Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

3 Neutral

About JasonO99

  • Rank
    Private First Class

Recent Profile Visitors

514 profile views
  1. This is causing an error preventing the mission launching in the latest update. Videos so far of it look good!
  2. JasonO99

    RHS: Status Quo

    Yes the Conflict missions have no vehicles available and it's all greyed out for GameMaster
  3. I don't believe you should be running it only on the dedicated server. camCreate at least is local so will need to run on everyone. Your later checks for playerSide won't ever work because again it is only running on the dedicated server, for which it isn't a player.
  4. I had an issue when using a camera on an intro. Easy fix for me as I just ran the UAV script at the end of the intro (which funny enough is a tweaked version of KK's script you mentioned above). For yourself, you need some flexibility. I found this Reddit post that seems relevant.
  5. Yes it's on ultra. Tried other settings but same issue. Images (ie textures, jpg/paa) show fine. It's just when doing render2target stuff that that particular screen has static. It almost looks intentional (ie BI wanted that screen to do the effect it does) I shall play around with this (I intended to anyway as the screens don't all fit right) and see if it stops the static. Thanks all for the replies.
  6. Hello, I'm using some PIP setObjectTexture stuff on some screens - however, the screen I want to use has some terrible static on it that ruins my choice of using it. It's the right size for what I want. It seems the different type of 'Rugged Large Screen' does this, however the smaller screens of similar type and other type of objects that have a setObjectTexture selection seem to have no problems at all. Is there a way of stopping the static? I'm doing nothing different to the top left screen vs the right one (they look slightly different because of the way the screens crop the video feed). I'm guessing it's an effect put in for this particular screen for a BIS mission but I might be missing something. Regards, Jason
  7. Hello all, I'm working on a mission that utilizes AI within a building with pistols only. Upon testing this and opening a door, the AI pointed their pistols at me but did not fire. I went back and checked they were enemies to my side (independent vs bluefor) and they were. Having gone and replayed the mission I realised they were willing to shoot me once I've taken a couple of steps back. I put a rifle on the individual and they shot at me at any distance no problem. I went outside and the same occurred. I could stand a few meters away and not get shot. I changed it to day time, changed my character in case that uniform was too camo etc - no change. So I decided to load vanilla ARMA3 and go into VR. Testing again, the problem remains with no mods. One thing I did notice was that if the AI starts engaging you as you move back, and you rush back towards them they'll still empty their magazine no matter how far away you are. However, as soon as they load a new magazine they won't engage you anymore until you move back 4.5 meters+ or so. This video shows me running near to the pilot who only has a pistol, remaining close and he doesn't engage. The moment I step back beyond this particular distance, I'm engaged upon. See Gyazo Video So, my question is - is this intentional? It seems a bit daft you can avoid being shot at by just staying 5 meters within any enemy with a pistol. I'm wondering if anyone else is able to try this? I tested it with bluefor and opfor and no matter the combination it seems to still bug. The behaviour doesn't occur when the enemy has a rifle. Regards, Jason
  8. To further add, I found out about respawnTemplates to be able to do separate things for each side. It sort of lead me in the right direction... however the OPFOR unit still respawns and ends the spectate. So not good :(
  9. JasonO99


    If the laptop does have a texture you can change then you just need to use setObjectTexture on it. _laptop setObjectTexture [0,"your/path/to/texture.paa"]; This will run locally on all those who run it. If you want to ensure all players see the same, add Global after Texture (as per example earlier in post) and ensure it only runs on server (or one client).
  10. Hello all, I'm doing a survival mission where OPFOR are 'on the run' and are being chased by BLUFOR players. The setup I want is that BLUFOR have respawn and respawn at their base. I currently have this setup as a BASE respawn with a respawn_west marker. This works fine. However, OPFOR once dead I don't want to respawn. There are only at most two players on OPFOR. So, desired outcome for OPFOR is; - If another OPFOR player is alive, launch spectator mode and spectate that player. Disable chat/von for those who have died. - If all OPFOR are dead, then mission end is triggered as both have been killed (of course, if there was only one player this would trigger on the players death too) Currently, I have a piece of code in onPlayerRespawn.sqf. The west one just relaunches the marker script I have and no issues here. It's the east case that's my issue. switch (playerSide) do { case west: { [_this select 0] execVM "police.sqf"; }; case east: { if((!alive s1) && (!alive s2)) then { killersDead = true; publicVariable "killersDead"; } else { 1 enableChannel [false, false]; 2 enableChannel [false, false]; 4 enableChannel [false, false]; 5 enableChannel [false, false]; ["Initialize", [player, [east], true]] call BIS_fnc_EGSpectator; }; }; }; Now the issue I have is because the two OPFOR players (s1 and s2) respawn, ultimately the check if both have been killed won't work so I've been trying to think this but I wonder if there is a better way to manage the respawn? Additionally, the spectate script lets you spectate your respawned player and see them on the map. So perhaps I'm going the wrong way about it. All players will be human controlled. None are played by AI. If anyone can suggest a different way to manage the respawns in this situation that would be great. Not necessarily asking for someone to write the code but I suspect that since I done any proper development in ARMA (as in the first one) things like respawns have improved. I've had a look at the biki but nothing stands out as being better? Regards, Jason
  11. JasonO99

    Annoying with vanishing particles

    I come back to ARMA3 and started noticing smoke being patchy. I was being a bit of a mod wh**re so thought I've probably got a conflict. Going back to vanilla and noticed it a bit more. I guess before I didn't pick up on it being too immersed in a situation, but now that I've picked up on it I notice it all the time. I just blew up an enemy AA post and was waiting for a helicopter. A green smoke went down and as I was moving around waiting for the helicopter to arrive, there it was. Particles disappearing, then looking back and the smoke's gone thick again; both from the burning fire and the smoke grenade. It's interesting that it was discovered that there is a difference between the 32bit/64bit application and perhaps this will help BIS locate the issue. I do think just an acknowledgement on the issue would be a good place to start. I trust BIS do fix issues as best as possible but we're all twiddling thumbs here not sure when (or if) anything is going to happen.