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avibird 1

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Everything posted by avibird 1

  1. The fix is very easy if this happens anymore. I guess after the updated that I had this weekend it switched me to Apex protocol controls. I just switch back to Arma3 setup. All good in the hood. This has never happened to me with all the past updates I mean why it happened now ?
  2. Good afternoon noon and happy Easter for anyone who believes in that with that said. I know there's multiple ways of skinning a cat especially with arms scripting. I know how to setup tasks using triggers diary.sqf description.sqf and init.sqf I can add pictures to the load screen and preview screen but having some issues adding picture to all objective tasks. I have 10 objectives in the mission that I would like to add pictures to the all task setup. Obviously I'm doing something wrong with pathways can't get pictures to show up with each task. I don't really understand how to setup the tasks modules. Does anybody have a good example mission utilizing task modules with proper setup including adding pictures. Thanks Avibird
  3. @major-stiffy thank you for the videos I think the old school is a lot easier with less steps needed. I only need two triggers and a few lines in the mission init or diary.sqf. the only difference is the new models has the ability to change the type of icon that represents the object/task and there's no need to sink any objects using the old school method. I still have issues trying to attach pictures to each task. It's probably something to do the pathway of how it finds the picture.
  4. Yes brother it was a typo.
  5. In the description.sqf I have the pathway for the picture in a folder called images < pictures < mypic1.jpg for my load screen and preview screen. I will fool around. I just want to know how to do it both ways old school and with the new modules.
  6. this is how my setup is in my init.sqf player createDiaryRecord ["Diary",["Objective1","<font color= '#8080ff' size= '18' face= 'TahomaB'> Picture </ font><br /><br /> <image=BriefingImage1.jpg","Destory the Radio Tower to prevent CAS in the AO"]]; I can't get the picture to display. In the tasks menu. the BriefingImage1.jpg the JPG is just inside the mission folder. I have no real clue how to use the task modules to add pictures. Any help would be great. I want to lean how to setup both ways. Old school using using triggers diary.sqf description.sqf and init.sqf vs new tasks modules. Which way is better for overall performance. Avibird.
  7. Hey I know this is a late response. Lol. Jebus is may go to respawn script. Just reading trying to fix up a few minor errors snd bugs that are that are now present. Unfortunately @dreadpirate is not really updated the script anymore sad 😢. There's a simple fix to your issue. You can setup a second trigger besides the exit trigger to delete the group units when a set number of units are dead or the vehicle they're in is destroyed. So if the APC is destroyed the group will get delete it and the exit trigger from jebus will kick in and then will respawn the entire group including the vehicle. The default setup for respawn is only the group units and not the vehicle because jebus setup code goes inside the group leader init. Avibird
  8. @rainbow47 the units will switch back to combat if any of the AI teams are still in combat.if you are the group leader then you can simple order combat behavior to the unit. Lol most of the time I don't want them in combat mode even in combat because if you are controlling a group of AI units combat mode makes it very difficult and hard for them to follow moving orders if you want to group to relocate to a different areas while fighting
  9. @pierremgi hey I feel using the removal troyant module better because you can adjust the read system wider when you need it to be as well as taken out or leaving small items like branches twigs rocks that make it difficult for vehicles to navigate through these small road systems. I can keep items on the map if I want to make a choke point at a certain location. I don't know about the overall performance which way is better for lag and multiplayer compatibility.
  10. This for a CO mission with playable/switchable unts. Back in the tha day with OFP units would automatically deploy a parachute if jumping out of a plane or helicopter. When playing with AI units it's a pain in the ass or almost impossible to try get parachutes on each of the AI while you're vehicle is being shot down. I was trying fooling around with some code to get a parachute on any playable unit that is jumping out of a vehicle in the air. Playable units moveInDriver (createVehicle ["Steerable_Parachute_F", (position unit ), [], 0, "CAN_COLLIDE"]); I was thinking of calling the code in a gamelogic rather than a radio trigger due to the the time it may take once your be vehicle is going down. Avibird
  11. Can I ask what is the bottom line goal. What is the author and other people on this thread trying to accomplish. Yes tanoa small road systems can be very problematic with random patrol scripts and other scripts and mods that provide dynamic waypoints for vehicles. Most vehicles will get stuck on the small roads and forests resulted in a flipped over vehicles or just unable to move. This can be a game breaker with random patrol vehicles for sure. The easiest solution that I found is A script a mod and remove object module that can correct most of this this. I Have have a script thet will unflip vehicle that flips over during the mission around my makes the crew to get back into the vehicle and continue moving. I have a mod called liability insurance that will only knock down friendly foot units to the ground with no damage. The units will get back up and continue to follow its waypoints with its group. For the issue with the small road systems within the forests I use the editor removal module and open up the road system to allow all vehicles to travel the small road system within the forests adequately. It is still small enough to allow choke points for ambushes. I have the entire AO modified with all the small road systems. This helps in multiple ways. It eliminates majority of the issues of vehicles getting stuck in the forest and on the small roads and it opens up the map to allow for more fighting area with a better gameflow. I also feel it reduces my lag because there's a ton of trees that are taken out of the map in the AO for the mission. Some of the small Bridges on the dirt roads just remove them as well these vehicles have a very hard time navigating them.
  12. Lol read it again I'm driving text to speak sometimes doesn't work. It was supposed to be the demo mission
  13. You're setting something up wrong if the demo is working you probably don't have some of the additional files in the right place. Are you using the mod version or the script version. There's a version that you can download from steam. I have a modified version of The script that switchable units you'll never die only still unconscious and the mission ends when all playable units are unconscious I like to call it last man standing mode. Most likely you're not selling something upright
  14. Yes it still works great. In my opinion is the best revive system out there especially with AI. Ace medical is too complex especially with using AI in your squad. The test mission is only set up for bluefor units. You can set it up whatever side you wanted to work on there's an option to setup for all units bluefor opfor ind civ but I don't think there's a way you can set it up for only two different factions like bluefor and opfor. I could be wrong.
  15. Yes it a very easy fix just modify the time for stabilization and first aid in the AIS setup SQF. You can also increase the wounded icon visible on the battlefield I have about 250 meter for my medic originally it was only 35 meters. You need to look into the effects folder and the fn draw3D SQF. I have a modified version. That all playable units will never die only stay unconscious the mission ends when all playable units are unconscious. I like to refer to this as last man standing mode.
  16. @BULLWAR You put the code above in a medic unit init with no waypoints. The medic is called me medic_1 and the group it's supports is called team_1
  17. If a put a medic down and give it a support waypoint it will stay at it's position unit a group leader call for a medic. The medic will move to the group leader and heal units down for the most part then so you need to hit the done button and that unit will then be ready to be called again. My question is can I limited that medic to only go to a specific squad leader call for medic ? As it is now any group can call for support and if it's a AI group leader it will not hit the down button so the unit will never be available again. Can I setup a simple script in the medic or group leader to be only only to that group to call that medic.
  18. Are you using the stand alone version script of Gaia or the MCC mod ?
  19. this is the code [] spawn { while {sleep 1; alive medic_1} do {{ if (damage _x *symbol of greater than 0) then { medic_1 action ["healsoldier", _x]}} forEach units team_1}} this is the error '...ve medic_1} do {{ if (damage _x *symbol |#| of greater than0) then {medic_1 action...' error missing)
  20. Cool the issues is I am using someone else's script/mod for my wound and revive system that I heavily modified for my preferred way of playing. I don't think there's any revive systems that the playable or switchable units will never die. I have not seen anything like that in all my years of playing arma. So adding and messing around with another system that alters the health and revive system may not play well with each other. The priority is keeping my wound system working the way it does. It would have been nice and less micromanagement during gameplay if the automatic function would work but I think there's too many things trying to influence the same functions. My real lack of knowledge of scripting will prevent me from figuring this out. The AiS wound system is very complex the auto medic script is not that much but I really have no clue how to fix the issue. The mod version of the auto medic script has the fix you mentioned. I will keep on trying to figure this out sincerely avibird thanks for the input.
  21. avibird 1

    [Release] MIL_CAS

    @beno_83au can you use this and use the vanilla CAS together using your call for one group and the vanilla for a second group.
  22. Hey cool I just download the simple mission from bardosy page it works as it should. My old copy of it must have been corrupted. The issues is I use a modified wound revive system that I changed the original script to meet my needs. What I did was the playable/switchable units will ll never die only get incapacitated. The mission ends when all playable units are down. I like to refer to this as last man standing mode. I got the script working as I wanted it to allow me to play my preferred way of playing. I don't like to play with respawns and my missions have multiple objectives that can take a few hours to complete. The revive script has two parts first you need to stabilize and then heal the unit. AI have no issues with the management of the two however the original bardosy script the medic will attempt to heal the soldier but only halfway. the healed unit will go to a knee position but will not be fully healed the injured icon is still on the unit and the unit will not follow any waypoint for the commander. The mod version of bardosy script on steam works well to get the injured units back up and running as well as has proper animations for healing process but if the medic gets injured the other AI units can not heal him only the player can heal the medic but he becomes invincible. Lol we can't have that. There has to be a simple way to get a medic to heal units without all the micro management that goes along. I remember in OFP medics would heal any unit on the same side without orders. That's why I was hoping that the simple revive code could be modified to work better but it's very hacky way as your said. I still can't believe after all this time Bohemia has never really invested in the revive system like it should. Avibird
  23. Lol nothing worked. Describing just stayed put when I was the team leader and shot some of my teammates. I can put that code in the MedEx store box as well as the two files in the scripts folder. Perhaps my old version was corrupted somehow it's been here since I used it. Let me download the script again and I will test it when I get home. I do remember that the Medicare cannot be probably in it can only be AI that is one of the reasons I stopped using the script. What I did love about the mod version is that medic unit would heal non-squad members on the map less than 200 m away but if the let it gets killed with my modified one system that I use and I cannot be healed by a AI only ba human player and sometimes the medic became invincible.
  24. Hello @cool=azroul13 Thanks got it to work but yes it's limited the medic will only heal units very close to it's location and it does teleport to injured unit. It will not move very far to heal a unit. After a few round of heal units close together like information the dometic will get stuck in no position and not move again. Automated medic by bardosy I have used in the past. I can't get that to work. I have tried both methods with the code in the medic init and the code in the mission init. I have the original 1.0 version that I used years ago perhaps that is not working anymore. Could you be so kind to post a sample mission of that script version that you used. The mod version that was based off of bardosy works good but yes there is a but the medic will heal itself but not fully and other AI can not heal the medic only a player can once the medic get taking down. Like I said I use a heavy modified version of the AiS that the playable units will never due only go unconscious. The mission ends when all playable units are unconscious. I call it the last man standing mode. If one playable units is not unconscious you could revive the entire squad. Thanks Avibird.
  25. Hello @cool=azroul13 You code adjustment still give a error. Can you look at the script above To see if you can get it to work it's a simple one line code he is using
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