HKFlash
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Posts posted by HKFlash
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Hello,
Would it be possible to add more categories for the reported issues? For example there is none for the course of fire challenges.
Thanks!
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Hi, yes - it makes sense to do an iteration of the times as we head towards Marksmen DLC (because weapon handling once again becomes a focus). We do have at least one person on the team who has beaten gold for all CoFs after those tweaks :)Thanks for the answer Joris! I must say I admire those who can still achieve a gold medal ever since the introduction of these mechanics. Knowing that someone else can do it motivates me.
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Good mission, quite original concept.
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Hi gruukh,
My script is fully functional, here's the code. I might actually turn it into a function.
{ switch (typeOf _x) do { //SQUAD LEADER case "I_Soldier_SL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellGreen"; _x addItemToVest "SmokeShellRed"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "Binocular"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //TEAM LEADER case "I_Soldier_TL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellRed"; _x addItemToVest "SmokeShellGreen"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //RIFLEMAN case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //GRENADIER case "I_Soldier_GL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AUTOMATIC RIFLEMAN case "I_Soldier_AR_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "200Rnd_65x39_cased_Box";}; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "LMG_Mk200_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //RIFLEMAN [AT] case "I_Soldier_LAT_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; for "_i" from 1 to 2 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "launch_NLAW_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AMMO BEARER case "I_Soldier_A_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addBackpack "B_Carryall_oli"; for "_i" from 1 to 4 do {_x addItemToBackpack "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToBackpack "200Rnd_65x39_cased_Box";}; for "_i" from 1 to 1 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //COMBAT LIFE SAVER case "I_medic_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; comment "Add containers"; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; for "_i" from 1 to 5 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; _x addItemToBackpack "Medikit"; for "_i" from 1 to 8 do {_x addItemToBackpack "FirstAidKit";}; _x addHeadgear "H_HelmetIA"; comment "Add weapons"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; comment "Add items"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //HELICOPTER PILOT case "I_helipilot_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_HeliPilotCoveralls"; for "_i" from 1 to 3 do {_x addItemToUniform "9Rnd_45ACP_Mag";}; _x addVest "V_TacVest_khk"; _x addItemToVest "SmokeShellGreen"; for "_i" from 1 to 2 do {_x addItemToVest "Chemlight_green";}; for "_i" from 1 to 4 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShellPurple";}; _x addHeadgear "H_PilotHelmetHeli_I"; _x addWeapon "arifle_Mk20C_plain_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "hgun_ACPC2_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; _x linkItem "NVGoggles_INDEP"; }; } } forEach allUnits;
Regards
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Hello,
I'm trying to complete all course of fire scenarios but ever since the introduction of sway, fatigue and especially inertia, it is much harder to achieve a golden medal.
Still I did manage to complete CoF: Green and Red 1 & 2. CoF: Red 3 is very difficult for me due to the inertia. Are there plans to adjust this CoF to the new gameplay mechanics?
Regards
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just to add a note when struggling with script syntax. Use -showScriptErrors in startup parameters.Explained more here: https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Developer_Options
I was using that and I always do when creating missions. The option is available on the launcher now, under Author. Thanks anyway.
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You're using the wrong brackets. Should be:switch ( typeOf _x ) do // . . . //
Also, I recommend using toLower command.
Bingo. I did use () at first but was told it was {} No issues though! Thank you, thank you very much!
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I'm sorry guys but I'm using the correct classname for the units, I've just checked it (and I did copy it directly from the unit placement window).
Even fixing the commas does nothing. I will throw in the default but I can't figure this out. I would advise you to try it yourselves to check it better.
Appreciate all your help. Thanks.
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Hi and thanks for the reply,
I did some fixes but the script is not having any effect on the units:
{ switch {typeOf _x} do { case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; case "I_Soldier_GL_F"; { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; } } forEach allUnits;
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Hello,
I'm currently creating a script for my mission to create gear based on the unit's classname.
{ switch {typeOf _x} do { case "I_soldier_F": removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; case "I_Soldier_GL_F"; removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; } } forEach allUnits;
However the problem is that it is applying the last loadout to every unit that I spawn. What is the issue here? allUnits?
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Very nice OPREP, I'm very happy with this new feature.
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Hello,
What is the purpose of saving loadouts in Arsenal? How can I use them?
Regards
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This is a bug. As soon as I can I will create an issue in the tracker.
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I put mine in my backpack during the day. Lessons learned from Somalia.Oh no you did not...
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You're not really outnumbered if you can keep your APC alive. The problem is that you can barely see the AI at all at 100m+ in the bushes while they shoot pretty good... then you shoot and hit you can see their bodies moving awkward but they don't just die that easy. A few devbranch updates ago bullets were more efficient now it seems I'm firing a peashooter again. Considering there's no zoomed sight, I thought it was the weaponsway but it isn't... I can really see I hit them and they don't die. It's the dmg model, again.I agree. While CSAT uses an all body armor protection it should not be as powerful as the regular NATO carrier rig. CSAT is more mobility at the expense of protection.
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The sounds for doors are just the first version, and our best men already work on some improvements :icon_twisted:I demand open/close armored vehicle hatch sound!
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I will agree that holding your breath is not working properly or it is very inefficient in the current state. But this was to be expected, I'm sure fatigue and sway will still be tweaked and improved upon. Still the changes are going in the right direction and overhauling of the system was long overdue.
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Personally I love the update. The mini-campaign is awesome and features such as the game launcher and gear customization were long overdue. Just because there's mods for that doesn't mean the vanilla version should not have them.
Good job BIS.
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I guess that I'm slightly older :j: but in my case it was OFP ( the Arma family predecessor ) that had some good influence in my life ( my professional career and so on ).Same for me.
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Oh come on you know what he meant: which.
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Hey guys, the initial release is going to be very simple (as Joris details in here: SITREP). If it works, we can build on that.Still it has a very slick and fresh look. I like it very much. Thanks for your effort and work.
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Well then either add a new type of illumination flares or make the existing ones to be able to illuminate large areas. It currently breaks a lot of missions that adds the flares as another form of tactical advantage and a layer of immersion. These are actually my favorite missions, and I'm not alone in this. Moving without NVGs, having to illuminate your way and find the attacking enemy is a marvelous experience, and currently it's completey broken. We can use illumination flares also for signalling anyway, problem solved.I'm just repeating what a developer said. ;)
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That's ARMAVERSE calender for you! :cool: