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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. Been using this steady since the last update and it's been working flawlessly!!! Thank you very much for the great script!!! That was always a pet peeve of mine with arma was having to be so close to the doors that you get pinned half the time or not being able to find the open door action at all (mostly the gates), especially under fire!!
  2. Hey Massi. Love the mod.....Thanks! I do have a question about the sound suppressors however. In the last update I noticed that a lot of the guns take the wrong suppressor sizes (stock BIS ones). 7.62's taking 5.56 size etc. Has anyone else noticed this? Definately not a game breaker!! I understand doing something like this for say the scorpion or MP7's with odd ball ammo sizes. Was this an oversight or on purpose maybe? Another thing I noticed was the M3 MAAWS doesn't target at the center of the reticle (scoped in) but rather at the very bottom (very last pip on the ranged reticle) of the sight. The new models look awesome and I'm loving the sd ammo! Thanks for all your hard work!
  3. cdn_biggdogg

    United States Air Force( 2015)

    I only checked the first post, so sorry if this was asked already, but is there a way to edit the loadout of a script spawned AI controlled aircraft? If not can that be something that can be added. The F18's made by JOHN_SPARTAN AND SAUL are able to do this and it's very handy to be able to control exactly what armaments are put on the plane! If you answered this already just let me know and I will search for it. This mod is very good work.....the planes look and work awesome!
  4. cdn_biggdogg

    ASR AI 3

    As a human I throw a lot of grenades too!
  5. Hey Massi. The new update is awesome!! I had an issue pop up in my .rpt file on my server relating to the F35C CAS (not sure if it's present in the other 2 variants): 15:19:19 Error in expression < { mas_foldWings=false; }; _loadout_l = toLower(loadout); _gun_l = toLower(gun);> 15:19:19 Error position: <toLower(loadout); _gun_l = toLower(gun);> 15:19:19 Error tolower: Type Array, expected String 15:19:19 File mas_f35c\data\scripts\init.sqf, line 9 And it looked like to me it spawned without any armament! To note that I spawned it with an AI crew already in flight from a script if that's relevant at all!
  6. I actually have a waitUntil check running that the patrol order isn't given until all the spawned - vehicle spawning scripts have completed. I had just pulled the code out to show you how I was populating the array. I'm not sure why if I run more than one patrol order at the same time it has such a negative impact on my server. As for using multiple markers in one patrol order, would it be possible to have the code select a random marker from the array every time it creates a new waypoint for each vehicle if more than one marker (or area to patrol) is specified? Also is there a way to turn off the roads only way points in the patrols in case I want them to patrol area's without roads (say with tanks)?
  7. So I was using a different way by using Zen_ArrayAppend rather than pushback (which is simpiler to use). vehAirbaseArray = []; [] spawn { _vehAirbaseArray = []; for "_i" from 1 to (5 + round random 5) do { _ObjectivePos1 = ["AIRBASE", 0, ["RaceTrack"]] call Zen_FindGroundPosition; _enemyVeh1 = [_ObjectivePos1,["O_MBT_02_cannon_F","I_MBT_03_cannon_F"]] call Zen_SpawnGroundVehicle; 0 = [_vehAirbaseArray, _enemyVeh1] call Zen_ArrayAppend; }; 0 = [vehAirbaseArray, _vehAirbaseArray] call Zen_ArrayAppend; }; 0 = [vehAirbaseArray, "AIRBASE", ["RaceTrack"]] spawn Zen_OrderVehiclePatrol; I spawn about five of these at the same time to control the amount of each vehicle type is created. each has it's own local array then appended into the main array...vehAirbaseArray Do you suppose that this method was what was causing the problems as now that I look at it, I think it was creating a nested array for the patrol order?
  8. Hey Zenophon! I have a question and a feature request. The question is, I have a mission where I spawn about 20 - 30 vehicles at the altis airport then I have them patrol around it. Now if I put all the vehicles into an array then call the array for the patrol then everything works fine and the server runs ay 35 FPS at the lowest but if I split the vehicles into two sperate arrays (same amount of vehicles) and call two seperate patrols then the server gets eaten alive running below 7 FPS. I noticed that this is true for infantry patrols as well although not quite as bad (15 FPS and lower). I have also tried spawning 3 single vehicles and having them patrol the same marker with three seperate patrol calls and it kills the server but to put them all into the same patrol call and it works fine. However spawning a vehicle patrol and infantry patrol at the same time doesn't affect the server. Any thoughts on this? **NOTE. This is all on a dedicated server. Now a feature request related to all your different patrol functions. Is it possible the have an array of seperate markers (or positions with min and max distances etc.) to patrol so that they patrol in consentrated areas but move freely from one area to another. EX. Three seperate marked towns a fair distance apart. The patrol waypoint could be in any of the three marked area's. The vehicles will move from one marked area to another. That way I don't have to use multiple patrols and all the vehicles will move to and patrol all three areas with out the need for a massive patrol area where vehicles will be going to remote and unnessary areas. And as always thanks for your framework. It makes for some awesome missions!
  9. The event handler you added doesn't work in a dedicated server environment. player addEventHandler ["Respawn", _fnc_addDoorActions]; I'm not an experienced coder by a long shot but the only way I could get this to work was to make that line a function and then call it using the BIS_fnc_MP to execute it on all the clients. There's probably better ways of doing that however!
  10. cdn_biggdogg

    Blastcore Tracers A3

    I just tried it with Massi's updated nato SF weapon pack and the tracers from the LMG's using Massies own ammo look like beach balls coming at you. LOL. Anyone else see this or do I have something else going on??? I'm going to try the edited on from FoxFort and see if it's different\better!
  11. any chance of getting the tablet changed to be compatible with the virtual arsenal?
  12. Thanks for the quick responses. Truely an excellent script. Keep up the great work!
  13. Maybe this has been asked before but is it possible to get your Bergen backpacks to show up in arsenal? The AT4 and AA ones show up but they're full of rockets. Something else I noticed is that the Scar-H won't go in a backpack. Is this intentional? I haven't checked all the guns yet to see if there are others. Awesome work on the new release Massi, this is my favorite weapon pack. Your hard work is really appreciated!
  14. I also found that 3m seems to be the sweet spot. You can't run full on and have the door open in time but realistically that doesn't happen anyway. But you can open everydoor and gate without it pinning you against a wall or pushing you to the side etc. I noticed on my mission that if I die and respawn that the add actions are no longer there. I play on a dedicated server. Has anyone else noticed this or do I have something interfering with this script? And a question. how do I set the params on the server?(what to put and where) Ex. to have the doors stay open automatically.
  15. Well it looks like my request got lost in the change over to the new forum system but I see you saw it before it did. Thank you for adding the option to be able to turn it on/off per user! I also found another building that doesn't work with this script. I don't have the exact classname for it at this moment but there is a old\ruins\delapitated version of the barracks that's not included. it's the one that the ladder doesn't work to get on the roof. I can get the class name for it if you want?? Again...awesome script. Thanks!
  16. Is the boat beached when this occurs? The only time I see this is if you run the boat aground. I would think that this is an arma3 issue to do with the exit positions of the boats.
  17. Hey Zenophon I have a question for you. In your patrol scripts (for all units - Air, Vehicle, Infantry), if the units or vehicles are deleted rather than destroyed will your patrol scripts still terminate or will they "hang" with a null object error and not terminate? And as a separate request, can you set a parameter in Zen_OrderInfantryMove for the infantry to avoid combat or the engage the enemy while in the process of their move?
  18. The short answer to this is yes. However I think it would take quite a bit of code to produce this. I know that Zenophon has a framework and one of his functions is to find building positions that aren't the BIS predetermined positions. You'd have to do something similar and then send the position array to the spawner. This would likely take alot of CPU cycles as it has to compute and build the positions array rather than just read a pre-existing position array. And I'm not sure what you'd have to do to identify the surrounding buildings and filter out the ones that don't qualify! It would also have the possibility to spawn loot on top of each other as you'd be using two separate arrays for positions! But an experienced coder could make it work I'm sure!
  19. cdn_biggdogg

    Blastcore: Phoenix 2

    Check to see if your particle settings (in the video settings) are set to high. If not try it on high and see if there is a difference.
  20. cdn_biggdogg

    Stance Adjustment revised

    Will this be updated for the new CBA as it's seems to be broken now since the update?
  21. So if I understand this correctly, the global task array contains the tasks for every unit in the game individually? If that's true would it make more sense to assign the tasks to my X5 unit then reassign the task to each player? This would also make it easier to manage if I wanted separate tasks for players as I could assign different tasks to different logical units and reassign them to the correct players! Or would that even change anything? I'm still trying to wrap my mind around how the tasks are handled! LOL....Don't you be making assumptions about me!!! Better to assume I've been playing a broke mission all along!
  22. Hey Zen I found a couple things in my .rpt that I thought you should know about (if you don't already that is) 1. When I use the insertion as a parachute type I get this error when the disembark the heli! 22:08:14 Error in expression <(configFile >> "CfgVehicles" >> (typeOf _heli) >> "AnimationSources")); sleep 1;> 22:08:14 Error position: <_heli) >> "AnimationSources")); sleep 1;> 22:08:14 Error Undefined variable in expression: _heli 22:08:14 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderInsertion.sqf, line 125 However it still functions properly, they all disembark and parachute to the ground fine! BTW is there a way to remove their backpacks then give them back after they land? Not a big deal if you can't it's just the medics and engineers lose their kits and the AT and AA guys lose their launcher ammo! 2. Also for insertion I was using two positions, an insertion point and an exfiltration point with delete the vehicle enabled and the delete failed ever time with this error. 20:57:46 Error in expression < deleteVehicle _x; } forEach (crew _cleanup + [_cleanup]); }; call Ze> 20:57:46 Error position: <crew _cleanup + [_cleanup]); }; call Ze> 20:57:46 Error crew: Type Bool, expected Object 20:57:46 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderInsertion.sqf, line 163 3. When I use insertion with fastrope I've found a couple problems. First and the most obvious problem is that the fast rope fails most of the time when using the Mohawk transport chopper. One of the descending units will die at the bottom and no other units will descend and the chopper just hovers there. Again....only happens with the Mohawk. And second I get this in the .rpt but the action doesn't fail. 23:42:57 Error in expression <[_linkAir, [0,-0.25,-0.5]]; ropeUnwind [_ropeAir, 7, (_ropeStartPos select 2) + > 23:42:57 Error position: <_ropeAir, 7, (_ropeStartPos select 2) + > 23:42:57 Error Undefined variable in expression: _ropeair 23:42:57 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderFastRope.sqf, line 128 23:42:58 Error in expression <ble "Zen_ExecuteCommand"); ropeDestroy _ropeAir; deleteVehicle _linkAir; sleep > 23:42:58 Error position: <_ropeAir; deleteVehicle _linkAir; sleep > 23:42:58 Error Undefined variable in expression: _ropeair 23:42:58 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderFastRope.sqf, line 153 23:42:59 Error in expression <[_linkAir, [0,-0.25,-0.5]]; ropeUnwind [_ropeAir, 7, (_ropeStartPos select 2) + > 23:42:59 Error position: <_ropeAir, 7, (_ropeStartPos select 2) + > 23:42:59 Error Undefined variable in expression: _ropeair 23:42:59 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderFastRope.sqf, line 128 23:43:00 Error in expression <ble "Zen_ExecuteCommand"); ropeDestroy _ropeAir; deleteVehicle _linkAir; sleep > 23:43:00 Error position: <_ropeAir; deleteVehicle _linkAir; sleep > 23:43:00 Error Undefined variable in expression: _ropeair 23:43:00 File C:\Users\I7-950\Documents\Arma 3 - Other Profiles\CDN_BiggDogg\mpmissions\Make_Way_test.Altis\Zen_FrameworkFunctions\Zen_OrdersFunctions\Zen_OrderFastRope.sqf, line 153 4. The only thing that I JIP from your framework is the tasks and I'm having issues with that, likely because of the way I've implemented it. I run a persistent server that at times have no players or AI in it which seems to break the task system. The only way around this was to create a game logic that I named X5 and included it in the task 'destination' characters which seems to work for when people join but I'm have issues with updating the task array when missions are completed and also in removing them after! OK so when I issue a taskremove I get this error most of the time. 23:44:46 "-- Zen_CheckArguments Error --" 23:44:46 "Argument 1 is void" 23:44:46 2490.82 23:44:46 [No task,[No task,No task]] 23:44:46 ["Zen_CheckArguments",[No task,[No task,No task]],2490.82] 23:44:46 ["Zen_ValueIsInArray",[No task,[No task,No task]],2490.82] 23:44:46 ["Zen_ArrayFilterValues",[[No task,No task],[No task,No task]],2490.82] 23:44:46 ["Zen_RemoveTaskClient",["basedefend",[X5,X11]],2490.82] 23:44:46 ["Zen_RemoveTask",["basedefend",[[X5],[X11]]],2490.82] 23:44:46 "-- Zen_CheckArguments Error --" 23:44:46 "Argument 1 is void" 23:44:46 2490.89 23:44:46 [No task,[No task,No task]] 23:44:46 ["Zen_CheckArguments",[No task,[No task,No task]],2490.89] 23:44:46 ["Zen_ValueIsInArray",[No task,[No task,No task]],2490.89] 23:44:46 ["Zen_ArrayFilterValues",[[No task,No task],[No task,No task]],2490.82] 23:44:46 ["Zen_RemoveTaskClient",["basedefend",[X5,X11]],2490.82] 23:44:46 ["Zen_RemoveTask",["basedefend",[[X5],[X11]]],2490.82] 23:44:46 Bad conversion: array 23:44:46 Error in expression <th {}; It seems to remove the task from the clients but not always from the 'Zen_Task_Array_Global'. So if I issue this Zen_Task_Array_Global = []; publicVariable Zen_Task_Array_Global; Will that clear the task array when my tasks are finished and not mess with your frameworks systems? And do I need to publicvariable it or just run that on the server? Please keep in mind that these aren't complaints, just reporting to you what I've found so if need be you can address them. As a mission maker I know that you can create a scenario that you think is bulletproof only to have someone tackle it a different way and introduce variables you never considered. I hope these are helpful! Your framework is really great to work with and I appreciate all the work you have done in creating it!
  23. I use addons but I'm playing on altis in it's stock form. However I never considered that it used the center point of the objects and I'll have to adjust for that. Also the parameter of the number of objects....if I set it to exclude and put the number to 0 then it shouldn't locate near any building correct?
  24. It's amazing how a misplaced }; can break a mission....LOL! Thanks for the quick fix. I have a question about the find ground positions function.....I want it to stay at least 10m away from all buildings and clutter, what params would I use to accomplish this? I've had no luck getting this to work on a consistent basis!
  25. Hey Zen. The new release has an issue with Zen_OrderInsertion. If you insert with a ground vehicle the Infantry won't disembark from the vehicle. I haven't tried the other vehicle types yet.
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