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DOA

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Everything posted by DOA

  1. 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.
  2. 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
  3. 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.
  4. 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; }; };
  5. Thank you from one grumpy old man to another. Much appreciated.
  6. 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; }; };
  7. 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!
  8. 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
  9. 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.
  10. DOA

    You've played to much Arma when:

    When you're driving in the countryside and catch yourself scanning the tree line for movement.
  11. With an invisible H pad and trigger I believe the Heli will miss it if it is flying too high. I can't remember the altitude but you can experiment with lowering the altitude.
  12. Hi All, I just did my first single player mission. When the mission is played and completed either win or lose there is no green button of green light to indicate that the mission has been completed as I see in the missions list when I complete other sp missions. I must be leaving something out of the missions code? Thanks in advance for your assistance.
  13. Thank you for this script. Well done indeed. Does anyone know if it can be used with animals. My capture shows up the units as "unknown" with very little infor for each animal. Thanks again.
  14. Does anyone know of an AI Spawn Manager like the one we had in Operation Flashpoint made by Dr Strangelove? spawnman.sqs was the man file. It allowed the mission editor to create "spawn managers" that could be activated by a trigger or the objects init line. You could choose which units were spawned, give them a partol position and radus to patrol around this position, set the number of respawns, etc. Concerning the 6th Sense Mod. I don't want to require the entire 6th sense mod if possible. I'm aware that there is a spawn manager in there. It works great, Sick Boy is a God. But I am looking for this particular spawnman.sqs or something like it. Here is what I am after for example: A Bluefor group is detected by Opfor assaulting their airfield or base etc, Then multiple Opfor groups are spawned at the spawn managers to repel them. In the spawnman.sqs I use in OF (Dr Strangelove's scripts) the spawned groups can be given a patrolPos to patrol around after they are spawned, you can set the number of respawns, how many in the AI group must die before the respawns occur etc. You can even make a moving object like a truck be the spawn point. It is great for creating AI groups that will then respawn and giving them a patrol position so they don't just run off to random patrol waypoints. The spawnman.sqs by Dr strangelove adapted for ArmA would be perfect. Thanks.
  15. Here is a link to a mission I have been testing with. http://dl.dropbox.com/u/5485781/TEM_spawnmanAI.Sara.zip Here is a link to a test mission with all the needed files and folders contained within the mission folder. Read this entire thread (And the instructions in the script) and you should be able to get it working. Cheers.
  16. DOA

    ArmA X: Anniversary Edition

    The bonus content is epic! A must have for BIS fans. The bonus content is an outstanding anniversary gift to their loyal community. Thank you again BIS. Stay strong and keep it coming for another 10 years!
  17. DOA

    ArmA X: Anniversary Edition

    Thank you very much. I did find that email with the download links. I thought it would all come with the download from the web site and just moved my order confirmation emails to a folder in my email program that I keep receipts in. I was pulling an all-nighter last night (editing a mission, of course) and was brain dead by the time I got to CWA. Thanks again...DOA
  18. DOA

    ArmA X: Anniversary Edition

    I purchased the ArmA X upgrade version and I recieved none of the above Bonus content. All I got was CWA.exe which installed CWA. (Approximately 500MB download) Can I get the bonus content also. I have multiple DVD and digital copies of everything ever released by BIS but I would love to have it for my collection. Thanks...DOA
  19. Hi Guys, I just installed Cold War Assault and I am experiencing a graphics issue that I have had before in my OFP installation. I am also experiencing it again in my OFP install. (I have both installed in seperate folders) I found the fix for this a few years ago but I cannot remember what it is. over the years as I moved on to newer PCs and graphics cards I had this issue. I seem to remeber it was a graphics setting that I changed using either the ColdWarAssaultPreferences.exe (back then it was flashpointPreferences.exe) or the nvidia graphics card control panel. In addition to the tires issue posted in the image below. Some of the units helments look like skullcaps instead of helments and some of the vehicles look like they are missing doors and other parts and the glass seems to be missing etc. If anyone can remember how to fix this issue I would be most grateful. http://www.thegraveyardshift.net/download/graphicsIssue.jpg
  20. DOA

    Strange graphics issue.

    Thanks Rellikki. Sorry for the oversize image, I was pulling another allnighter and was brain dead when I posted. (All-nighters editing missions. That's why we call it The Graveyard Shift)
  21. DOA

    "Competition" for OFP 2011

    I have almost ten years worth of unfinished OFP missions. I'm sure I can get a couple finished for this competition. :-) Don't worry my friends. Operation Flashpoint will never die. Long after they release ArmA 25 there will still be veterans of cold war crisis and resistance who will always have room on their hard drive for the original. Those that lived through through those first few years (Campaigns, AddOns, Mods,etc) are bound by the experience almost as strong as real world veterans. LOL
  22. Hi All, Recently I received an email from a OFP player who was returning to OFP after serving a couple of tours in ArmA and while he was searching for some addons, he came across my web site. He emailed me and thanked me very kindly for my addon collection as he was a mission editor and found a lot of the addons he needed in my pack. This motivated me to post on the official forums here in case it would benefit any others seeking addons. This pack was created for missions I make and use on my server with my squad and friends, etc. There are still good community sites with good download areas but rather than download each addon individually, you can get a ton of them here in one large pack. Check the link below for a list of included addons. I’m a huge fan of everything BIS. Over the years I’ve enjoyed everything about OFP and ArmA very much. I especially enjoy creating custom missions in the mission editor in OFP and ArmA. I have collected a fairly large amount of OFP addons and mods over the years. My personal addons collection, which I created a mod folder for, had grown way too large, so I had to reduce it to about 4.3 Gigs to make it easier to distribute. While it is far from a complete collection of all the excellent work done by the OFP community, I think it is a fairly good collection of OFP addons. It contains addons that could be used for creating missions about current real world flashpoints with some WWII, Nam and a little sci-fi thrown in also. This pack is just an addons collection and not any type of conversion or replacement mod. I guess it would be used more by mission editors than players, unless a player needed a particular addon in this pack. With the release of ArmA and the soon to be released ArmA II, more and more resources of the OFP community are moving away from OFP and some of the older addons are getting a little harder to find or are gone completely. This pack would also be a good archive to hang on to, if you have the storage space, to help preserve all this work by the OFP community for posterity. The more of us who store this data the longer it will be available and preserved. I use mods like FDF,WGL, FURR etc., but I also like making missions with addons only, leaving the original OFPR pretty much intact, although I do use ECP 1.85e with the DMA lean and roll animations added along with my addons pack. I have the @TGS and ECP 1.85e/DMA Animations packs we use on our servers uploaded to my dropbox share and all are welcome to download and enjoy. If any addon maker objects to this please let me know and I will remove your addons immediately. I downloaded all of these from community sites download areas over the last 8 years or so. I have attempted to thank and credit all the authors of these addons in my packs documentation files and by including all the documentation that came with the addons as best I could. No one was left out intentionally and I welcome corrections. Please send corrections or omissions to doa@thegraveyardshift.net. If you crank out or find some good coop or other missions that are compatible with this pack please send them to me for consideration to be placed on my public OFP servers. Here are the links to a list of the AddOns in my @TGS pack and a download link. http://www.thegraveyardshift.net/download/TGS_addOns_pack.txt The addons pack is currently available from my dropbox share at the links below. This is a set of winRAR archives and all files should be downloaded into the same folder and unpacked with 7-zip or winRAR. Google them if you are unaware of 7z or winRAR. http://dl.dropbox.com/u/6582260/%40TGS.part01.rar http://dl.dropbox.com/u/6582260/%40TGS.part02.rar http://dl.dropbox.com/u/6582260/%40TGS.part03.rar http://dl.dropbox.com/u/6582260/%40TGS.part04.rar http://dl.dropbox.com/u/6582260/%40TGS.part05.rar http://dl.dropbox.com/u/6582260/%40TGS.part06.rar http://dl.dropbox.com/u/6582260/%40TGS.part07.rar http://dl.dropbox.com/u/6582260/%40TGS.part08.rar http://dl.dropbox.com/u/6582260/%40TGS.part09.rar I don't have enough space to fit the ECP mod folder on dropbox so it remains on megaupload but is is a small download and should be manageable from here. ECP with DMA animations-Lean and Roll http://www.megaupload.com/?d=D5H6VS1X If megauploads removes these files due to lack of downloads please email me and I will re up them. doa@thegraveyardshift.net README_TGS_2009_AddOns_Pack.doc Excel Spread Sheet - TGS_2009_Addons_Pack_Addons_Directory.xls More info on my addons collection and public servers: http://www.thegraveyardshift.net Enjoy…DOA
  23. @Dice: You are very welcome. Enjoy the addons brother. ArmA 2 is far and away the top shelf in combined arms tactical simulations, but there will always be room on my hard disk drive for Operation Flashpoint Cold War Crisis-Resistance...DOA
  24. I got the spawnmanager working properly by eliminating the extra members of the dummy group as you said. I'm not sure where I got the idea that there had to be a dummy group instead of the single member of the group as mentioned in the script. Must have been a mistake on my template mission or maybe a dummygroup was used with another spawn script? I honestly don't know how I ended up with a dummygroup for this spawnmanager. I would have been along time catching this as the issue. Thanks again for you help.
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