kocrachon
Member-
Content Count
936 -
Joined
-
Last visited
-
Medals
Everything posted by kocrachon
-
ARMA 3 Addon Request Thread
kocrachon replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Anyone know of a smaller mod that adds in Takistani civilians? I am trying to make some missions on the All in Arma takistan map, but none of the mods I have grabbed, whether its CUPS or what not, adds any civilians that match the terrain. Id rather keep some level of realism since its a campaign vs isis. -
Delete "type" of things that are "x" distance
kocrachon posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello All, I am trying to create either a trigger or script, that if a type of item is close enough, it will get deleted. Specifically, I am trying to make it so if I drag "ACE_bodyBagObject" of which there are 5, to a vehicle named "RecoveryVeh", I want it to delete the body bag (to simulate it being put into the recovery truck). Anyone able to assist with this? I tried if ((distance <= 7 and (typeOf ACE_bodyBagObject)) in a trigger, but I just get various errors, so I assume I am on a very bad path to start. -
Delete "type" of things that are "x" distance
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think my biggest issue is syntax. I use this in the "condition" field But it tells me and: Type String, expected Book,code But that doesnt seem to make sense to me. I feel like I am using "and" in the appropriate way... -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kocrachon replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alright, I figured out the LGB stuff but I have a major complaint. Right now, the way LGBs work is a person lases the target, and you just drop the bomb and it auto locks on and hits the target... as long as you drop the bomb in the right place. This is unrealistic. The old vanilla system was more realistic than that... In real life, An A-10C for example, will use the Targeting Pod (TGP) and will use the Search for Laser function (LSS) to find the laser based on the laser code so that the TGP will "Lock" onto the laser target. This allows the A-10C to use CCRP (Continuous Calculated Release Point) to let you know the best time to drop the bomb. The old system simulated that FAR better than what the game does now. Now I just sort of have to blind fire it and hope its right. Which is horrible because I have missed multiple times because I dont know when the right time is to drop the bomb. Please go back to the old system, sadly it was more realistic. -
Hello All, Basically, I have a vehicle that I want to spawn as a wreck already. However, when I set the health to 0, when it spawns it blows up in game. The problem with this, is it kills the units near it. I wan't to simulate an ambushed convoy. Also, is it possible to spawn a "crater" under them to make it seem like an IED went off? I know there is a wrecks category but they either A) Don't have the vehicle I want, or B) They look like they are old and rusted rather than a fresh wreck.
-
ACE3 - A collaborative merger between AGM, CSE, and ACE
kocrachon replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, essentially all of the laser designators have been replaced with an ACE version, and basically breaks any 3rd party aircraft that relies on laser designation? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kocrachon replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone know how to get laser designators to work now? I have an A-10 with GBU-12s, and people using the NATO Laser Designator, but I can't lock onto the laser when using the GBUs. I tried R, T, and holding Tab. Cannot lock onto anything with LGBs. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kocrachon replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So how does laser designation work now? I am flying the A-10A from the USAF pack with GBU-12s. My friends are using the NATO Laser Designator, and I don't seem able to lock onto the laser for my GBUs, and they don't auto lock when I release them. I tried reading through this thread and the wiki docs, but I can't seem to find the answer.. -
Dedicated Client / Headless Client feedback (dev branch)
kocrachon replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
So, my headless client was kicked because of lack of steam credentials... I thought steam was not needed for this? -
EDIT:Never Mind
-
Community Upgrade Project - CUP
kocrachon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good to know, thank you for the update! -
Community Upgrade Project - CUP
kocrachon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey all, I am curious for "sync" purposes, but will the update that makes it work with marksman/bipods be out in the next two weeks? I ask because I like to limit how often I sync my mods with my squad, and I was going to update them here soon unless this is coming out soon, because its one of our main mods. If its a few weeks out I will just push my squads update out soon otherwise. Not to say "you are not working fast enough" purely out of curiosity. -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
kocrachon replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
If I do it the manual way, creating a par file or even using it in the target parameters of the icon, the config works just fine. Only time it does not work is with ArmA3Sync -
Limited "Parameters" for shortcut
kocrachon replied to kocrachon's topic in ARMA 3 - TROUBLESHOOTING
That worked, thank you! -
Hello All, I am trying to set up my dedicated server without using a 3rd party tool due to issues. However, I have too many mods running and it seems to prevent me from having an appropriate parameter size to fit everything in. For example, this is what I need. -mod=@alive;@asdg_attachments;@asdg_jm;@asdg_jr;@beard;@c17a3;@cba_a3;@chinookpack;@cup;@dar_hmmwv;@f16c_standalone;@fa18_a3;@firewill_sar;@hlc_ar15;@hlc_wp_mp5;@hlcmods_ak;@hlcmods_augs;@hlcmods_core;@hlcmods_fal;@hlcmods_g3;@hlcmods_m14;@hlcmods_m60e4;@kyo_mh47e_a3;@l3_gpnvg18;@mas_nato_rus_sf_veh;@mk18_mod1;@rav_lifter_a3;@rds;@rds_rhs_comp;@rh_acc;@rh_m4_a3;@rh_pdw_a3;@rh_pistol_a3;@rhs_afrf3;@rhs_afrusaf;@rhs_usf3;@sti_a10_a3;@usaf;@wr5_m14;@ace; -config=server.cfg What I get, is "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\arma3server.exe" -config=server.cfg -mod=@alive;@asdg_attachments;@asdg_jm;@asdg_jr;@beard;@c17a3;@cba_a3;@chinookpack;@cup;@dar_hmmwv;@f16c_standalone;@fa18_a3;@firewill_sar;@hlc_ar15;@hlc_wp_mp5;@ How do I get past this limitation? This is windows server 2012
-
ArmA3Sync - launcher and addons synchronization software for ArmA 3
kocrachon replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hello All, I am trying use this to launch my server (because I have too many mods, so I cant just use a shortcut with the -mod on). However, when I try to use " -config=server.cfg " it does not seem to use the additional parameter, so my server config is not loaded. I also tried this, with no luck... -config="C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\server.cfg" -
ALiVE - Advanced Light Infantry Virtual Environment
kocrachon replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. And I should mention, Im not getting an error. It just sort of sits and hangs at the loading screen, that the server never seems to recognize that anyone is joining. -
ALiVE - Advanced Light Infantry Virtual Environment
kocrachon replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. And I should mention, Im not getting an error. It just sort of sits and hangs at the loading screen, that the server never seems to recognize that anyone is joining. -
ALiVE - Advanced Light Infantry Virtual Environment
kocrachon replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick question... I am using armasync to run my mods, and for some reason, when I use it with @alive, players cant join the server. The server has both @alive and @aliveserver. Once I disable it, players join fine, but renable it, and players cant join. Am I doing something wrong? -
Late response due to work load. Outside of the Leighs Opfor Mod, nothing should really be impacting the AI I feel like. I will try tonight with out any mods and see if I can replicate.
-
Not sure whats going on, but I have been working on missions for a while now, but I am running into some odd issues and wondering if anyone else has run into this. Right now I have my 6 player characters attacking a factory. They are sitting on a hill 400 meters away from the factory, and they start firing, but the AI does not seem to know where they are. I even set it so that when the players enter the area, the AI "knowabout" and detect them, and target them, but they cant seem to notice them at 400 meters away, outside of the Trucks and static weapons. But all ground infantry seem to be blind/dumb. Anyone else experience this?
-
Balacing vehicles in "One Life" missions, whats your advice?
kocrachon posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So 90% of my missions that I make for my clan are vehicle free, or use only ground vehicles while all Air Vehicles are controlled by AI. I do this mainly because all of my missions are one life, no respawn, and air vehicles either take out the fun for ground troops, or are super fragile. What are your tips for putting in vehicles and keeping the battle balanced? For example, one mission I have involves units taking an air field, they get to laser designate for an F-16 that only has LGBs. I found this as one way to balance it out, but it also slows down the infantry while they wait for the armor or what ever to die. With armor its not so hard, because I can just throw in additional RPGs and other surprises, but Aircraft seem the hardest to balance in. Especially since I want to keep both groups happy. Not have it to where its 20 minutes for the guys who like to fly, and then they do nothing for 20 minutes while the infantry work. EDIT: I should also mention most of my missions involve no more than 6-10 people. -
Balacing vehicles in "One Life" missions, whats your advice?
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for the late, late response.... Im talking COOP. I make a lot of coop missions and I always have a hard time mixing keep it challenging but not too hard for the pilots, while also not boring them after they do their task... -
So I am trying to make a basic convoy mission where we are ambushing a convoy to rescue a hostage. So far my triggered event goes fine, except the VIP, named vip1, wont eject or leave the vehicle. I have tried all sorts of options but he just sits in the vehicle... Right now he is a civilian in an independent vehicle. He can spawn in 1 of 4 vehicles, so I had to make it sort of vague, but this does not seem to work. {unassignvehicle _x} foreach units group tl1; {unassignvehicle _x} foreach units group tl2; {unassignvehicle _x} foreach units group tl3; {unassignvehicle _x} foreach units group tl4; {unassignvehicle _x} foreach units group tl5; {unassignvehicle _x} foreach units group tl6; {unassignvehicle _x} foreach units group tl7; {unassignvehicle _x} foreach units group tl8; {dostop _x} foreach units driver2; {unassignvehicle _x} foreach units group driver2; driver2 leaveVehicle car2; driver3 leaveVehicle car3; driver4 leaveVehicle car4; driver5 leaveVehicle car5; driver6 leaveVehicle car6; driver7 leaveVehicle car7; driver8 leaveVehicle car8; driver9 leaveVehicle car9; deleteWaypoint [driver2, 0]; deleteWaypoint [driver2, 1]; _wp =driver2 addWaypoint [position baseball1, 0]; unassignVehicle vip1; commandgetout vip1; {_x action ["eject", car2]} foreach crew car2; {_x action ["eject", car3]} foreach crew car3; {_x action ["eject", car4]} foreach crew car4; {_x action ["eject", car5]} foreach crew car5; {_x action ["eject", car6]} foreach crew car6; {_x action ["eject", car7]} foreach crew car7; {_x action ["eject", car8]} foreach crew car8; {_x action ["eject", car9]} foreach crew car9;