-
Content Count
193 -
Joined
-
Last visited
-
Medals
Everything posted by RS30002
-
Life raft if forced to eject over water
RS30002 replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hahahaha, i don't respawn, only the plane does. That's why i needed some "system" to get me back on the ship. (alt clicking teleport in editor and ladders were a trash solution) I did it in a noob way, connecting the boat to the ARMA helicopter transport module just to see if it works (i was amazed that it did for a boat), then i needed the life raft thingy (sometimes the rescue boat ran over me lmao + cosmetics) and after that i managed to cobble together two mini scripts that teleport me from the raft to the boat and from the boat to the deck of the ship. (if you have any ideas how to name boat transport as boat transport under 0-8 support module, pls share ๐ (right now it says helicopter transport and when i enter the menu there's there 1 chopper and 1 boat options listed - minor nuisance, but it irks me every time lol) -
Life raft if forced to eject over water
RS30002 replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, good news, everything works ๐ I just need to figure out how to remove actions now (i use add action and teleport to get on the deck of the LHD when the boat arrives in a trigger area near it), because they keep staying in the menu! And possibly a way via a getin event handler that adds the raft everytime i sit in the plane which respawns on the deck when i'm shot down. Fully fledged pilot recovery system bois!!!! ๐ค -
Life raft if forced to eject over water
RS30002 replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might i bother someone with the second part of my plans? Namely, swimless embarking onto the rescue boat from the raft ๐ In the boat's init id place this addAction ["Get on Boat", "RescueBoat.sqf", [],1,false,true,"","_this distance f35d < 5"]; RescueBoat.sqf would simply be: _raft = vehicle f35d; titleCut ["", "BLACK IN", 2]; f35d moveinAny boat_0; sleep 1; deletevehicle _raft; Would this work in theory? Have i declared _raft properly ? or is there another, better way? many thanks in advance again ๐ -
Life raft if forced to eject over water
RS30002 replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you. There is probably a way to define the pook's raft as a magazine in the description and incorporate all of your scripts into what i want, but i think imma just download the Redux version, put the raft into the pilot pack and not really bother with it further. (essentially it's exactly what i wanted, your way is just extremely pimped up (difference between a coder that knows what he is doing and a copy/paster trial and error bro ๐ ) ) Thanks again. ๐ป edit after testing: exactly what i wanted! โ๏ธ -
Hey all....airfields and carriers have a green AR overlay delineating the location and orientation of the tarmac. I presume it's coded in the addon config, but is there a way to do it through script on a smaller vessel (LHD)? Thanks for any insights in advance ๐
-
Hi...may i ask where is the LHD with included catapults and arrestor wires? ....i have the pack version of your stuff and i'd like to have both options of landing. Also, are there any codes to animate the plane elevator? ๐
-
Map population stuff that's working with airplanes
RS30002 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all ๐ So, i've kinda tried messing about with Alive and EOS scripts and if i'm in anything but a helicopter and an airplane, they work great, but no matter what i do i can't get them operating as intended if i'm airborne. Example: i sit in the plane on the LHD, press Zeus to inspect, parameters are that everything gets loaded in 10 km, all works. I find myself a particular patrol to track, am in the air 20 seconds later, looking through the targeting pod in the general vicinity (i should spot them easy) and there's nothing there. When i land with a helicopter, they appear, when i take off (1 meter altitude) they disappear. Yes, i know Alive has a plane setting, but that does nothing. Any opinions on a solution or suggestions of another script? Many thanks for any replies ๐ป -
Map population stuff that's working with airplanes
RS30002 replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If anyone in the future is wondering about this.... Am using Drongo map population modules and SOCOM modules for "side missions". Haven't finished exploring Drongo's stuff yet, particularly the things that have to do with tasks, but so far the general setup of making the map alive looks exactly how i imagined stuff to be. //edit after some more testing of tasks system: this is fucking awesome!!! -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
RS30002 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all, great addon.... I have a problem tho...i like to fly planes and i imagined ALIVE will be a great sublayer of what's happening on the map while i do tasks......but the problem is, as soon as i sit in an airplane everyone disappears? I have it set to 10km spawn, i pasted something in the init (snippet i found on Alive forums) but nothing works. I saw a post that said it's fixed by an official developer on their forums, but i don't think it is...i got the new version and the same thing keeps happening. Anyone have any advice what could be done maybe? I'm totally open to a workaround that just disables despawning and keeps things in flux constantly after the initial spawn (idk if thats possible anyway), so the AI can fight for their little bases and i can support one side from the air. Thanks for any advice. ๐ -
I had it like you suggest in the first place but it didn't work. ๐ Hmmm....idk how but it worked now, it just took ages to register. I tried it, went to write a reply, alt tabbed back into the game and saw it assigned. Not sure why triggers need so much time....they're set to fire on average after a 5 sec delay. Is it possibly because i have a gynormous init by now and things are loading while im already in the game? If so, can it be optimized in any way?
-
Hi all after the stellar results from my last thread i'm back for some more scripting goodness ๐ So, the issue, right now i have 15 tasks and while it's still feasible to test it all, it won't be in a few days or a week when i'll have 20 + more. Some of them are fly 20-30km, search for targets in a wide area, fly back 20 km, land VTOL on the frigate flight deck....my first attempts at testing took more time landing the plane than actual flying around doing the mission- i mean a pilot should know how to land amirite??? or so i thought lol - a few days later i implemented a laptop access option of flying in a CTOL aircraft that spawns, gets equipped, player is teleported inside and mission starts on the fly (this also skips landing, script teleport back on deck once in vicinity of the ship and a task before the land task is completed) - because VTOL is tedious lol. But now all the sneaking comes into play...a slow boat/helicopter ride of 15 km driven by AI, additional sneaking (more than before) and running around the island, return journey to the ship + probably a final flight of 40+ km + of bombing and dogfights etc etc.... .....like it won't be feasible to test the 31st task and do the 30 before it each time. Because i'm a beginner, there's a lot of trial and error involved in all of this and i anticipate that will be a further cost to time.... So...how to "skip" tasks? Putting some variable at the end of each one? Like <<task17done = true>>??? or is it <<task17done == true>> ??? and then calling <<task17done>> from a trigger i'd manually edit before testing that particular task? Or is there another, better way?๐คจ Thanks in advance!
-
Yoooo, can i get some help here please!?!? Why doesn't this work? Start trigger that gives you next task triggerActivated task11_succ Or {triggerActivated CTOLteleport} Or {TaskDone}; Trigger on radio call that's supposed to bypass first two conditions of above statement {TaskDone = true}; Many thanks for any insight.
-
Changing a faction from BLUFOR to Independent (Script)
RS30002 replied to xXPinkFloyd92Xx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Like i said, absolute beginner. ๐๐ -
Firewill Standalone Series Release Thread
RS30002 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The F-15 is really nice to fly, smooth and predictable and am loving the screens, zooms and size of tgp screen, map etc etc Great job! ๐ป -
Changing a faction from BLUFOR to Independent (Script)
RS30002 replied to xXPinkFloyd92Xx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm an absolute beginner, but i think this would do it? [getPos aPos, east, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup Just replace the soldiers with whatever you want (soldiers listed in there are "TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"....) Add as many as you want in this format ["Grenadier", "Machinegunner", "Marksman", "AT Soldier", "XYZ Soldier"] The more you add the bigger the group will be and the more types you add, the more diverse the group will be. *aPos = name of marker -
release JBOY Ambient AI Interaction Framework
RS30002 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haai Jboy....it's me again ๐ another day, another "problem" I took the Stratis template, copied the tool stall, dumpster, car, toilet booth, barrel, convo point and table with 6 chairs, a few of the civilians and copied a few names of the soldiers to paste in east soldiers on my map. Plus trigger and market sphere. Then i changed the civilians to Vietnamese and transferred all the files to my map folder + added into my own init. Stuff initializes, i can see the arrows disappear after a few seconds (it's a big init lol), but the peeps don't move. The chair merchant doesn't sit as well, so i'm thinking something got stuck somewhere. Was wondering if i have to take it all (all civvies, soldiers and vehicles) from your example or if i screwed something up by changing vanilla civvies to Vietnamese considering you have another example covering them specifically. Would it help if i moved the precompiled bits on the top of the init, they're at the bottom now? Thanks for any insight. ๐ป Edit: nevermind, i put myself outside of the trigger, walked in and they started doing their things. Was testing from inside, like in the example mission. No clue why it's happening this way, but, i'm intending to walk into the trigger anyway, so all good. -
Hey all so, i'm trying to integrate lockpicking and running into difficulties (lol) It says "script functions\actions not found" but \actions is a folder in which there is the lockpicking script. Demo mission works flawlessly and i'm pretty sure i copied everything. Hunch says something doesn't initialize, idk.... here's my description, if anyone can please glance over it a little bit, specifically the parts at the bottom, the #include Should that go somewhere else? So far everything has worked...stuff for lockpicking is #include "function_library.hpp #include "common.hpp #include "hud\hud_master.hpp" The part where i found the path described above is in a separate file called function_library and it's like this: and init playerlocal is: Many thanks for any insight. I know it probably looks like a mess ๐
-
Owwwww, it works!!!! I removed the first line "class CfgFunctions {" and the last "}" from the function library file. Yaaaay!!! Many, many thanks for your time, i really thought this was a bridge too far for my knowledge, but really wanted this script because it has a nice mini game feel to it.
-
[Release] JBOY Patrol Chatter and Lights On/Off scripts
RS30002 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got so pissed i retyped everything and now it's working. ๐ -
[Release] JBOY Patrol Chatter and Lights On/Off scripts
RS30002 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whelp ๐ช https://imgur.com/a/dVky9bD error image, says it's missing a ";" and in second line it has some # that isn't present in first and third, so i tried to backspace it out and rewrite it but it didn't help.... -
[Release] GOM - Aircraft Loadout V1.35
RS30002 replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome script. Just what i needed. ๐ค -
7/10 it ends in disaster, unusable for regular use in the role i intended it for. Semi stealth has no problem but im kinda fixated on the idea of having all pylons. ...i read a little bit about addons on the forum, downloaded tools and opened up the files....i saw what you did, at 0 speed it has 1.001 thrust (which is criminal lol!). It needs 1:1+ to lift off empty (in reality). Semi stealth has 1.03. Tried to tinker a bit with various configs (found the thrust, radar/display range entries), did edit a little, strictly intending for my own personal use (idk how the ethics around this are, if it's frowned upon i apologize).....but had no success. Working theory right now is that the entries i need to edit are in the binarized config. ๐ Also found the IR sensor, from what i understand from the configs it has 360 degrees coverage on x axis, 180 on y axis. That's not 360 degree coverage in all directions? Not sure if you intended it this way, not criticizing, just mentioning.
-
Ok on further testing i can lift off vertically fully loaded in the non stealth model, but you have to manhandle it a bit.....it isn't just throttle to 100 and off we go, but a little bit of S action so that the nose wheel lifts is required. 16km radar is super inadequate tho...idk....it's not the 1950's ๐ (i know you said 15km, but on my screen it says 16km...2,4,8 are the other ranges. The DAS on the USAF one superimposes radar targets in an augmented reality type of way onto the HMD...like where there was contact there is a red triangle when you look around.....it's pretty great for a feeling the map is alive. Anyhow, great work, will use it more. ๐
-
Some additional thoughts: Does it have some sort of load weight calculation??? It's pretty much impossible to lift off fully loaded. When i remove ordnancefrom 2 pylons it does take off. (i have to add here that when there's difficulty in taking off it's loaded with four x3 racks, two x2 racks, external cannon and a full internal payload) Radar range of 16km is kinda yikes.
-
Firewill's. I'm missing the rearm functionality on yours, but i can script that in some way with my limited knowledge, but what sold me was the non sluggishness of the airframe. His flight model might be more realistic (at least from what ive seen in videos of VTOL landing), but it's much easier to land on the deck of the in game destroyer now. His needed literally 3-5 seconds of anticipating in advance where you'll end when you maneuver around the deck. For every press of WASD, throttle response etc etc A lot of the times the constant correcting, correcting the corrections and the input to actual control "lag" would just spiral out of control and leave me with no option but to throttle up, abort, and go around for another, tedious try. I did learn to do much better after a few days, but the tediousness never goes away... Textures on yours also "gel" better with USAF's F-35, which is one of the two options that i have as available to the pilot. (this is totally subjective tho). The cockpit is also more aesthetic, which kinda matters to me because i fly in 1st person 95% of the time. Liking the PiP that's spread on two screens width. 2 cents on what it needs: rearm and more electronic features (DAS and a GPS bombing computer, mainly DAS tho, it's really a great awareness function on the USAF's F-35)