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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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    Male
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    Raleigh NC USA
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    ARMA

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  1. 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.
  2. 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
  3. 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!
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. 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; }; };
  10. My goal is to use CUP TK Militia units to spawn custom groups with custom loadouts, Waypoints, respawn and set language to vanilla Farsi. I know, I don't ask for too much do I? Thanks in advance for your time and help. I have cobbled together some scripts into a single sqf that spawn the group, assigns them waypoints and has the group respawn. The sqf pasted below is what I am currently using. I want to keep using the CUP Takistan Militia to try and keep down the number of addons required for my missions. The show stopping issue is that when the groups condition changes, as happens when they make contact with their enemy or start taking fire, there is a language bug that throws and error. I reported this to CUP and the suggested quick work around is to change the units language to vanilla Farsi. I also want the riflemen in this group to carry AK74s with Green Tracer mags and perhaps a few other custom items, as needed, in their loadouts. They should respawn with this same loadout. The sqf below works fine. Group is spawned, follows waypoints, and respawns. This big issue is changing the language and loadouts. I believe I can export a custom loadout from arsenal for each man and implement it in the spawned group for each man. I have tried several articles and posts but can't get it to work. I think what I am asking for is how to spawn an AI group with custom loadout and language set to Farsi_01 and then incorporate this into my existing SQF. Note: The CUP TK MIlitia have this language Issue when the groups condition changes. This is this issue along with custom loadouts I am asking for help on. As a work around I tried using the SFF-R Taliban and they spawn fine and follow waypoints, respawn all as expected. The issue I have with them is that most of them carry rifles with flashlights on them and when you engage them at long range in the dark they all light up their flashlights, sort of like they are trying to give away their positions. I would also need to spawn them with custom loadouts so I am falling back on the CUP TK Militia which would also allow me to remove the SSF addons in an effort to keep the number of addons required to a minimum. Here is my existing sqf if this helps. Thanks again. // AISpawnManager_group1. 10 men //Spawn AI Group using BIS_SpawnGroup function. //Spawn _group1 _group1 = [getMarkerPos "_group1_spawn", EAST, ["CUP_O_TK_INS_Commander","CUP_O_TK_INS_Mechanic","CUP_O_TK_INS_Soldier_AR","CUP_O_TK_INS_Soldier","CUP_O_TK_INS_Bomber","CUP_O_TK_INS_Soldier_TL","CUP_O_TK_INS_Mechanic","CUP_O_TK_INS_Soldier","CUP_O_TK_INS_Soldier_AT","CUP_O_TK_INS_Guerilla_Medic"]] call BIS_fnc_spawnGroup; //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; }; };
  11. Thank you from one grumpy old man to another. Much appreciated.
  12. Outstanding work jarrad96. Thanks for all the time and effort. It is much appreciated. Top shelf content like this increases the value and scope of ArmA greatly. Well done!
  13. Hi all, I've cobbled together a few scripts I found to spawn a group of AI, assign them waypoints and cause them to respawn. The group being spawned is made up of CUP TAK Militia units. I would like the AI units that spawn and again when they respawn to be equipped with green tracer rounds. It would be great to incorporate this into my existing AISpawnManger.sqf, but calling a separate script for all units in a waypoint or any other method of changing the AI group members, who are carrying CUP AK 74s, load out to green tracer rounds would be appreciated. I'll post my spawnmanager sqf in this post but again if a separate script run on these men in a trigger or something else is needed that works fine for me. The idea is to have this group spawn in and follow it's waypoints and the riflemen in the spawned group, be equipped with green tracer rounds. Thanks in advance for your time and efforts helping with this. // AISpawnManager_group1. 10 men //Spawn AI Group using BIS_SpawnGroup function. //Spawn _group1 _group1 = [getMarkerPos "_group1_spawn", EAST, ["CUP_O_TK_INS_Commander","CUP_O_TK_INS_Mechanic","CUP_O_TK_INS_Soldier_AR","CUP_O_TK_INS_Soldier","CUP_O_TK_INS_Bomber","CUP_O_TK_INS_Soldier_TL","CUP_O_TK_INS_Mechanic","CUP_O_TK_INS_Soldier","CUP_O_TK_INS_Soldier_AT","CUP_O_TK_INS_Guerilla_Medic"]] call BIS_fnc_spawnGroup; //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; }; };
  14. After doing some more testing I believe this is expected behavior. I only recently starting using Zeus to debug while editing missions. I now suspect this is not an issue by expected behavior. Zeus picks up all units spawned by spawn module or other spawn command and units inserted by Zeus, but pre placed units in the editor are not tracked under the edit menu in Zeus. I don't know this for a fact. This is what I am experiencing. Thanks to BIS and the entire community. Sorry for the false alarm.
  15. On the last few missions I created in the eden editor, zeus will start and stills seems to function, but doesn't display any markers under the edit menu and there are no tracking markers on the 2D map or the world view. This just started today 20180409. I have two steam accounts, two separate computers and two ArmA3 Installs. Both are presenting the same issue. Missions made prior to this issue still work properly all objects markers are displayed in all views in Zeus. This issue occurring on two separate systems at the same time has me puzzled. I don't see any other end users reporting this issue. If this is a know issue, sorry I didn't find it. If anyone can help me out it would be much appreciated. I may have changed a setting or checked the wrong box somewhere? After further testing, Zeus will pick up units created by scripts or ALiVE but not units I manually place in the editor. Is this expected behavior? Thanks...dn
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