Varhastra
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Everything posted by Varhastra
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Hey, so I'm working on a mission that's intended to be like a combination of Vindicta and Overthrow, I'm using the mission Maker Framework and I tried to look at the wiki and guide for it but it doesn't seem to exist anymore. Could someone point me in a direction where I could learn to use the framework?
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Mission Maker Framework help
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks mate! I'll have a look -
Will i Find devs to help me on my Mission
Varhastra replied to Blazer_135's topic in ARMA 3 - FIND OR OFFER EDITING
I'm not saying I'll do it, but I will say I'm curious. What type of mission exactly do you hope to make? You've said what it'll be inspired by but how's yours going to be different? Also I couldn't get your discord name to work when I tried adding you. -
So, because Nvidia is kinda stupid and has security measures in place that disallow the use of ACE mod when playing on their GeForce Now program, I'm coming here for advice because my laptop can not run Arma3 so I have to use GeForce. I want to play mods like Overthrow and Vindicta because I really like the concept of Antistasi but there are a few features missing that I'd like to see. So does anyone happen to know of a better Antistasi than the one by Barbaloni that DOES NOT require ACE? The features I'd like to see are the ability to eventually buy/import/whatever actual military vehicles, it feels like in Barbaloni's Antistasi you are fighting with one hand tied behind your back and it's very annoying. I'd also like to be able to customize the loadout of my forces, as well as build bases or camps throughout the map The ability to capture towns by occupying them would be nice too
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I want to start off by saying that, at the time of this posting, I don't have any plan to create an Esports community for Arma 3 nor do I have any knowledge if one exists. I simply am curious if anyone thinks such a thing would be possible and how you guys think it would play out if it was a thing Would it play out using High Command and be more of a tactics game? Or would it be more along the line of TDM (team deathmatch) games? I figured since Units appear to be such a big deal Esports might be a thing to naturally follow. Maybe not, who knows? Also if such a community already exists please share a link to it below
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So my laptop can't run ArmA 3 on its own so I use Nvidia's GeForce Now program to play it. Due to stupid restrictions on the program, I can't run the ACE mod, which means I can't play anything that has it as a dependency. I've been playing Antistasi for a while now and I like the concept but I want something more along the lines of Overthrow or Vindicta. Does anyone know of a mod like those two but it doesn't use ACE?
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Heyo, now before you start whining I'm in the wrong thread, this is NOT promoting a mission that has already been made, instead I'm wondering if anyone here would be interested in teaming up with me to make an Antistasi US campaign mission. I'd make it myself but thanks to limitations imposed by Nvidia's GeForce Now program I'm limited in my modding capabilities, so what I offer instead is to make the map for it. I'm looking for someone who's not just going to port the Antistasi campaign to my map, but someone who's willing to add some features the original Antistasi didn't have. If you're up for it please let me know in the comments.
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Hey, so can SpawnAI modules be activated and deactivated depending on whether a trigger is active or not? If so what would the script for such a function look like? Would "triggerActivated trg1" work?
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Is there a way to make friendly AI spawned in via SpawnAI module part of the High Command? i noticed when I was testing this out all AI spawned via that module weren't commandable. Is there a way to fix this?
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Spawning AI into High Command
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried this but either I can't find the right phrasing in the script or I'm using the wrong HC group but it's not quite working as it should. How would I set the spawning AI to join the player's group? I've tried "units spwn1(variable name I gave to the spawn module) joinSilent player" But this doesn't work. -
Spawn AI activated by trigger?
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you all so much for your help, now all I've got left is to figure out how to make spawned ai via this method commandable via High Command -
Seraphic Operators PMC| Realism | PvP, Co-op |
Varhastra posted a topic in ARMA 3 - SQUADS AND FANPAGES
Seraph Clan is a group of mil-sim players who enjoy not just combat operations, but hearts and minds campaigns, and goodwill missions. It is our goal to create as authentic and experience as possible for our members. We are new and actively recruiting! Please send us your applications! WELCOME TO SERAPH CLAN, RECRUIT Welcome, recruit! Are you ready to make a difference in the Arma community? Well, you've come to the right place! We are a passionate community of developers and players alike. We are a mil-sim (military simulation) group and we do have a chain of command which is to be respected by all members. We do clan wide operations here and there when we can make time for it but our gameplay mainly consists of casual online multiplayer. When representing the clan in-game, the chain of command is still to be respected, even if the clan is not doing an Op. This means the highest-ranking member has command of clan members on the same team as him or her. That being said there is PLENTY of room to move up in our ranks! So come enlist today, recruit, and embrace a prosperous future! Requirements: Must have Discord Must be available for Unit wide events usually on Sundays or Tuesdays Must be active at least once a week in the team Discord Must be 16 years of age or older (The only exception being members who were grandfathered in by having joined before this rule was implemented) Must take our chain of command seriously and respect your commanding officers! (This rule is very important to us) Must have a valid copy of Arma 3. Applications belonging to persons who do not have Arma 3 or have a pirated copy will be immediately discarded. A working mic is preferred but not required. Our links Discord: https://discord.gg/EgAcdtzYcC -
Squad/Clan List - Please read the rules in first post!
Varhastra replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: Seraphic Operators Timezone/location : CST/North America Gamemode preference (eg coop or pvp): Coop, Pvp, Military Sandbox Contact email: None at time of posting (11/23/2020: 4:29 PM Central Standard Time) Website address: None at time of posting (11/23/2020: 4:29 PM Central Standard Time) Short description: We are an active but new clan to Arma 3. We are always actively recruiting and we'd love for you to join our ranks so feel free to send in an application! Language: English, Spanish -
I can open the launcher but that's it
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My laptop can't run Arma 3 on its own so I use Nvidia's GeForce Now program to play it. As such, because of the access restrictions in place on the GeForce rigs, I can't access the scenario folders, but I can export to SQF and view the code in SQF form, if I do that can I edit the code in the editor? Does anyone know? If not is there any other way to script in the editor without needing to access the scenario files?
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@krzychuzokecia I do have Arma 3 installed on my laptop the only issue is my laptop can't run it, otherwise I'd just do all my modding from my laptop. I was hoping that by installing Arma 3 on my laptop I'd be able to take advantage of the Steam Cloud and edit the files on my computer then do my in-editor work on GeForce now.
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It varies, I've been able to play Arma 3 with anywhere from 60 fps to 120 fps. Also, I think the mission files are saved locally, I have tried that method, Arma 3 is installed on my laptop, but when I check after each session of GeForce, the missions folder is empty despite having saved and exported the mission
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So what I'm trying to do is make an economy where the player can get points for killing enemies, and holding sectors like in warlords, but I don't want to use the warlords systems because I don't like how it limit's the player to attacking one sector at a time. My goal for my mission is to have the player start small, but allow the player to end up commanding a large army. I'd also like to give the player the ability to attack multiple sectors at the same time if they so choose to do so. Is there a way to accomplish this? If so where should I start? I'd also like to make weapon stores where the player could purchase small arms for the initial part of the mission instead of having to loot them off dead soldiers. later on, I expect looting enemy corpses to become a primary way for the player to supply their army along with using their points to purchase supply crates. If anyone has any advice as to how I should approach this I would greatly appreciate hearing it. Thanks! Edit: Maybe a good way to think of it would sort of be like combining the Old Man and Warlords economies.
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Need help making an economy script
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! I'll play around with this and see where what I can make of it. 🙂 -
Hi, I'm wondering if it's possible as a High Command commander to be able to assign units to different squads/subordinates mid-mission, for example, if you were a Commanders and rescued some POWs if you would be able to assign those POWs to different squads or make them a new squad leader? Also while we are on the topic of High Command, can a High command Commander have other commanders under him?
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Liberation of Altis is a single-player mission with multiplayer support for a maximum of 3 total players. Currently, the mission uses the Warlords systems as it comes closest to the mission I want to make and I'm not good enough at coding to write my own systems to make it exactly how I'd like. That being said I am still actively working on the mission and it is still in beta, the goal of posting this early is to get feedback on what people think of my project and to get feedback as to how I can improve it as I go. I am looking for help in developing the mission whether you're a graphic designer or scripter, or even a map builder. Colonel Willian Hill, a NATO peace-keeper has been sent to lead a small task force in Altis in response to reports of OpFor launching a total hostile takeover. Due to the nature of the situation and current relations between NATO and Altis, only two other men we allowed to accompany Hill. NATO believes that if the reports are true, Hill should be able to gain the support of local rebels to help return Altis to a free state. NATO has also authorized Hill to seize any vehicle he deems beneficial to the mission. At the very beginning of the mission, the player will spawn in as Colonel William Hill, a regular squad leader unit with 2 accompanying riflemen. On the map will be marked the location of "survivors" who are currently being hunted by OpFor forces. if the player manages to save the squads from OpFor they will join the player in their mission. There will also be some trucks marked as "utility vehicles' but will be guarded by OpFor troops. Upon spawning in the player will also notice a Prowler at the spawn point which is intended to be used to quickly get around the map in the beginning. After the player rescues the survivors the player should choose the first town to liberate, which should be the town in between the player and the AAC airport (which will be used as the player's base of operations after it's been cleared) and then head for the AAC airport and clear it of hostiles and prepare for a long warlords-like campaign. It was intended to be where the player could lead a massive army divided up into teams (using red team, white team, blue team, so on so forth) where players could attack multiple locations at once which is why multiplayer support was added. However, due to the limitations of the Warlords systems, this is currently not possible. The player is still able to assign units to teams and have them attack locations independently (i.e. the player could order their teams to attack sectors while the player stays back at the base since there are currently no respawn mechanics in place). Sector income has been reduced to make the rescue objectives more critical. There have also been different vehicles scattered throughout the map for the player to acquire, from offroads to tanks. Downloads Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2278581768 Github: (coming soon) Other links Discord: https://discord.gg/cRgrH54BKs
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[SOLVED] Need help with AI Simulation
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This works perfectly, thanks guys. -
[SOLVED] Need help with AI Simulation
Varhastra posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's what I'm stuck on. I want an area trigger to activate when BluFor are present in the area, however this conflicts with my gameplay concept. I already have blufor soldiers in the area who are set to join the player's squad when the trigger activates. If I disable the AI simulation in the blufor soldiers will it stop the trigger from activating until the player's squad (or the player themself) is in the area? If so is the code for that "disableAI Simulation?" -
[SOLVED] Need help with AI Simulation
Varhastra replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you explain this code a bit more? I can't seem to get it to work -
Is there a way to delay the initialization of the Warlords Protocol until a trigger is activated? Or is it force started when the mission starts?