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DOA

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About DOA

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    Sergeant

core_pfieldgroups_3

  • Interests
    Operation Flashpoint<br>Operation Flashpoint Resistance<br>Armed Assault<br>What else is there? ;-)
  • Occupation
    Network Administrator - Large Law Firm

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  • Gender
    Male
  • Location
    Raleigh NC USA
  • Interests
    ARMA

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  1. Since the official release, Old Man now crashes Arma 3 after a minute or so with 100% RAM usage. It didn't do this with the early access version. I have never suffered any memory leaks with Arma before and it only happens when I run Old Man. Other single and multiplayer missions function with no issues. Has to be Old Man issue?
  2. Thank you faguss! Yes you can host it. All mirrors are welcome. All the creators made these addons available to the public. Please give them credit and always include the readme files. I'm searching for the missions. This was a long time ago now and I am afraid the server holding most of the missions has been lost to rebuilds. I will post here if I can find them. Operation Flashpoint: Cold War Crisis (The original BIS OFP) will never die! 🙂
  3. When I infiltrate the station looking for NVGs I get a pop up saying Sound_Awareness_WT_12 not found. This pops up when the guards notice me.
  4. Hi everyone, Thanks in advance for your help. I have put down spawn AI module and created a custom faction in description.ext using CUP vehicles. The spawn AI module seems to be working. It spawns Cup vehicles. I will attach a small sample mission that I am making on CUP Desert E island to use as a template for future missions. I will also attach shots of my description and the modules menu. The issues I am having are 1. If I spawn more than one vehicle in a group, they spawn on top of each other and explode so I am limited to spawning single groups of one vehicle at a time. I have tried adjusting the position but same result. 2. I have several units created in description.ext for each: infantry, motorized and Armor. The Spawn AI spawns unit 0 and never spawns any of the other vehicles in it's class. 3. If I switch BMP2 to the first vehicle in the group, when it spawns two crew jump out of the vehicle and run along beside it. If anyone knows where there is good documentation on the spawn AI and it's associated modules please forward that link if you have one. I can't find much with google searches. You can download my sample mission here: http://www.thegraveyardshift.net/download Thanks again for your time and help, it is much appreciated...DOA aka: David ArmAstrong. //Description.ext East classes and groups. class east { class CUPVDV { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class CUPVDVInf_8units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CUP_O_RU_Soldier_TL_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "CUP_O_RU_Soldier_GL_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "CUP_O_RU_Soldier_MG_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "CUP_O_RU_Medic_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "CUP_O_RU_Soldier_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "CUP_O_RU_Soldier_AT_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; class unit6 { vehicle = "CUP_O_RU_Soldier_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit7 { vehicle = "CUP_O_RU_Soldier_VDV_M_EMR"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized { //SpawnAI module looks for this class class CUPVDVMotorized_3units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CUP_O_Ural_Refuel_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "CUP_O_UAZ_MG_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 30, -30, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "CUP_O_Kamaz_Reammo_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -30, -30, 0 }; //offset position unit spawns from spawn point }; }; }; //no Mech groups. Combined with Motorized //SpawnAI module looks for this class for class Mechanized {}; //SpawnAI module looks for this class class Armored { //SpawnAI module looks for this class class CUPVDVArmor_4units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CUP_O_BMP2_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "CUP_O_T72_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 30, -30, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "CUP_O_T90_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -30, -30, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "CUP_O_BMP3_RU"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 40, -40, 0 }; //offset position unit spawns from spawn point }; }; }; }; }; };
  5. Large Addons collection for ArmA Cold War Assault 2001 – 2008 (The simulation originally known as Operation Flashpoint: Cold War Crisis) I take no credit for any of these addons. The author’s names are listed in the txt file and word doc. All credit goes to the addon makers. I want to share this collection of addons that I and my gaming groups used from 2001 – 2008. This is not a MOD, it is simply a collection of quality addons our group downloaded and used when Cold War Crisis was the current release from BIS. This time period saw official releases such as Red Hammer and Resistance. We reluctantly moved on as the new ArmA versions were released. We still load up ArmA Cold War Crisis from time to time. I hope I can help someone by providing an addon they are looking for from the good old days or introduce newly enlisted CWC players to the excellent addons that helped build the best community and future versions of the best military simulator that you can access without actually enlisting. Some of these addons, now over 10 years old are hard to find. You know the drill, use at your own risk and I am unable to provide any support beyond the documents included with this Pack of addons. Enjoy. This is the only active download link right now. http://www.mediafire.com/file/il8iz627hwzqel8/theGraveyardShiftAddonsCollection.zip/file
  6. HazJ Thank you very much for the information. It worked. The lights are on. It was not exactly a show stopper. but makes that part of the mission look so much better than the transport van carrying the precious cargo being the only vehicle in the convoy with its beacons off. Thanks for the references too. Excellent information.
  7. I have found the comand that works on the Gendarmerie offroad truck. this animate ["BeaconsStart", 1]; This doesn't work on the Gendarmerie Van Transport. TIA...DOA
  8. DOA

    Control issue. Mouse

    Thanks Dedmen. It is not that big a deal for me. I was trying to avoid a super large download on my work PC. I only work on editing my missions at work when time permits. (Time rarely permits me to work, but as most old school mission makers know a good mission can take a long time to develop, test and finish and every minute saved is a minute earned.) I installed Steam and a workable video card on my PC at the office. Again it is fine for editing. I did have to take my pc home and let it download all night. LOL I use RHS and CUP and a few other mods with my gaming group and our current ArmA3 folder is a little over 70 GB. That size download on our corporate network would raise an alarm and being the Senior Systems Administrator, I would not be forgiven for that. LOL Thanks again guys!
  9. DOA

    Control issue. Mouse

    Never could play ArmA 3 through a remote control program. I know this is asking a lot. LOL I installed steam on my remote machine so I can edit missions when I get time. It was a bit much to expect I could play such a game, even for testing edits to missions via remote control. Thanks again for you replies, time and help.
  10. Using the code from this post in init.sqf does make the markers visible only to the side they belong to when the mission is running. When you are in the initial briefing window, all sides can still see all map markers. Then when we click continue from initial briefing screen and enter the mission for the first time, the markers are only visible to the side they belong to. This is an issue only when seeing the opposing force's markers gives away intel or spoils the mission. Can anyone help with a method to segrate the markers at the initial briefing screen? Thanks.
  11. DOA

    Control issue. Mouse

    Thanks Stanhope, I'm trying full screen now. The ArmA Session is the active window, because I can move around a bit with the keyboard but any slight movement of the mouse seems to be greatly exaggerated for the player unit. I have not tried starting a mission as a pilot or in a vehicle but I am sure that will be crazy too. I knew I was on shaky ground trying to run any game much less a Simulation like ArmA through a remote control software. This may sound crazy but I also think from working with other remote control issues that I may be able to resolve this by unplugging the mouse on the ArmA machine that I am controlling remotely. It may be a conflict between the remote mouse and the mouse and joysticks attached to the PC I am controlling. I appreciate everyones help. I may try other remote control software or just install Steam on all the PCs I use for editing and just put my editing files on a flash drive. Thanks again for your help...DOA
  12. When I take remote control of my PC at home with Teamviewer, the mouse functions properly in ArmA 3 through Teamviewer in the menus and Eden Editor, but when I start a SP or MP game the player I am controling bends over and stairs at the ground. Moving the mouse causes the player and view to spin around wildly with the player never standing back up. The player constantly stays bent in half while walking etc. I can go prone and move around a little but of course this issue makes the simulation unplayable through remote control. I do not have this issue when working directly on the ARMA 3 PC only when I control it remotely. Mission makers know how much time some missions can take and it would be a great help if I could work remotely without having to install Steam and move all my editing files to my laptop or other PCs. If you don't know what this issue is or it can't be resolved let me know if you use a remote control software that works with no issues. Much appreciated...DOA
  13. Thanks men for your time and help. It is much appreciated. Now I just have to figure out how to change voices to fix the language bug with the CUP TK Militia and I will have my AISpawnManager system working the way I need it to. This is a link to this language issue at CUP - https://dev.cup-arma3.org/T2481 Thanks again for your help. I'll give credit in my missions for any of these scripts I use.
  14. I'm trying a different approach and meeting with some success. I can now spawn the group I want, with the custom load out I want (AK74 and Green Tracers) they follow the waypoints and respawn as expected. Now my last hurtle is to set their language to "vanilla Farsi" as suggested by CUP to work around the language error that occurs the first time the group comes under fire or changed their condition like from SAFE to COMBAT. This is a link to this language issue at CUP - https://dev.cup-arma3.org/T2481 This question is listed as about custom load out. This was a multi-part request so perhaps no one will notice the voices or language issue. I think I should make it a separate request? This is the sqf I am currently using to spawn the AI group with ak74, green tracers, waypoints and respawn. // Run this on the server. if (!isServer) exitWith {}; // Create Group. _group1 = createGroup EAST; //Custom Units for _group1. of01 = _group1 createUnit ["CUP_O_TK_INS_Soldier_TL", getmarkerpos "_group1_spawn", [], 1, "FORM"]; of02 = _group1 createUnit ["CUP_O_TK_INS_Soldier", getmarkerpos "_group1_spawn", [], 1, "FORM"]; //Loadouts removeAllWeapons of01; removeAllItems of01; removeAllAssignedItems of01; of01 addMagazines ["CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M",3]; of01 addWeapon "CUP_arifle_AK74"; removeAllWeapons of02; removeAllItems of02; removeAllAssignedItems of02; of02 addMagazines ["CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M",3]; of02 addWeapon "CUP_arifle_AK74"; //Set Language. of01 setSpeaker "Male01PER"; of01 setSpeaker "Male02PER"; //Assign _group1 WayPoints _wp1_grp1 = _group1 addWaypoint [getmarkerpos "wp1_grp1", 0]; _wp1_grp1 setWaypointType "MOVE"; _wp1_grp1 setWaypointSpeed "NORMAL"; _wp1_grp1 setWaypointBehaviour "SAFE"; _wp1_grp1 setWaypointFormation "WEDGE"; [_group1, 1] setWaypointTimeout [10, 15, 20]; _wp2_grp1 = _group1 addWaypoint [getmarkerpos "wp2_grp1", 0]; _wp2_grp1 setWaypointType "MOVE"; _wp2_grp1 setWaypointSpeed "NORMAL"; _wp2_grp1 setWaypointBehaviour "SAFE"; _wp2_grp1 setWaypointFormation "WEDGE"; [_group1, 2] setWaypointTimeout [10, 15, 20]; _wp3_grp1 = _group1 addWaypoint [getmarkerpos "wp3_grp1", 0]; _wp3_grp1 setWaypointType "MOVE"; _wp3_grp1 setWaypointSpeed "NORMAL"; _wp3_grp1 setWaypointBehaviour "SAFE"; _wp3_grp1 setWaypointFormation "WEDGE"; [_group1, 3] setWaypointTimeout [10, 15, 20]; _wp4_grp1 = _group1 addWaypoint [getmarkerpos "wp4_grp1", 0]; _wp4_grp1 setWaypointType "MOVE"; _wp4_grp1 setWaypointSpeed "NORMAL"; _wp4_grp1 setWaypointBehaviour "SAFE"; _wp4_grp1 setWaypointFormation "WEDGE"; [_group1, 4] setWaypointTimeout [10, 15, 20]; _wp5_grp1 = _group1 addWaypoint [getmarkerpos "wp5_grp1", 0]; _wp5_grp1 setWaypointType "CYCLE"; _wp5_grp1 setWaypointSpeed "NORMAL"; _wp5_grp1 setWaypointBehaviour "SAFE"; _wp5_grp1 setWaypointFormation "WEDGE"; [_group1, 5] setWaypointTimeout [10, 15, 20]; // Respawn _group1 _group1 spawn { _group1 = _this; private "_unit"; while {count units _group1 > 0} do { for "_i" from 0 to count (units _group1) - 1 do { _unit = units _group1 select _i; if !(_unit getVariable ["_ready",false]) then { _unit setVariable ["_type",typeOf _unit]; _unit setVariable ["_dir",getdir _unit]; // not used here _unit setVariable ["_side",side _unit]; _unit setVariable ["_group",_group1]; _unit addEventHandler ["killed", { _fellow = _this select 0; _newbie = (_fellow getVariable "_type") createUnit [getMarkerPos "_group1_spawn", _fellow getVariable "_group"]; _newbie setVariable ["_ready", false]; _fellow setVariable ["_ready", nil]; //deleteVehicle _fellow; }]; _unit setVariable ["_ready", true]; }; }; sleep 1; }; };
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