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csepi0101

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Everything posted by csepi0101

  1. csepi0101

    [SP] Ragnarok'44

    I don't have a numpad, need to rewrite the button,yes the life of commander is very dangerous in this unlocked mode 😄
  2. csepi0101

    [SP] Ragnarok'44

    In the game have inbuilted fps mode? how? i unlock the commander from the trigger-prison in the editor,but not need if have a original inbuilted fps possibility look your fantastic game,this is my "first" game,crash at the end because of OBS studio and storage related problem,the mixed quads works,but need more vehicles in the squads. absolute favourite MOD.
  3. csepi0101

    [SP] Ragnarok'44

    the atmosphere of the game is amazing🤩🤩🤩 (only the FPS mode is very dangerous in too close to my factorys) mortars, at guns.....(with my little- mixed squads with 23 other MOD,ASR , JSRS,TPW_CAS ,Blast core,AI flraegun,accelerated time,random weather etc..) need to hurry to solve the multi vehicle problem from factory and this will be the best strategy in the world there should be an addition that would allow the new respawn in any of my characters(or only in any group leader position) upon death and transfer the command authoritys
  4. csepi0101

    [SP] Ragnarok'44

    yes WORKS 😀😀😀 with 0.5 good _step = (sqrt (MBG_WOO_Main_cam distance MBG_WOO_Main_cam_Center_POS))/3;
  5. csepi0101

    [SP] Ragnarok'44

    I can already see that this will be my favorite game mode if I manage to include complete mixed APC/light/heavy armor and infantry groups. and it has already been done, but it only allows to produce 1 tank together with infantry I don't know yet whether it will be possible to edit the groups/squads later in the game, because if so,now shame to bother with this. but I don't want to dive deeper into the gameplay, as long as there are no groups in which there are several vehicles with infantry. With the code of the heavy factory, I can get a tank inf section from the infantry factory, but it only allows 1 vehicle,like this: MBG_WOO_WEST_4_BASIC = [[0,500,24,"Small Infantry Squad","MBG_WOO_MARKER_INF_4","GUI\Buttons\Infantry4.paa",0,0.4],["lib_stug_iii_g","LIB_GER_ober_lieutenant","LIB_GER_medic","LIB_GER_stggunner","LIB_GER_sapper_gefr","LIB_GER_mgunner","LIB_GER_AT_soldier","lib_ger_rifleman","lib_ger_rifleman","lib_ger_rifleman","lib_ger_rifleman"],"lib_stug_iii_g"]; this is only quick test,not real,because no tank crews(but this soldiers are geniuses they can drive everything 🙂 ) how do I change this line? so that more vehicles appear in the section, I tried to write another one after it, I tried to repeat the entire bracketed structure, the same thing twice, but still only 1 vehicle appears The view scroll: I changed something and I think it was faster, (but I deleted it after tests, then I noticed during the game that it was still faster with it, maybe parameter called "step",but yours will be the winner, I'll try it. This solution of "fog of war" is brilliant idea I'm really looking forward to playing with it for a long time deep game, but before that I'll make it perfect I didn't even test the versions transcribed for the other maps, I expanded this Staszow a bit to the nearest villages, if this is completely based on the HAL game, I already know it, my problem with that was on the Baranow map - it started slowly, the enemy ai was very smart,there I didn't have to find an additional solution for healing because the ai sent out medi-trucks - for injured soldiers, but before a real big attack developed, sometimes you had to wait too long,several times the attacks were good massive, several tanks came at the same time, but you had to wait a long time, HAL was my first favorite for a long time, then I switched to ALIVE the Alive orbat system is very clever, I created dozens of group versions there ,and i met them randomly. In this the resource system will be the winner and the point and click,and i will added to this the large mixed groups and i even not play with this i didn't see the possibilities... maybe the AI's decisions won't be as slow as HAL in the original mod but now possible the slow decisions i will compensated with larger groups (=more fight) if i rewrite the squads ,then 1 lone tank will not wander in itself
  6. csepi0101

    [SP] Ragnarok'44

    so far, from what I've seen of it, this is the number-1 in arma rts mods and which really works in single player everything I've been looking for so far is only here in this ,and works (all CTI version not works for me,AI not spawn in single player,the squad commanding in Liberation with zeus not good because i see the enemy,the savegame not save down the units and his positions) I have already solved the FPS view, because I want ti fight in FPS I'm looking for the scroll speed of view because its speed is very slow and I already know how to expand the tank factory list, but I'm asking if you know a very simple way...(before i write into the code) i have PZ2 and Hetzer and Puma versions and many more
  7. MOCAP_noidle_all.pbo caused this frozed AI error when he reload in prone position,simply delete this pbo and all works again
  8. csepi0101

    alive

    I have another question, but I'll try to give you an idea first. although I haven't used a helicopter or a plane in it yet, because i use it in ww2 mod I think the TAOR area is designated in a place where no airplane or helicopter can appear, or it is too small for both there are many factory limits in Alive, I don't know how to add my own spawn points to a map because the CIV/MIL objects only appear approximately where I want to place them my question: how to set the Alive so that the ai commander attacks with all his units, and nobody stood in the hinterland (the numbers of "simultan attacks" ?)
  9. or the TAOR area is too little....?
  10. if they appear in the editor, they must also work in the game,if they do not appear in the editor, you have messed something up. if you already have a faction then enter the Orbat creator again and create the next one, then save the entire faction and the config in the same way and make a new pbo based on the previous one and place it next to the old one, then the new things will be added to the previous one if the factions appear in the editor but not in the game, possible you have not write them on the ai commander data sheet and the MIL/CIV objects data sheet or I noticed that 1 TAOR area can be assigned to approximately 3 groups....? if more than 3 use 1 TAOR area, there may be errors, I noticed this, but I may be wrong
  11. csepi0101

    AI can see through tree tops?

    I just now encountered this problem that the enemy tank can see through the bushes and trees. The map I use is invasion44 Neaville from arma2 and with its own bushes and trees, which are very beautiful So far I have had no problems with the Ironfront-standalone game maps, there is no such problem there I'm going to try Neaville with Ironfront-standalone trees and bushes, the Baranow type vegetation has a nice summer atmosphere but still the i44 vegetation fits on the Neaville map better
  12. ---------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE: SOLVED thanks for beno_83au (+pierreMGI) -THE SIMPLE ANSWER IS: { (vehicle _x) setPos [6447,4788,0]; } forEach thisList; (write into the trigger activation field,this numbers [6447,4788,0] is (your custom) coordinate of respawn on map,but when several units arrive at the same time they teleport into each other = gigantic explosion) OR WITH SIMPLE _X { _x setPos [6447,4788,0]; } forEach thisList; -THE BEST ANSWER IS WITH + RANDOM VALUES BETWEEN 5 AND 10 TO COORDINATES: (by adding a random value to the coordinates, the units in same time already fit side by side) {(vehicle _x) setPos ([6447,4788,0] getPos [5 + random 10, random 360])} forEach thisList; OR WITH SIMPLE _X { _x setPos ([6447,4788,0] getPos [5 + random 10, random 360])} forEach thisList; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- original question: vehicle player setposatl [6447,4788,0]; This works with trigger for player but not for ALLSIDE ALL AI units. what is the f.. g magic word instead of VEHICLE PLAYER?(allunits,unit...not works) thanks (I’ve been out of the game for 2 or 3 hours and looking for this simple thing ever since..... Baranow map nr6,russian soldiers ,trucks,swimming in the river)
  13. csepi0101

    TELEPORT ACROSS BRIDGES

    ok, the teleport is already almost perfect but if many units are arrived at once (and stand inside the trigger)then sometimes not work therefore, 2-3 trigger areas should be behind each other and everyone will pass safely
  14. csepi0101

    TELEPORT ACROSS BRIDGES

    ok works with vehicle x,thanks thanks
  15. csepi0101

    TELEPORT ACROSS BRIDGES

    yes i was hoping for similar,when not need to use new variables,big thanks and the vehicle_x?
  16. UPDATE: Problem solved by "pierremgi" Copy his code to initplayer.sqf in your mission folder. MGI_fnc_nbr = compileFinal " private ['_vvn', '_str']; _str0 =' '; _veh = vehicle _this; for '_i' from 0 to count crew _veh - 1 do { _vvn = vehicleVarName (crew _veh select _i); (crew _veh select _i) setVehicleVarName ''; _str = str (crew _veh select _i); (crew _veh select _i) setVehicleVarName _vvn; _str0 = _str0 +' '+(_str select [(_str find ':') + 1,2]); _str0 }; "; waitUntil {sleep 1; !isNull (findDisplay 12 displayCtrl 51)}; // main map available findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { _map = _this select 0; if (ctrlMapScale _map <0.03 && {difficultyOption "mapContentFriendly" == 1 or difficultyOption "mapContent" == 1}) then { { _map drawIcon [ "#(rgb,1,1,1)color(1,1,1,1)", [[playerside,false] call BIS_fnc_sideColor,[0.9,0.7,0.6,1]] select (_x in groupSelectedUnits player), getPosVisual _x, 0,0,0, _x call MGI_fnc_nbr, 0,0.04,"TahomaB","right" ]; } forEach (units player select {_x == effectiveCommander vehicle _x}); }; }]; MY ORIGINAL QUESTION: Not name ,not icon,simple NUMBER. I use the "C2" addon because of this function,but big cpu eater,need a very simple script instead of this. thanks
  17. Thanks how good for the person when the syntax is coming from routine,he can make anything he can figure out
  18. you got it wrong,i not think about animation speed,but the characters don't have idle animations, eg they look at their watch, scratching, stand from one leg to other leg, they look into the distance, they look at the ground,a lot could be found to they look more human another question,another theme: how to add a random number between 5 and 15 to this cordinates: { (vehicle _x) setPos [6447,4788,0]; } forEach thisList; thanks
  19. csepi0101

    TELEPORT ACROSS BRIDGES

    certain reactions of AI must be switched off,now I can't think of syntax but I remember things like Disableai move, danger, etc ... it's my question if you're already here: how to add a random number between 5 and 15 to one of this coordinates? { (vehicle _x) setPos [6447,4788,0]; } forEach thisList; in the simplest way
  20. you are a real professional you typed quickly first the perfect solution I could have simply copied it but the "scheduled environment" was confusing there are 1-2 real useful things in your mod for example the taxi option, question what would the AI commander HAL say if I ordered one of his units to transport me from A to B 🙂 these are multiplayer props, but i only play in singleplayer, but i could play multiplayer, my net is fast my machine is fast, but still, i'm a player of old times,i love the relaxed single player games,campaigns,HAL type games ,on a map and in an customized environment what I want another theme: if you are very bored, you could do a revolutionary innovation, which I think does not yet exist I earned a lot but nowhere i think the characters should have an idle animation for now they are like statues i don't know the game-engine gives you this option or not, they would have already done it I think if it had been possible,it would probably need to go deep into the tribe of main-code, it would have been done by someone a long time ago if this is easy
  21. csepi0101

    ARMA 3 Addon Request Thread

    need a mod that vary the idle movements of the players and AI soldiers at random,now they stiff stand like the statues
  22. thanks for this solution the name "Pierremgi" is very familiar, Possible I'm using some of mod what you did "The mgi advanced modules" are too many for me, I have a good selection of mods,only specifics ,what i need. Single player nr6 on Lib44's original Baranow map, with asrAI, Project-Injury-Reaction, and about 8 other small mods, character movement, weapon holding, weapon movement, tracers, towing, AI character random speech,time acceleration, etc ... Not want any complex big scripts,need the simplest possible solution what it means,In a "scheduled environment",inside a looped script? eg could I not assign an editable-text-marker to the soldiers on the map?
  23. like this,in this picture,simple numbers of teammates https://www.dropbox.com/s/vco7ohn39363z1a/ArmA%203%20Screenshot%202019.07.04%20-%2018.51.50.40.png?dl=0
  24. How to i make reinforcements/replacements instead of the downed ground attack planes? i think(the planes ran out) the logical plane>>RHQground attack plane>>> assets>>> reinforcements>>> HALcommander line not works or need to add starting point with sync plane to helipad marker/object on runway? thanks
  25. csepi0101

    TELEPORT ACROSS BRIDGES

    Thanks Harzach for the detailed description, I admire those who write this out from routine, I already had a lot of ideas but to start implementing it at this level is already science, (although I used to make a game in pascal and immersed in assembly (in 1995?)
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