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gatordev

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Everything posted by gatordev

  1. Thanks, @Larrow. That worked. I'll play with it a bit more, but I guess this would also allow you to have more than one support function located at different parts of map. That way as you move around, you could unassign and then assign modules that are more tactically relevant, no? I don't know how you guys remember all of the built in functions, but appreciate the help!
  2. @jujurat The map is amazing and looks fantastic. Were you interested in bug reports here? I don't want to bother you with stuff if you're not ready to hear reports yet since it's still in development.
  3. gatordev

    RHS Escalation (AFRF and USAF)

    I'm in the process of making a mission where the player needs to positively ID a HVT. I'd like to do this with a UAV, and I can get the vanilla UAVs to work with cursorObject or cursorTarget in a trigger. cursorTarget == HVT However, neither of those work with the RHS RQ-11. Even when I "lock" onto the unit within the Raven interface, I'm still not seeing a hint show up telling me the trigger has fired. So two questions: 1) Is the trigger firing, but I can't see it due to the Raven screen overlay? 2) If 1) is not true, then is there another command I can use to detect the unit? It seems the RQ-11 overlay interface isn't an actual cursor, unlike vanilla UAVs.
  4. In the "Environment" window in the editor, you can set your level of clouds (and forecast clouds) and then also set your rain independently, along with a lot of other stuff. If that's not an option in the vanilla editor, then you can use the mission editor upgrade 3den. I haven't been in the vanilla editor in years, so I'm not sure what isn't options aren't included in it, as 3den has become an absolute necessity for mission making.
  5. That worked! Thank you very much. I'm going to need to look at the code a bit more, but I may integrate this. I didn't want the glass to be completely bullet proof, but it looks like it may break eventually, so it may be another option. Thanks for pointing me to the thread.
  6. gatordev

    ARMA 3 Addon Request Thread

    I know this is a long shot, but is anyone willing to do (or already have) a desert/jungle retexture mod for these CQBR Mod 0 guns? https://steamcommunity.com/sharedfiles/filedetails/?id=1976152942 I'm not savvy on retextures, so I'm not sure how helpful it is, but it seems like you could use a lot (or all?) of the M4A1 PIP desert (or jungle) textures that are already part of RHS.
  7. First of all, thank you for replying and showing me the extra code. Now I see what you were saying with a if/then statement. That really is elegant. I am, however, having an issue. When I put the non-glass/window code in a vanilla Offroad and put the glass/window code in another vanilla Offroad, I'm finding the glass in the non-glass coded unit lasts longer (usually ~27 rounds from a vanilla Recon Scout 6.5). The glass-coded unit will only go ~18 rounds before the front glass breaks. I've tried it several times and get the same basic result. When I do the math in the code equation, what you're saying should be happening makes sense, but it seems in the editor the opposite is happening. I would even shoot slowly so the event handler wouldn't miss the hit, just in case. Am I just messing this up? For the Offroads, the windows are named "hitglassX", so it should be working. I had similar results using a 3CB Landcruiser, as well.
  8. gatordev

    Impact

    Fair enough, and I agree. I think it may be Blastcore now that I've played a little more. There's a couple of things about Muur that bug me, but all the other stuff outweighs it, so I can live with a couple of downed walls.
  9. gatordev

    Impact

    I have Fall turned off, but I still have Bleedout turned on, so if you hit someone, Impact knocks them down and the new animations may make it look good, but if the AI then crawls out of the way, he can still bleedout (at least I think I've seen that happen at least once). Otherwise, Impact and the animations seem to be working well, while also not creating one-shot kills all the time. I have seen where walls will get destroyed by .50 cal rounds on Lythium. I'm guessing that's Impact causing it, but it's a small price to pay, and with Blastcore Muur, it creates a nice dust cloud effect, too.
  10. gatordev

    Impact

    @haleks I was holding off on using this until you worked out the kinks and also because I really liked using TPW's Fall option. Several days ago I decided to give Impact a try and disable Fall. I felt a little guilty because of all of the work TPW has done, but....wow. And then today I started using Webknight's Damage Reaction animation. The combination of all three now works great. TPW still has blood loss (albeit falling from an object is gone, but sometimes that could cause it's own inconveniences). Your mod deals with bullet impacts without just defaulting to a random percentage hit, and then Webknight's mod gives the fall animations. And it's all great. So thank you for this. I just wanted to pass along the thanks, as I know the game has long since reached its half-life, but guys like you have continued to make it fun!
  11. I'm digging up this old thread because it looks like this is exactly what I was looking for. Forgive my coding ignorance, as I'm just not proficient, so I know this is going to be a pretty basic question... I'm trying to make the windows in a vehicle "up-armored." I've used your code on the vehicle as a whole and it works well at slowing down the overall damage, but I'm trying to make the windows themselves separate. I'm not clear on the syntax or where exactly I put each window selection in your code. I've tried adding the window selection to this part: (_selection isEqualTo ""); So that it says: (_selection isEqualTo "sethitwindow1"); //or whatever the window selection is...I'm not in game at the moment But that didn't change how many shots the that particular window could take compared to the others. No doubt my syntax is off. Any pointers?
  12. Okay, understood. I think there may be some other weird Arma stuff going on for my machine, as I can't even see any EM functionality when I just have it loaded, to include your script. With EM Reworked, at least I can adjust the settings and make EM work for me (the player). But I know that's not for you to fix or solve.
  13. @johnnyboy I know you have a lot of irons in the fire so you may not be able to deal with this anymore, but I'm getting an error in the demo mission (6/2/22 version) where the AI won't execute the climb order and I get an error about "em_blacklist_obj" not found. I am running both Enhanced Movement and Enhanced Movement Rework, so I'm trying to figure out if the Rework is causing the error, but was wondering if anyone else is getting an error or if it's still working for them.
  14. I don't bother with tasks in my missions, but for HVT missions, I'll create a trigger that activates a variable saying I've done what I wanted successfully. So, player distance hvt < 2 And then On Activation will be: hvtJoin=true; I can then also add other things that make the mission move along like radio calls or what not. I'll then have an END trigger that has a parameter that includes hvtJoin (usually with some other variables added in there). Something like this: hvtJoin && player distance endpoint < 50 && alive hvt I'm sure there's slicker ways to do things, but that's just my quick and dirty way to create triggers for self-made missions
  15. Some quick feedback...I think the transition works very well. I haven't watched it happen in a mission yet when there's a slower transition, but jumping back and forth in 3den makes for a convincing blend. I'm not sure if the same thing can be done on other maps. Thanks again and hope it can make it up on the Workshop when you're able.
  16. Thank you so much! I'll load them up today and have a look.
  17. That's what I figured. I get why you made it that way, as why put an effect in if you're not going to use it. Honestly, I think the main place where this might matter is the arid African maps, which may be a smaller player base. It is what it is, so thanks for the response. Oh, wow, that's actually better than I was hoping for. A map-specific animal edit that isn't a dependency? Sign me up! Thanks for looking at it!
  18. EO, I looked through the thread but may have missed the answers... First up, is there a way to toggle Sullen Skies on or off at the load of a mission? For example, I may want clear skies in one mission, but then use the Sullen Skies effect in another. I'm guessing the answer is no, since I don't believe it's actually creating a mission dependency. Secondly, regarding your animals for specific maps vs. the "All Animals" general mod... You said the general mod creates a mission dependency, I'm assuming the map-specific mods do the same, but they're just selecting specific animals that fit that map, correct? I ask because I only just discovered Kujari by Temmpa (not sure how I missed that amazing map), and was wondering if a map-specific mod matching theNiakala Animal mod would better fit than just the generic "All Animals" mod. If I'm understanding the difference between the two, have you thought about making a map-specific mod for Kujari? Regardless, thanks for continuing to crank out these immersive additions for all of these maps.
  19. gatordev

    SOG AI

    So I tried Mondkalb's code for the bolt cutter and it didn't do anything different. I just got the hole in the bottom of the fence. Your loop code worked, however. I'd love to use an event handler instead of a loop, but for now, your solution is what's working for me. I did check all of the syntax, as I know copying from the forums to Notepad++ can cause issues, but I don't think that's the case here.
  20. gatordev

    SOG AI

    Awesome. Thank you!
  21. gatordev

    SOG AI

    Thank you so much. Some dumb questions from someone who knows how to execute but not implement (if you will)... Would you recommend making the berm removal a .sqf and call it when in a trigger zone (or however one might want to call it rather than at the beginning of a mission)? Or just run it in an init on the mission load? For the bolt cutter, can I run that at the mission init, since it seems to be an event handler? Would that be the most efficient way to have it as an option? Sorry for the basic questions, but thank you so much for additions. I have a self-made SOG/SOF WWIII campaign which has two missions where you need to slip across the DMZ, so it's a perfect fix.
  22. gatordev

    SOG AI

    @johnnyboy Are you able to share (and use) the bolt cutter and cement berm changes for use outside of SOG AI? Both of those issues have caused me to have to change personal SP missions up so the AI would stay with me. For immersion, it would be great to be able to not have that limitation, especially now that we have bolt cutters with GM.
  23. gatordev

    Beautiful blastcore

    I would also look at ArmaFXP. It fixes a lot of the errors that would pop up on Blastcore for me (and apparently a lot of others). https://steamcommunity.com/sharedfiles/filedetails/?id=1105511475
  24. Do you use TPW Fall? I've had kill stats come down (in SP missions I've made) after one of the recent updates. I don't think all of the deaths actually get recorded as caused by the players now as a way to stop the random AI pop up/fall downs when they get shot.
  25. gatordev

    3CB Factions

    Fantastic. Thanks for the update!
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