build of the mission. It has to be something I took out most of the scripts still very laggy in the editor only when zoomed in with the mouse for fine-tuning placement of items. !!!
  15. Look it says CPU 33% 4.6 % memory 79% 1784.1mb this is in the game lobby mission is load. Do I looking when in the editor?
  16. Ok how ? I am old I did not grow up in the digital age my Arma was. Plastic army men. I have 8 Ram with two more slots if I need. The ram was the original when I built the rig in 2011 for arma2. I am not ready to upgrade my PC yet I'm waiting for arma 4 to do that. Do you think replace my ram and put 16 in. I know Arma does not need that much but RAM is cheap these days. Avibird
  17. No I even want back on the same map position on a new build to see and mouse Precision works great. I'm starting to take out some scripts perhaps it's one of the scripts but I have only a few. This mission is mostly editor Placed waypoints OLD SCHOOL ?
  18. @ Is there a way to turn off the CACHE once it trigger. I am working a mission and I want to use your script but I don't want the units to despawn once they are on the map. I am using this for a CQB in a building that is around 20 by 10. I am calling the units in with this 0 = [this,"CACHE=", 20, "GAIA_FORTIFY=", "B1"] spawn jebus_fnc_main; Works fine but if the players back away to regroup the units despawn! I can't have that in this mission.
  19. Thanks for the link if I even need to allow them to switch uniforms.
  20. Wow you can't switch into enemy uniforms arma3 I never attempted to pick up an enemy uniform before and switch it out only vest backpacks and gear ect. You know what happens when you assume you make an ASS U ME ? please delete this post I am testing it now to see if this is a fact. How can I delete this post lol
  21. @fyci can you provide a demo mission of your CQB script that you use. I would like to see it and possible use it in this mission I am always done with. @anfo thank you I will check that out.
  22. I am very frustrated. I don' t know if something has changed with the last few game updates but can't get an end game trigger to work when all playable/switchable units are incapacitated. I have 13 playable/switchable units in a mission. I use a modified revive system that the units will only go incapacitated. Is there a way to setup an end game trigger that will end the game if all playable/switchable units go incapacitated at the same time.
  23. @Grumpy Old Man may code does work I had a playable unit on the map very very from the AO lol it was making me nuts ? however I would still like to get you code to work as well. Always like to have a different way of doing things especially if I use a different type of revive system in a mission. Thanks for all the assistance. Really appreciate it scripting does not come easy to me but I do know how to lay out a mission design but sometimes I have no idea how to implement what I want to do with Arma scripting.
  24. @Grumpy Old Man your code lines only works if I put it into a gamelogic but the mission ends at the start of the mission lol. _failCondition = count (allPlayers select {lifestate _x isEqualTo "INCAPACITATED" OR !alive _x}) isEqualTo count allPlayers; if (_failCondition) then {"EveryOneLost" call BIS_fnc_endMissionServer}; When I put your code in a trigger condition nothing works. This is how it worked before. I use =BTC= Quick Revive (modified by me so units will never die only stay incapacitated.) {!(_x getVariable ["btc_qr_unc", false])} count (playableUnits + switchableUnits) == 10; It was used in a mission with 60 playable units and worked fine however now when I reduced the number to ==0 nothing works if I keep the ==10 the it works when there are a few units still up but I needed it to work with no units left all are incapacitated. I have played with your code no luck and I have played with the numbers in mine and only ==10 works but not when all the units are incapacitated. I don't understand why your code or mine will not work the way it should.
  25. avibird 1

    Keeping AI units in place

    hey Grumpy Old Man, rube and fn_Quiksilver works out great for me now. Using A combination of both of the STOP COMMANDS really makes CQC very interesting using triggers to switch some of the units to move again. Now when my blufor units go into the buildings to clear they are meet with some units going through the buildings to meet them and some of the units stay stationary providing choke points. Thank you guys for the help Avibird!!!
×