amateur
Member-
Content Count
40 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by amateur
-
ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
amateur replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Quite a good work you have there :) But how about some "must have" section? To lift some best addons/scripts to the top of the list? Cause now it's a very long list of so it's quite difficult to find out what content is actually good, not obselete and worth attention. For example I need some not very complicated way to: 1. Spawn ai and make them attack certain area. I've used EOS for it with it's "bastion" mode, but maybe there are better ways? 2. Attackig AI must clear buildings in the area- 301 replies
-
- compilation
- ai addons & mods
-
(and 2 more)
Tagged with:
-
ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
amateur replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any script for random voice chat for AI? There were some for a2, but I can't find any for a3.- 301 replies
-
- compilation
- ai addons & mods
-
(and 2 more)
Tagged with:
-
How about some "flattening" on asphalt roads? In some places these have some weird holes, pits and mounds which - looks unnatural and complicate driving for players and AI. Same about road markings.
-
Enemy occupation system (eos)
amateur replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have this in my setSkill.sqf: // INFANTRY SKILL _InfskillSet = [ 0.05, // aimingAccuracy 0.1, // aimingShake 0.6, // aimingSpeed 1, // spotDistance 1, // spotTime 1, // courage 1, // reloadSpeed 1, // commanding 1 // general ]; And it's ok then I run it on my own local dedicated server - bots become pretty inaccurate, but then mission runs on separate (not mine) server with a bunch of real players - spawned bots became some aimbot terminators again. Is it possible somehow? Or it's just my imagination? -
Is there any function to make some radio broadcast with TFAR? I mean some persistent transmission with some pre-configured audio files in mission or addons? So players could choose specific channel and hear it.
-
Modified Kegety's spectator script for A3 - v 1.0
amateur replied to ollem's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In fact i think author must provide some fixed version without mcc-references in the code. These are in onPlayerRespawn.sqf and specta.sqf as I remember. You can search and delete these references by "mcc" keyword manually. Another quiestion - is there any function to restart spectator after quiting with ESC? In ACE in A2 it was like then you touch the ground with the seagull - spectator restarts. -
F3 Mission Development Framework (F2 for ArmA 3)
amateur replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still can't get spectator to work separately from the framework. Not sure why. Again, can you, please, spent a bit of your time and provide checked(!) separate "setup" for your spectator?? Not as public release, but as something for private use. I would be very grateful :) -
F3 Mission Development Framework (F2 for ArmA 3)
amateur replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you describe in more detail? I don't understand completely what do you mean. -
F3 Mission Development Framework (F2 for ArmA 3)
amateur replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Funny thing, then I take script from this mission - it works, spectator launches, but then I take contents of "spect" folder from the last framework version and replace the mission ones - my mission simply ends on players death. At the same time all corresponding lines in the description.ext are identical, I've checked. Maybe, mission author have made some changes in spectator scripts? Or used some old version, I don't know. -
F3 Mission Development Framework (F2 for ArmA 3)
amateur replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've thought it was straightforward, but I can't make it work, in fact. Could you, please, provide some instructions how to set it up separately from framework? -
F3 Mission Development Framework (F2 for ArmA 3)
amateur replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your spectator script looks interesting. How about releasing it as standalone script for the community? It may be useful for mission makers who don't need the whole framework functionality. -
Same here, appeared after update. Pretty annoying, lol.
-
Did you do something with babel in a new update? Before update it worked normally but now it says: Error in expression <elect 0; _ret = false; { if(_x select 0 == _languageKey) exitWith { ACRE_CURRENT> Error position: <== _languageKey) exitWith { ACRE_CURRENT> Error ÐžÐ±Ñ‰Ð°Ñ Ð¾ÑˆÐ¸Ð±ÐºÐ° в выражении File idi\clients\acre\addons\sys_core\XEH_pre_init.sqf, line 126
-
Authentic Gameplay Modification
amateur replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think yes, player dies, spec launches but player still has these uncons effects on the screen. -
Any reaction from devs? Is it possible to setup babel in such a way? I think it could be wonderful with some soundpack from stalker or bf.
-
Authentic Gameplay Modification
amateur replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Better variants for russian: <English>XM312 (High)</English> <Russian>XM312 (Ð’Ñ‹Ñокий)</Russian> <English>Mini-Spike Launcher (AT)</English> <Russian>Mini-Spike ПуÑковое уÑтройÑтво (ПТРК)</Russian> <English>HEMTT Repair</English> <Russian>HEMTT Ремонтный</Russian> <English>Typhoon Device</English> <Russian>Тайфун УÑтройÑтво</Russian> Others are ok. ---------- Post added at 22:48 ---------- Previous post was at 22:45 ---------- Oh, sad :( How is this possible not to have any command to disable such effects? Because it ruins spectator (including default bis spec) in any pvp game with this addon. Will be it implemented in future? -
Authentic Gameplay Modification
amateur replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
<Russian>M112 Блок взрывчатки</Russian> -
Authentic Gameplay Modification
amateur replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use modified keygetys spectator script im my pvp mission, launching it from onPlayerRespawn.sqf. How can I disable all visual wounding agm effects on the player prior spectator launch? -
Great thanx, it's very helpful. And some thoughts/suggestions about Babel: is it possible now/will be in future to replace current "voice morphing" feature for languages that player don't speak with custom soundpack with real phrases for desired language (maybe random, without any particular meaning but with great impact on atmosphere)? I think, it could be great because current state does well in anti-overhearing, but it ruins atmosphere badly with it's "robotic" sound.
-
So is smthn like ["ACRE_PRC148", [40.000, 40.025, 40.050, 40.075] ] call acre_api_fnc_setDefaultChannels; from acre1 wiki still working? I've tried this on acre2 and it broke channels on prc148 - so it won't let me change channels and the screen of the radio goes blank. New wiki page says smthn about "See the wiki page for presets for more information." but I can't found any pages about it.
-
I have mp-mission with this in mission.sqm: class Intel { briefingName="@str_my1_name"; briefingDescription="@str_my1_subname"; In a stringtable.xml I have: <Key ID="str_my1_name"> <Original>english</Original> <Russian>russian</Russian> <German>german</German> </Key> <Key ID="str_my1_subname"> <Original>english</Original> <Russian>russian</Russian> <German>german</German> </Key> And then I try to launch this mission (packed in pbo) I get this in a log file: Unsupported language English in stringtable MY_MPMissions\MP_my_mission.some_island: string @str_my1_name cannot be localized client-side - move to global stringtable MY_MPMissions\MP_my_mission.some_island: string @str_my1_subname cannot be localized client-side - move to global stringtable All other strings work normally. What am I doing wrong?
-
I have some code in external script, launched from init.sqf _units = allunits; for "_x" from 0 to (count _units) do { if (local (_units select _x)) then { switch (_units select _x) do { case t1_1: {[(_units select _x)] allowGetIn true; (_units select _x) assignAsCommander ger_tank0; [(_units select _x)] orderGetIn true; (_units select _x) moveincommander ger_tank0}; case t1_2: {[(_units select _x)] allowGetIn true; (_units select _x) assignAsGunner ger_tank0; [(_units select _x)] orderGetIn true; (_units select _x) moveingunner ger_tank0}; case t1_3: {[(_units select _x)] allowGetIn true; (_units select _x) assignAsDriver ger_tank0; [(_units select _x)] orderGetIn true; (_units select _x) moveindriver ger_tank0}; and sooo on.... t1_1, t1_2, t1_2 - units from one group (placed in editor) and t1_1 is commander. ger_tank0 - spawned via createVehicle tank. In result - if (_units select _x) - AI-bot - it works fine. But then unit is player - player moves to place normally but after that immediately disembarks from vehicle. It happens only then unit has ai-bots in his group. How can I fix this?
-
Question about BmoveIn*
amateur replied to amateur's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
'couse vehicle creates depending on data from paramsArray (mis settings at mis.rooster). -
Question about BmoveIn*
amateur replied to amateur's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Will it work if I create vehicles (ger_tank0, 1 and so on) in init.sqf? There are some scripts before createVehicle (serverside) that take certain amount of time. -
Question about BmoveIn*
amateur replied to amateur's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's working on dedicated then i'm the only client, but then more players joins - they (and i) experience the same disambarking problems. It's crazy.