-
Content Count
27 -
Joined
-
Last visited
-
Medals
Everything posted by Schrebers
-
I am happy to anounce that I have find two scopes on Tanoa for the first time ever. kahlia and I think the mrco one for closer ranges. If I now run into a heli Patrol I have seen everything.
-
GF Crashsites Script
Schrebers replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey thanks for your reply. I know nothing precise about syntax and never made something on my own except tweaking scripts slightly. But from my "stomach" =) i think that the weoponholder is creating these little errors. my clue would be, that the nvg uses the bino slot after picking up. so may be the weaponholder turns just some of the loot into another category, because it might still be attached to the loot? Coincidentaly i saw a tuto from killzonekid with a rotating weaponholder which was deleted afterwards ... i am just guessing. Even if I was right I can not proof it. -
GF Crashsites Script
Schrebers replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey eh thanks for that cool script ... really something that was lacking. Unfortunately I am having several small errors while I was testing the script with one player unit in VR. i copied everything into my testing mission folder except unsung lootable. i wanted to adjust the loottable to play it ravage&cba3. so these were the only active mods. After spawning some items lack inventory icons for reasons I dont understand. I checked your classnames and deleted the ones from exile. sometime with attachments like optics everythings looks perfect, they can be picked up normally, but they cannot be mounted. And nvg take the slot of the rangefinder when equipped. Small things like that. any ideas what I could be doing wrong? -
Please need help with an helo crash script
Schrebers replied to Schrebers's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the advice ... I will try to find out the things that you have mentioned.- 2 replies
-
- dreadedentity
- heli crash script
-
(and 1 more)
Tagged with:
-
Please need help with an helo crash script
Schrebers posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just opened the door to the scripting world and I feel that I am not capable atm to fully modify a script by dreaded entity. I looked through tons of BI pages and made a testing Environment ... but still can not get it right after hours of trying. There is the code I modified so far but the lower part is not working. Can someone please help? The helo should search for Player, turn hostile and attack. It kinda works in VR, but on a map they just hover on spot after completing the flyby. private ["_player","_flyoverChance","_shootdownChance","_minutes","_variation","_helicopters"]; _player = (_this select 0); _minutes = [_this, 1, 20, [0]] call BIS_fnc_param; _variation = [_this, 2, 0, [0]] call BIS_fnc_param; _flyoverChance = [_this, 3, 0.5, [0]] call BIS_fnc_param; _shootdownChance = [_this, 4, 0.3, [0]] call BIS_fnc_param; _helicopters = [["B_CTRG_Heli_Transport_01_tropic_F", 3],["B_Heli_Transport_03_F", 4],["B_Heli_Light_01_dynamicLoadout_F",2]]; while {true} do { sleep (((_minutes - _variation) + (random (_variation * 2))) * 60); if ((random 1) <= _flyoverChance) then { private["_direction","_position","_variation","_element","_obj"]; //systemChat "You rolled the dice and you won!"; _direction = random 360; _position = [getPos _player, ((random 50) + 550), _direction] call BIS_fnc_relPos; _variation = ((random 40) + 160); _element = _helicopters select (floor random (count _helicopters)); _obj = [_position,_direction - _variation,_element select 0,east] call BIS_fnc_spawnVehicle; (_obj select 0) setVehicleAmmo 1; clearMagazineCargoGlobal (_obj select 0) ; clearWeaponCargoGlobal (_obj select 0); clearItemCargoGlobal (_obj select 0); clearBackpackCargoGlobal (_obj select 0); _position = [getPos (_obj select 0), 1200, direction (_obj select 0)] call BIS_fnc_relPos; (_obj select 2) move _position; ((waypoints (_obj select 0)) select 0) setWaypointCompletionRadius 200; if ((random 1) <= _shootDownChance) then { sleep ((random 10) + 10); //systemChat "Helicopter has taken critical damage!"; (_obj select 0) setDamage 1; waitUntil {speed (_obj select 0) == 0}; //hint "helicopter has stopped"; [_obj select 0, _element] execVM "DE_createLoot.sqf"; }else { waitUntil {moveToCompleted (_obj select 0)}; { //deleteVehicle _x; }forEach (crew (_obj select 0)); //deleteVehicle (_obj select 0); (crew (_obj select 0)) doMove getPosATL player; (_obj select 0) setCombatMode "RED"; }; }else { //systemChat "You rolled the dice and you lost!";- 2 replies
-
- dreadedentity
- heli crash script
-
(and 1 more)
Tagged with:
-
Yes you are totally right thanks. I moved the request.
-
The wrong place maybe to post this. I just opened the door to the scripting world. and I feel that I am not capeable atm to modify a script by dreaded entity. I looked through tons of BI pages and made a testing environment... but still can not get it right after hours of trying. There is the code I modified so far but the lower part is not working. Can someone please help? The helo should search for player and attack. ///////////////////////////////////// // Function file for Armed Assault // // Created by: DreadedEntity // ///////////////////////////////////// private ["_player","_flyoverChance","_shootdownChance","_minutes","_variation","_helicopters"]; _player = (_this select 0); _minutes = [_this, 1, 20, [0]] call BIS_fnc_param; _variation = [_this, 2, 0, [0]] call BIS_fnc_param; _flyoverChance = [_this, 3, 0.5, [0]] call BIS_fnc_param; _shootdownChance = [_this, 4, 0.3, [0]] call BIS_fnc_param; _helicopters = [["B_CTRG_Heli_Transport_01_tropic_F", 3],["B_Heli_Transport_03_F", 4],["B_Heli_Light_01_dynamicLoadout_F",2]]; while {true} do { sleep (((_minutes - _variation) + (random (_variation * 2))) * 60); if ((random 1) <= _flyoverChance) then { private["_direction","_position","_variation","_element","_obj"]; //systemChat "You rolled the dice and you won!"; _direction = random 360; _position = [getPos _player, ((random 50) + 550), _direction] call BIS_fnc_relPos; _variation = ((random 40) + 160); _element = _helicopters select (floor random (count _helicopters)); _obj = [_position,_direction - _variation,_element select 0,east] call BIS_fnc_spawnVehicle; (_obj select 0) setVehicleAmmo 1; clearMagazineCargoGlobal (_obj select 0) ; clearWeaponCargoGlobal (_obj select 0); clearItemCargoGlobal (_obj select 0); clearBackpackCargoGlobal (_obj select 0); _position = [getPos (_obj select 0), 1200, direction (_obj select 0)] call BIS_fnc_relPos; (_obj select 2) move _position; ((waypoints (_obj select 0)) select 0) setWaypointCompletionRadius 200; if ((random 1) <= _shootDownChance) then { sleep ((random 10) + 10); //systemChat "Helicopter has taken critical damage!"; (_obj select 0) setDamage 1; waitUntil {speed (_obj select 0) == 0}; //hint "helicopter has stopped"; [_obj select 0, _element] execVM "DE_createLoot.sqf"; }else { waitUntil {moveToCompleted (_obj select 0)}; { //deleteVehicle _x; }forEach (crew (_obj select 0)); //deleteVehicle (_obj select 0); (crew (_obj select 0)) doMove getPosATL player; (_obj select 0) setCombatMode "RED"; }; }else { //systemChat "You rolled the dice and you lost!";
-
Ok too bad, I will unsubscribe and leave a hint at the steampage.
-
looked for high explosive shot gun Mods and found this one: http://steamcommunity.com/sharedfiles/filedetails/?id=1181668412 UTS-15 Tactical Shotgun Going to test it now =)
-
Ravagers ... can anyone recommend a "stand alone" mod or proceedure to tweak a shotgun to shoot high explosive rounds? Well any default gun would do it too of course, but I think a shotgun would be cool.
-
ok this is just for fun ... why not add two more different classes while the existing ones represent the average zombie guy and another group that is super bad ass: one shot ninja perks and such ... and may be another group that only attacks when you are a bad guy ... like him here ->
-
Well I die pretty often by zombies when I am in the open field (they wiggle a lot their head ... when they are next to you it kind feels that my barrel clips through them when I empty my mag on them)... it is like bad luck atm and based on environmental factors ... if it was more of a routine idk. May be it would be interesting to connect more aggressive behaviour to conditions, so that players can calculate the risks.
-
Hey thumbs up for bringing this game forward with mods like this! I was wondering if it would be possible to make an AI module that would fit for zombie survival or any other survival scenarios? Basically an every shot counts mode. It would greatly improve the immersion of survival gaming if AI recruits would: - choose head shots in cqc e.g. against zombie AI - go for very short bursts or single if they are mounted on off-roaders they run through too quickly - may be and not necessarily that they don't shoot into obstacles that are in the line of fire ... maybe only when you tell them to use suppressive fire
-
Hm yeah ... I guess you are totally right. It just came up my mind posting here, because Arma 3 is big, but the zombie survival niche is no too well covered as far as I know. I try to post where AI mod makers have their stuff than.
-
Sorry for crypto Spelling this iPad Spelling Tool Break My b*lls
-
Is there a way to tell Ai to make Every Bullet count? E.g. Head Shots only At Cqc Or use Single Ort Short Burst Fire from offroaders?
-
How to damage all buildings on mission start?
Schrebers replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for the hint with MCC. does MCC level everything on the map or can you choose certain areas? - For example one city is completely messed up, but the nearby villages are untouched? Or can you even set damage properties for each building? - e.g. all leveled but 1 single structure untouched -
Like your comment and also see it as a step forward for the immersion of looting. ... but regarding your first line: Tested repeatedly 7 barracks on small NW military island on Tanoa ... approached the first on foot from appr. 300m walking distance. 1 or 2 out of 7 have ambient Stuff in them. (I'll publish my values as soon I am at my PC again). I made big differences in values e.g. to spawn guns in Barracks and not vital items. Vice versa high values for vital items in civil buildings. (as the module allows or proposes) We get this tuned =)
-
Somewhat I have had a similar impression. I believe that the new ambient loot furniture only randomly appear as if there is a cap. Plus trash heaps and such are empty 9 out or 10. I willl try much higher values and post them here as cosmic10r said.
-
Thanks. I try these values asap and post mine too. Mrco? Wow. On Altis?
-
Thanks for response. It helped to understand the new loot system better. Unfortunately it does not answer my question: I was aiming at why there is less things that contain loot and less loot contained in them at all. My english is a bit simple, hope I could make my point clear now. I try to raise the loot chance much more in editor than I already did, it might help to fix my two scenarios ...
-
The new ambient loot module is very immersive from an aesthetic point of view ... but on my end I hardly find any containers spawning and find them mostly empty. Let's say maybe 2 or 3 percent of any loot container has loot at all. This goes through any type of building in or outside. Any one else has that too?
-
v0147 new loot module related Post greetings guys ... can't wrap my head around this: I made two scenarios with the older version of Ravage Tanoa and updated both to v0147. All loot values are tweaked to be more pleasant than the vanilla settings. Now not every building has loot containers even though the Ambient structures are toggled on. All containers rarely have loot in them, also those around the buildings. I don't believe that this is intended. Can anyone confirm or propose a fix? Also I found a truck in one one building that was not open nor damaged. I think they are called bootcamps.
-
terrain Chernarus Redux [WIP Release]
Schrebers replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great map and concept! Already like it a lot even though I played it for few hours. But will you change the look of the vanilla roads and other concrete structures on the ground to look less clean? It is maybe already in progress ... imo it would greatly add up to the post-apo feeling that is already there.- 269 replies
-
Thanks a lot! A setting for the module would be very elegant. In the meantime I messed around with it. It works for me now to make vehicles spawn without rust. I deleted some code that calls the materials for each vehicle.