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Everything posted by Ghost
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Authentic Gameplay Modification
Ghost replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This seems to work for the scripted AGM Medical module _PARAM_AGMMEDICAL = "PARAM_AGMMEDICAL" call BIS_fnc_getParamValue; if (isserver) then { //Create AGM Medical Module if (_PARAM_AGMMEDICAL == 1) then { _center = createCenter sideLogic; _group = createGroup _center; AGM_GAMELOGIC = _group createUnit ["AGM_ModuleMedical", [0, 0, 0], [], 0, "NONE"]; publicvariable "AGM_GAMELOGIC"; }; }; if (_PARAM_AGMMEDICAL == 1) then { waituntil {!(isnil "AGM_GAMELOGIC")}; _PARAM_AllowNonmedics = if (("PARAM_AllowNonmedics" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PunishNonMedics = if (("PARAM_PunishNonMedics" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_RequireDiagnosis = if (("PARAM_RequireDiagnosis" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PreventInstaDeath = if (("PARAM_PreventInstaDeath" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PreventDeathWhileUnconscious = if (("PARAM_PreventDeathWhileUnconscious" call BIS_fnc_getParamValue) == 1) then {true} else {false}; AGM_GAMELOGIC setvariable ["AllowNonmedics", _PARAM_AllowNonmedics]; AGM_GAMELOGIC setvariable ["PunishNonMedics", _PARAM_PunishNonMedics]; AGM_GAMELOGIC setvariable ["RequireDiagnosis", _PARAM_RequireDiagnosis]; AGM_GAMELOGIC setvariable ["PreventInstaDeath", _PARAM_PreventInstaDeath]; AGM_GAMELOGIC setvariable ["PreventDeathWhileUnconscious", _PARAM_PreventDeathWhileUnconscious]; [AGM_GAMELOGIC,playableunits,true] call AGM_Medical_fnc_module; }; -
Next update will remove the mod requirements. All mods will be optional. Need more testing and a few more changes before I am ready to release.
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Authentic Gameplay Modification
Ghost replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is there a way to script create the medical module and set the variables like this? Is there something else needed for this to work? I have this in the init.sqf under an if isserver then block if (_PARAM_AGMMEDICAL == 1) then { _center = createCenter sideLogic; _group = createGroup _center; AGM_GAMELOGIC = _group createUnit ["AGM_ModuleMedical", [0, 0, 0], [], 0, "NONE"]; _PARAM_AllowNonmedics = if (("PARAM_AllowNonmedics" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PunishNonMedics = if (("PARAM_PunishNonMedics" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_RequireDiagnosis = if (("PARAM_RequireDiagnosis" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PreventInstaDeath = if (("PARAM_PreventInstaDeath" call BIS_fnc_getParamValue) == 1) then {true} else {false}; _PARAM_PreventDeathWhileUnconscious = if (("PARAM_PreventDeathWhileUnconscious" call BIS_fnc_getParamValue) == 1) then {true} else {false}; AGM_GAMELOGIC setvariable ["AllowNonmedics", _PARAM_AllowNonmedics]; AGM_GAMELOGIC setvariable ["PunishNonMedics", _PARAM_PunishNonMedics]; AGM_GAMELOGIC setvariable ["RequireDiagnosis", _PARAM_RequireDiagnosis]; AGM_GAMELOGIC setvariable ["PreventInstaDeath", _PARAM_PreventInstaDeath]; AGM_GAMELOGIC setvariable ["PreventDeathWhileUnconscious", _PARAM_PreventDeathWhileUnconscious]; [AGM_GAMELOGIC,playableunits,true] call AGM_Medical_fnc_module; }; -
I am constantly getting various C0000005 ACCESS_VIOLATION errors even after patch 1.24. I have done various memory checks and no issues were found. I do not have problems with other games either. Any ideas? I have tried the max -maxMem=2047 and all that with same results. Rpt Zips BI FIX http://feedback.arma3.com/view.php?id=19799
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Authentic Gameplay Modification
Ghost replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I thought the setcaptive was the patch. Gonna check that out because it definitely broke some missions. -
I am still getting session lost when I do your update...
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No errors
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It seems like every patch I have to fix something that was broken in my missions. All these new "features" that no one gives a crap about. I have been a dedicated ArmA fan since the beginning and now I have very little to say that is good. I am losing all hope that one day ArmA 3 will be the game we were promised and hoped for. I am losing that hope because of all the major breaks and ctds I and many others get after an update. Please fix what is broken and leave what works alone! Stop with these stupid campaign/bootcamp crap. An editor and proper multiplayer is all anyone needs. Focus your efforts on what is broken and try to eliminate these silly game restrictions from OFP(ArmA X) that are still in the game.
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@enemy_assault_co36_v2_9.Altis\functions\fn_functions.sqf line 521 - 538
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AI skill is set in a create unit function so you would have to adjust that
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It might be possible but I am not familiar with those missions/scripts so cannot tell you for sure how to do it. Mine are somewhat modular but rely on functions and sometimes other scripts in the mission. look at ghst_random_objectives.sqf under scripts\objectives folder to see how the tasks are called and look under functions folder for the functions used. Also units are specified in the unit_list.sqf
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Sounds like you have an issue with your description.ext file. Make sure you have that file in your mission dir and it has all the proper stuff in it.
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there is only VAS but that does not force players to have radios. You might want to verify how you are running your script.
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fn_mainInit.sqf has two lines and cfgfunctions.hpp has a line that need INS_revive\ added to them.
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@Gunter- I try not to require any mods in my mission but Raven Lifter is pretty damn good overall and adds a lot of capability to the game. Whenever BI releases its version of slingload and maybe fast rope I will remove it again. I had a pretty good version of a script only slingload but raven does it a tad bit better. I am also sorry for not updating any other missions as it has become to difficult to just update the one. Our group only plays on Altis so any update I did to the stratis was not tested other than a quick preview to check for errors. That is why I am just focusing on Altis Enemy Assault. If I get more free time and will power I might update the others but I think everyone will be pleased with Altis only. @Penguin- As long as you dont release my mission modified and say it is your own I dont mind. I do not expect every person to play with the same setup as our group. I made the mission for the group I play with and take input mainly from them. I have seen what others have done or suggested and might put similar in it just depends.
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Updated Enemy Assault Altis only http://www.armaholic.com/forums.php?m=posts&id=166673
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New version will have VAS 2.6 and should be released soon. VAS as a separate download is setup to be in the mission dir and not in the ins_revive dir. You have to change a couple of file paths.
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Thank you for your kind words and input Jigsor. If you would like send me a copy of your mission and I will look at what you have done. I have not tried looking into a different method than bis_mp_fnc for global addactions in a while since it works and I dont want to pull a BIS break what works scenario. That ammo box issue applies to any task that is placed in a building and can be killed. I honestly think it is somehow a collision issue but have not done more extensive tests yet. When my head is more clear and have free time I would like to address this.
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IgiLoad script - logistical support
Ghost replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, I thought you were able to adjust it for them, I misunderstood. Thanks again. I know how it goes for patches, this one definitely was not needed. -
IgiLoad script - logistical support
Ghost replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for your hard work on this great script. I just tried to load the supply crate into a hemtt and a flatbed truck and no option was given.. -
As of right now most of the issues are with the igiload script and lifter after the patch which are now in the mission. So i basically have to wait for those to be updated or BIS to fix there game again. Some other hiccups as usual but everything seems to work most of the time other than the mentioned. Still have random tasks being destroyed on spawn occasionally and not sure what is causing that. Also had the random helicopter exploding bug happen a couple times to people so not sure what to do....
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I was planning on releasing today but the new patch is causing some issues and I am not sure if they are fixable or just random glitches that we have to deal with until next patch. Couple more things I wanted to implement as well before release but real life stuff is getting in the way. I might just release what I have if I cannot figure the glitches out by the end of the week. Thank you for your patience and understanding.
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Sorry it has been a while but a lot has been going on. Just trying to finalize a couple things and do a few more testing sessions before I release. New version will have igiload scripts and require Raven's Lifter mod. WIP CHANGELOG V2.8
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I write my scripts for a dedicated server environment. Most scripts now refer to the functions file. I update the scripts now and then and try to upload the updates.
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Definitely good ideas for sure. I do have an underwater mission but the underwater combat is really lame and the task was more annoying than cool so I disabled it for now. I have been very busy with real life stuff lately and got pretty burned out on the ArmA thing with patches changing stuff all the time and what not. I had ideas for many more tasks but the game removed my ability to do them efficiently with "performance tweaks". What tasks you get is very random. It may seem to prefer some over others but that is up to the engine being random. I cannot say when I will update the mission for public but I have a working copy of the next update with some major changes. One being able to place charges on anything. The rank system I thought about but in my group the general consensus was to not worry about it. I know public servers can be crazy but that is up to the server host to control that stuff. I was thinking about making the mohawk carry all vehicles and will probably add that in.