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avibird 1

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About avibird 1

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    Warrant Officer

core_pfieldgroups_3

  • Interests
    baseball & war games
  • Occupation
    Physical therapy & firefighter-paramedic

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    Male
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    very near

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  • Biography
    Been playing OFP since 2001 and still have no real clue about scripting language or coding but can make really great missions. I never played a life game and never will. I can't understand why anyone would waste their time and not play this game the why bohemia and god wanted it to be played lol. My motto is agree to disagree and all will be good in the world. Thank you bohemia for the 3D editor it took you long enough. I play arma for the love of the editor and mission designing not for the company of others lol.

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  1. This has been a little pet peeve of mine but I'm sure it's a simple fix. After completing a mission or losing e mission the win or lose screen appears at mission start of the next mission attempt. Is there something I can put in the mission description to prevent this? After all these years I figure it's time to try to fix this issue in my missions lol.
  2. @Gunter Severloh I had your script for a few years in a folder of to look at scripts. I attempted to use it this weekend but did not work I was wondering if there's an updated version what is the number and when was the last time you attempted to see if the script still works after all the new engine updates?
  3. I found something really close to what I was looking for. Its called Simplex Support Services on the steam workshop its basically the vanilla support modules plus. You use like the vanilla modules and you can have multiple players or playable units have access to them if anyone else was looking for a solution but you must have ACE interaction menu enable so you need ace installed. I don't really use ace because most of my mission designs are around controllable AI/switchable units and the ace medical is a pain in the ass when you are using AI in your group I know you can turn off the medical part but I just don't use Ace. I use my own modified AIS wounding system in most of my mission. My search will continue but this is a really good option to have. Avibird.
  4. I will check it out. I am only good at splicing codes together a little but at least it gives me a start to look at. I still can't believe after all this time that Bohemia or someone has not fix or came up with a solution to allow more than one playable unit to have access. There are a few other mods that offer artillery CAS and transport but I was looking for a all in one script/mod that gives the mission designer the ability to limit how much support can be used like the vanilla modules. A lot of the issues I see with some of the other mods it's usually unlimited once enabled in a mission and can be quite Overkill for a design of a mission.
  5. I know this has been an issue for a while that you can't have two support requesters on the same side. For example two blufor either two players or different switchable playable units. This is the way it was I don't know if anything has changed or has somebody came up with a solution to allow two players or playable units to have access to it. I have a workround that the support requester modules would follow the player on any unit he was but that is more geared towards single player then co-op play. This has been on my to do list for a while. Is there any new workround that will allow the in game support modules to apply to two different playable units? If not what community scripts or mods that are very similar to function to the vanilla support modules. I just need the basic functions artillery CAS support and transport. Avibird.
  6. @dreadpirate I believe I found the issue. There's an issue using JEBUS and using GAIA in the init function if you use GAIA zones for random waypoints patrols. If you use GAIA zones with JEBUS it will break the editor waypoints of a group once combat is initiated however the groups using GAIA are fine but editor waypoints for a group will break once they initiate contact. Wow this take me a long time to find this out. Now if Dreadpirate can look into it a fix this bug at one point it was working fine have no clue what version of The script SMH.
  7. SMH I am going to add one group at a time and one trigger game log ect one at a time to see what is causing the issue. I thought maybe it's the number of groups using jebus perhaps official download content ect. I have a working version with no waypoints disappearing the mission is pretty much stripped down now to add one by one item back into the mission a see. So much time but I am determined to figure this out it's driving me nuts!!! Could somebody please confirm that this is an issue for them as well.
  8. Well the issues is back. It's not Vcom it's not MCC4 it is something with JEBUS. It may have something to do with the number of groups using JEBUS. Because I was rebuilding three missions and in the early phases no issues whatsoever but as the mission got close to completion I started noticing waypoints disappearing again next up is to run a test with one group added at a time to see if there's something to do with a group number cap that somehow is causing the waypoint that disappear while using JEBUS SMH.
  9. Holy shit. My issues is now resolved but I still have no clue what was causing the issue using Jebus GAIA and VCOM. but after multiple re-edits of the mission with no luck I did a entire remake of this mission from scratch. I finally got the waypoints not to disappear. I don't understand what was causing the issue in my mission and why it happens on the jebs demo mission.
  10. JEBUS can't keep editor placed waypoints after contact is made in a mission. Need help please on this extremely frustrating. I tested the last four updates of this script using his demo missions. There is a group of 6 blufor units next to the spartan location ON THE SOUTH TIP OF THE DEMO MAP and its says waypoint demo. 4 move waypoints and a cycle waypoint. Play the demo all works well but NOW drop a few opfor units in the path and the blufor units will lose their waypoints once contact is made never to regain the waypoints. Units using gaia ups upmons ect will keep waypoints because the scripts will generate new ones after the combat is over. One of the great things about this script was the ability to use editor set waypoints on units that can respawn back into the game using the waypoints the mission designer wants rather then random generated waypoints in zones ect . Having the ability to keep presetup waypoints and using random waypoints in my humble opinion is the best of both worlds for a mission design. I spent the last week looking into this issues and can't find any reason way this happens. there is two files in the script folder that is for waypoints fn_applyWaypoints 2nd file in the jebus folder and fn-saveWaypoints the 16th file. Any help would be greatly appreciated. The strange thing is it effects all units in the mission regardless if the group is using JEBUS or not to spawn.
  11. Well after stripping down several missions and test playing I can almost possibly confirm it's something to do with JEBUS. I have no clue what will be causing the issue and unfortunately dreadedpirate is MIA from Arma. It kind of defeats the whole purpose of having just editor-based unit spawning with waypoints lol. Help. Can somebody please confirm this for me and let's try to fix this issue. Avibird
  12. Hello Vcom AI users need some help. I can't get VCOM AI not to run on a playable/switchable group. This codes only work for AI groups. If you have a playable group and you the player is in the group Vcom will not move the group to new waypoints but if you have a group of playable AI Vcom will take over that group and move them around the map. I tried disable norescue no flank commands but does not work. Can anyone suggest a way to not allow VCom AI to not run on playable units.
  13. grantUnlimitedAmmo2.sqf: Updated first post no more message error better overall performance with script yay.
  14. Hello I have it setup to using radio triggers very easy setup. I have a platoon with 20 man that can be broken down to two squads via radio trigger. The squad leaders can call for the entire platoon to be one group or two squads. Each squad has three team leaders that can call for specific teams with radio triggers. ie assault weapons and logistics teams for each squad. It uses the join group command. I can have anywhere from 1-6 different groups. Now my units are playable/switchable units from the editor each with variable names that you need to use to call to join and disband your groups as you need. The question is can you use set variable names how are you spawning the units into the game?
  15. After test playing in a real mission not just in the editor setup getting a new message error line 20 in the ammo script - true or false expected line 20 { waitUntil { Sleep 0.5; // if !(alive _unit) ExitWith {};   this is line 20  _primeWpn = currentWeapon _unit; sleep 0.01; (_primeWpn != "") };  just // LINE 20 for now. I did notice a little dip in performance with FPS ect. but not a game killer. I will try to get this all worked out!!! very frustration
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