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euly

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Everything posted by euly

  1. Hey everyone. I'm planning on buying Rydygier a copy of ArmA 3 on Steam. If you are interested in contributing to show your support for HAC, please PM me asap.
  2. Weapons and Magazines work, so it would be logical for items to be available as well, at least for classic items like Binoculars and NVGoggles. I'm wondering if Items are either disabled or no-one simply knows the class specification to list them under. I think they may be disabled.
  3. euly

    WW AICover

    Is there any possibility AICover can be used as as scripts in a mission so that it will be more portable for multiplayer?
  4. euly

    Editor Undo button!

    An "undo" feature would be nice, but the editor may not be capable of storing history. Not much has changed with the fundamental capabilities of the editor since 2001. Making duplicates of your mission.sqf is good practice, but I go further than that and have Windows back-up the Documents folder, so I automatically have previous versions of the file by date and time. Sometimes I get carried away with the direction of a mission and end up trashing the entire design, so falling back to the Back-Up has helped in the past.
  5. Hey, thank you for checking this thread. I'm trying to to figure out how to run a check to see if all members of a group are in the cargo of a helicopter to make a task successful. I did a search of the forums, but I couldn't find much relevant to my issue. If the mission were single player, I think I could just do "player in Helicopter" in the condition of the trigger, but in this case, I want to check that everyone in the group is in. I have defined the group, but I'm not sure what I need to write. I appreciate your help.
  6. Unless they allow user additions to the wiki, the module information will probably not be documented. They didn't document the modules for ArmA, ArmA 2, or Operation Arrowhead (at least not well), so that record speaks for itself. Kylania is correct, in that the modules are simplified methods of automated scripting which used to be done manually in OFP. I wish BIS will take the time to finish the documentation, but I'm not getting my hopes up. BIS's reliance on the community irritates me when people point to either third-party documentation on random often-outdated websites (some trying to recruit me into their clan) or worse, to SIX's awful mess of overly complex listings.
  7. As far as I can tell, it's legal. I found this link on the subject http://www.tomshardware.com/forum/13507-13-steam-back-file-talki
  8. euly

    Load Waypoint Help

    I found that line and tried it first, but that seems to be appropriate for an external script. Antorugby's snippet seems to work well in the condition of a waypoint. I've found that I can get this to work by giving a helicopter (set to flying) a Load waypoint with this in the activation: dostop helicoptername; helicoptername land "GET IN" Then, create another waypoint nearby with this as the condition: ({_x in helicoptername} count units groupname == {alive _x} count units groupname) and this in the activation: helicoptername land "none"
  9. euly

    Load Waypoint Help

    I'll give it a shot and get back to you. Thank you Antorugby.
  10. euly

    Load Waypoint Help

    I think I'm trying to do the same thing here, but without the player using a "Get In." You made a trigger and grouped it to the helicopter, then synced it to the load waypoint? Did you ever figure out how to script it?
  11. I'm trying to figure out how to use PacMan's script, but I'm having problems. The helicopter is named helo1 and a squad is grouped as para? I need a marker somewhere named b1. What is the best way to execute the script?
  12. He lives in a place where dial-up is still a thing, so he needs a physical dvd or a Steam backup.
  13. Vote for ACRE on the feedback forum: http://feedback.arma3.com/view.php?id=4326
  14. So nothing needs to be in their init lines, but do they need to be sync'd to the high command. On a side note, I've never fully understood the relationship of high command to subordinate when both are ai controlled. Does the AI cooperate and collaborate when groups are sync'd with the modules (to a commanding ai unit, like in your example)?
  15. Okay, in your example missions, each group (that I'm assuming is controlled by the script) has a "grp# = group this" in their init field. Is that necessary or do I just need to sync up the groups with high command/sub for them to work?
  16. How do I tell the script how many groups I am using?
  17. Unless you have a trust fund and/or $100,000+ to burn, you're better off with software. In Southern California, at least, the choice is either go to law school or buy a house. Paying off that loan means 10 years of 120 no-missed payments to be eligible for loan forgiveness. An entry level attorney will quite often make less than an entry level IT tech, but have 4x the debt. But I don't know you, so maybe you're all about principles and just having the JD to feel good. There's two cents from someone in similar shoes (working in a law firm). Keep up the work with ACRE. What you're doing there is extraordinary. You may not know this, but thousands of people are waiting for ACRE 2 to be published right now, and every one of them appreciates your work.
  18. Thank you for the link Zach72. It doesn't seem to work with any browser I use. Can I use the link in PlaywithSix to download it?
  19. Thank you for checking this thread. A long time ago, with OFP, I seem to remember the mission maker could sync a unit with either a trigger or a Server Logic and the unit would start at either location. Can anyone help me with this? I've searched the forums and Google, but haven't had much luck.
  20. Thank you for confirming that. I'm hoping the devs are aware of this, rather than having to submit a trouble ticket that won't be reviewed for two months.
  21. With ArmA 2, the line of code was if not (isServer) exitWith {}; which needed to be at the top of the first script initialized, so in this case you'll probably add that to the top of cent_sqdlink_init.sqf. I believe that line of code tells the system to check if it is the host or the client, if it is the client, it exits. As far back as OFP, I think that is all you need to do to make the script multiplayer compatible (so the script isn't running in multiple instances). Dedicated servers seem to work differently with headless clients, but if you can host a game and have a friend join and play without problems, then the script is at least somewhat compatible with multiplayer. ---------- Post added at 11:32 AM ---------- Previous post was at 11:17 AM ---------- Also, check this out http://community.bistudio.com/wiki/Multiplayer_framework
  22. Is NouberNou the only person working on ACRE for ArmA 3?
  23. This works, but only for the leader, which is strange because all the other units are in formation. Any ideas?
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