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Everything posted by DOA
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How to Spawn AI Group with custom loadouts?
DOA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; }; }; -
ww2 mod compilation All Arma 3 WW2 Mods Compilation List
DOA replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well done Gunter!- 217 replies
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Thanks in advance for your assistance with my problem. I placed an intel item, "Kosteys map case", on a table and named it intel. I created a trigger with the condition !alive intel. The trigger is synced to the module to set a task as succeeded. When I play in MP from the editor on my pc it works as expected. The task is set to complete when someone picks up the intel maps item. Task1 succeeded then triggers the next task and so on. When I put the mission on our dedicated ArmA3 server, the trigger activates when the intel is picked up, but the task state module doesn't change the task to succeeded. I think the trigger is activating when the intel is picked up on the dedicated server because I placed a hint in the triggers activation field to test if it was activating or not. The hint pops up immediately when the intel is picked up. The trigger is synced to a set task state succeded module which is synced to the current task. Thanks.
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Could someone point me at a script or cmd line to update Western Sahara on a dedicated server? Thanks for your assistance.
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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
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When play in MP through editor no player slots appear.
DOA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This issue just started occurring a few days ago. I load a mission into the editor and select play in MP. The server opens as usual, I click OK and get no player slots. If I reload the mission a few times it eventually shows the player slots immediately. This happens with a new mission I just started or with a saved one that is loaded into the editor. Does anyone know anything that will resolve this? Thanks in advance for your time and assistance. The players look normal in the mission editor and are set to playable. I just duplicated the issue and noticed that none of the fields at the top of the screen are populated, mission name etc. I think the mission is not loaded into the server created by selecting play in MP. I get the blank roles screen, and none of the optional parameters are on that screen and no player roles. It is like there is no mission loaded. I click back to return to editor, at this point I believe the server is still running, I reload the mission into the editor and select play in MP and this time it works. It seems that the server has to be running first now? Thanks in advance for your time and assistance, it is much appreciated. -
Trigger or module not working on dedicated server in MP mission.
DOA replied to DOA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, so long getting back here. No, triggers are not set to server only. The intel alive or dead works to trigger a hint or some other on activation, but won't fire a task state change object. Strange indeed. I had to set a variable that the inetl picked up trigger sets to true. This variable is the condition of another trigger that fires the task state to change to complete and assign the next task. Strange. I got the mission completed and a couple extra triggers doesn't hurt it. Thanks for all your time and assistance. It is much appreciated. -
Trigger or module not working on dedicated server in MP mission.
DOA replied to DOA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Marti but the intel, task modules and everything appear to be configured properly. As I understand it, the intel object is "alive" until someone picks it up then it becomes !alive. The intel variable name is maps01. The intel picked up trigger has a condition of !alive maps01 and a hint in the on Activation field "Intel found". When I pick up the intel the hint pops up, so I assume the trigger is firing when the intel is picked up - !alive. This trigger is synced with the set task state module to change task01 to succeeded. There is another trigger waiting for task 1 to be succeeded to create the next task02. The hint fires when I pick up the intel but task01 is not changed to succeeded and thus no new task is created. I am still working on this and will report back if I find the problem. I have limited time but will return to the forums as soon as I can. -
How to bind a custom addAction to a key bind or button on controller?
DOA replied to DOA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you gentlemen. I will give it a try ASAP. -
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Hi Everyone, I have spent the entire day trying to turn off the lights in the broadcasting station on Green Mountain on Chernarus. I'm using the Light.sqf. I believe all I need is the class name of this particular building light to get the sqf to turn it off. I simply can't find the class name of the building lights. I will post the sqf I am using so you can see the array of lamps that light.sqf has already. If anyone knows this lights class name or how I may find it I would be most grateful. Thanks All...David ARMAstrong. // off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0] execVM "lights.sqf"; _types = [ "Lamps_base_F", "PowerLines_base_F", "PowerLines_Small_base_F", "Land_fs_roof_F", "Land_FuelStation_01_roof_F", "Land_FuelStation_02_roof_F", "Land_FuelStation_01_roof_malevil_F", "Land_LampDecor_F", "Land_LampSolar_F", "Land_LampHalogen_F", "Land_LampHarbour_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_PowerPoleWooden_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampAirport_F", "Land_LampShabby_F" ]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // powercoverage is a marker I placed. _lamps = getMarkerPos "LIGHTSOURCE" nearObjects [_types select _i, 500]; sleep 1; {_x setDamage _onoff} forEach _lamps; };
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pierremgi, thanks so much for your help and all the excellent stuff in your workshop. Must haves for mission editors. I was able to find the classname of the light I was looking for with the help of Grumpy Old Man, another guru on these forums. I had heard of being able to simply shoot an object and it return the class_name. Grumpy Old Man gave me the code, which I will put in this thread in case anyone else needs it. Here is how I used it. I placed a player unit in front of the guard shack with the light on it at the tower on Green Mountain. I created a repeatable trigger, activated with a radio signal, with the code below in the init field. I started the mission, issued the radio command to execute the code and then shot the light I needed the classname of. The classname was returned on screen as a hint. Perfect. "glass_8_hide" was the classname of the light that I needed. Thank you both for assisting me. It is much appreciated by an amateur mission editor and the group that runs my missions. Well done. cursortarget addEventHandler ["HitPart",{ (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; hint str _selection }];
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Thanks mate I will try that ASAP, how can I find the classname of the ojbect, i assume you mean the building has these reflectors like other vehicles. And thanks for pointing me at the right classnames. I sort of recognize your profile pic. I know you have helped me before. Thank you so much. I just subscribed to your modules in the workshop and I will now be up all night. LOL I gave you all awards in workshop and anyone who uses these should too.
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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?
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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! 🙂
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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.
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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 }; }; }; }; }; };
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Is there a way to make paragraph breaks in the briefing module?
DOA replied to Drumheller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this: <br/><br/> -
How to place an empty transport van with it's beacons on?
DOA replied to DOA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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!
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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
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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.