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euly

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Everything posted by euly

  1. Alright, with multiplayer, please look into the "is server?" command (whatever the snippet is). I believe you can get away making it multiplayer compatible by forcing the script to exit on client machines. If it doesn't work, feel free to call me an idiot.
  2. Cent, can you explain the limitations of the script, such as how many groups can the script control, maximum number of units per squad, and possible incompatibilities with other scripts? Also, can this be run in a multiplayer setting or does the script run on all clients? You might consider starting a doc on Google Drive as a manual so that users can be up-to-date as you develop this thing, plus they can comment and ask questions directly.
  3. What version is the TS server running? If the version is old, then the permissions are probably not allowing members to ignore flood control.
  4. I'm not sure if this is still an issue (because I only have basic scripting skills), but if the leader of the group dies, will the next-in-command continue to be controlled by the script?
  5. This seems a lot like what Rydygier was doing with HAC in ArmA 2, but on a bit more grand scale. HAC was unsupported in multiplayer, but maybe it can give you some ideas?
  6. I've been thinking about this a lot too, especially because of the futuristic setting of A3 with the antiquated short-wave radio, but the problem with satellite communication is (or should be in A3) cloud cover, large/tall objects, and solar interference. The beauty of ACRE is it replicates the problems of communicating over great distances.
  7. Take a look at this EVGA 650TI from TigerDirect. It's at the top of your budget (actually a little over at $159). The card should get the job done and it's EVGA, so you'll have a life-time warranty. You do need to upgrade your processor, though. This video card will somewhat alleviate your system's sluggish performance, but then the CPU will be the bottleneck, which means you'll need a new motherboard, which will need new memory, possibly a new PSU. Replacing those properly, you'll want to reformat the hard drive.
  8. Have you considered using a separate trigger to execute the same action as the radio call, just with a different activation?
  9. CWR2 is such a great mod. My respect and appreciation goes out to all the people involved in the project, all infinitely more talented than myself. If the next CWR2 mod development timeline is anything like it was for ArmA 2, I hope the intellectual property defense doesn't abate the mod's popularity, considering that ArmA 3 will likely gain new players who have no purpose to research ArmA 2 mods.
  10. euly

    DAC Arma 3

    It's just script-based or does it need a addon, such as CBA?
  11. Would you be willing to share your mission? I would like to see how to set up HAC with Alpha.
  12. Could they be in separate removable folders in the mission directory with options in the init, such as regular distortion, heavy distortion, disabled?
  13. I don't understand what you mean Rydygier. The two versions are different in the amount of distortion? So, does either version sound natural to the environment of the game?
  14. I thought that too, until I realized he kept moving with it disabled. The relocating feature is to force the leader to move to the most recently captured area. By default, the leader relocates to reserve areas.
  15. Rydygier, is there an init option to prevent the LeaderHQ from moving. I can't remember the method.
  16. You can't do a Czech accent for the ACR units? Come on Rydygier, where's the cameo?
  17. This is the most up-to-date CWR2 Mod config, including the CH47D and the Patrol units they snuck in (cwr2_SoldierW_Patrol and cwr2_SoldierW_Patrol_Medic). RHQ_Recon = [ "cwr2_SoldierW_Sniper_W", "cwr2_SoldierE_Sniper_W", "cwr2_SoldierW_Sniper", "cwr2_SoldierW_Marksman", "cwr2_SoldierE_Sniper", "cwr2_SoldierE_Marksman", "cwr2_Hunter", "cwr2_SoldierG_Marksman", "cwr2_SoldierG_Sniper", "cwr2_SpetsnazBizon", "cwr2_SpetsnazBizon_W", "cwr2_Spetsnaz", "cwr2_Spetsnaz_W", "cwr2_BlackOp_XMS", "cwr2_BlackOp_XMS_W", "cwr2_BlackOp_Laser", "cwr2_BlackOp_Day", "cwr2_BlackOp", "cwr2_BlackOp_W"]; RHQ_FO = [ "cwr2_SoldierW_Sniper_W", "cwr2_SoldierE_Sniper_W", "cwr2_SoldierW_Sniper", "cwr2_SoldierW_Marksman", "cwr2_SoldierE_Sniper", "cwr2_SoldierE_Marksman", "cwr2_Hunter", "cwr2_SoldierG_Marksman", "cwr2_SoldierG_Sniper"]; RHQ_Snipers = [ "cwr2_SoldierW_Sniper_W", "cwr2_SoldierE_Sniper_W", "cwr2_SoldierW_Sniper", "cwr2_SoldierW_Marksman", "cwr2_SoldierE_Sniper", "cwr2_SoldierE_Marksman", "cwr2_Hunter", "cwr2_SoldierG_Marksman", "cwr2_SoldierG_Sniper"]; RHQ_ATInf = [ "CWR2_SoldierW_AT_W", "CWR2_SoldierE_AT_W", "cwr2_SoldierE_LAT", "cwr2_SoldierE_LAT_W", "cwr2_SoldierW_LAT", "cwr2_SoldierW_LAT_W", "cwr2_SoldierE_AT", "cwr2_SoldierE_AT_W", "cwr2_SoldierW_AT", "cwr2_SoldierW_AT_W", "cwr2_SoldierG_LAT", "cwr2_SoldierG_LAT_W"]; RHQ_AAInf = [ "cwr2_M163", "cwr2_ZSU", "cwr2_SoldierW_AA", "cwr2_SoldierW_AA_W", "cwr2_SoldierE_AA_W", "cwr2_SoldierE_AA", "cwr2_SoldierG_AA", "cwr2_SoldierG_AA_W"]; RHQ_Inf = [ "cwr2_SoldierW_Patrol", "cwr2_SoldierW_AAT", "cwr2_SoldierW_ALAT", "cwr2_SoldierW_AMG", "cwr2_SoldierE_AAT", "cwr2_SoldierE_ALAT", "cwr2_SoldierE_AMG", "cwr2_SoldierG_AAT", "cwr2_SoldierG_ALAT", "cwr2_SoldierG_AMG", "cwr2_SoldierW_AAT_W", "cwr2_SoldierW_ALAT_W", "cwr2_SoldierW_AMG_W", "cwr2_SoldierE_AAT_W", "cwr2_SoldierE_ALAT_W", "cwr2_SoldierE_AMG_W", "cwr2_SoldierG_AAT_W", "cwr2_SoldierG_ALAT_W", "cwr2_SoldierG_AMG_W", "cwr2_SoldierW_SL_W", "cwr2_SoldierE_SL_W", "cwr2_SoldierW_SL", "cwr2_SoldierE_SL", "cwr2_SoldierE", "cwr2_SoldierE_W", "cwr2_SpetsnazBizon", "cwr2_SpetsnazBizon_W", "cwr2_Spetsnaz", "cwr2_Spetsnaz_W", "cwr2_CaptiveE", "cwr2_SoldierEFakeW", "cwr2_SoldierE_Mortar", "cwr2_SoldierE_Mortar_W", "cwr2_SoldierW_PilotHG", "cwr2_SoldierW_Pilot", "cwr2_SoldierWFakeE", "cwr2_OfficerW_Night", "cwr2_OfficerW_Night_W", "cwr2_OfficerW", "cwr2_OfficerW_W", "cwr2_SoldierW_Medic", "cwr2_SoldierW_Medic_W", "cwr2_MechanicW", "cwr2_SoldierW_MG", "cwr2_SoldierW_MG_W", "cwr2_SoldierW_HG", "cwr2_SoldierW_HG_W", "cwr2_SoldierW_GL", "cwr2_SoldierW_GL_W", "cwr2_SoldierW_Engineer", "cwr2_SoldierW_Engineer_W", "cwr2_SoldierW_Crew", "cwr2_SoldierW_Crew_W", "cwr2_BlackOp_XMS", "cwr2_BlackOp_XMS_W", "cwr2_BlackOp_Laser", "cwr2_BlackOp_Day", "cwr2_BlackOp", "cwr2_BlackOp_W", "cwr2_SoldierW_AR", "cwr2_SoldierW_AR_W", "cwr2_OfficerE", "cwr2_OfficerE_W", "cwr2_SoldierE_Medic", "cwr2_SoldierE_Medic_W", "cwr2_MechanicE", "cwr2_MechanicG", "cwr2_SoldierE_MG", "cwr2_SoldierE_MG_W", "cwr2_SoldierE_AR", "cwr2_SoldierE_AR_W", "cwr2_SoldierW_AA", "cwr2_SoldierW_AA_W", "cwr2_SoldierE_AA", "cwr2_SoldierE_AA_W", "cwr2_SoldierE_LAT", "cwr2_SoldierE_LAT_W", "cwr2_SoldierW_AT", "cwr2_SoldierW_AT_W", "cwr2_SoldierW_LAT", "cwr2_SoldierW_LAT_W", "cwr2_SoldierE_AT", "cwr2_SoldierE_AT_W", "cwr2_SoldierE_PilotHG", "cwr2_SoldierE_Pilot", "cwr2_OfficerE_Night", "cwr2_OfficerE_Night_W", "cwr2_SoldierE_HG", "cwr2_SoldierE_HG_W", "cwr2_SoldierE_GL", "cwr2_SoldierE_GL_W", "cwr2_SoldierE_Engineer", "cwr2_SoldierE_Engineer_W", "cwr2_SoldierE_Crew", "cwr2_SoldierE_Crew_W", "cwr2_BlackOp_UZI", "cwr2_SoldierW", "cwr2_SoldierW_W", "cwr2_SoldierW_G36", "cwr2_SoldierW_G36_W", "cwr2_SoldierW_Mortar", "cwr2_SoldierW_Mortar_W", "cwr2_SoldierW_Steyr", "cwr2_SoldierW_Steyr_W", "cwr2_SoldierW_XMS", "cwr2_CaptiveW", "cwr2_SoldierG_AA", "cwr2_SoldierG_AA_W", "cwr2_SoldierG_AT", "cwr2_SoldierG_AT_W", "cwr2_SoldierG_AR", "cwr2_SoldierG_AR_W", "cwr2_CaptiveG", "cwr2_CommanderG", "cwr2_CommanderG_W", "cwr2_SoldierG_Crew", "cwr2_SoldierG_Crew_W", "cwr2_SoldierG_Engineer", "cwr2_SoldierG_Engineer_W", "cwr2_SoldierG_GL", "cwr2_SoldierG_GL_W", "cwr2_Hunter", "cwr2_SoldierG_MG", "cwr2_SoldierG_MG_W", "cwr2_SoldierG_Marksman", "cwr2_SoldierW_Patrol_Medic", "cwr2_SoldierG_Medic", "cwr2_SoldierG_Medic_W", "cwr2_Militia_AK", "cwr2_Militia_AK_W", "cwr2_Militia_FAL", "cwr2_Militia_FAL_W", "cwr2_Militia_G3", "cwr2_Militia_G3_W", "cwr2_OfficerG", "cwr2_OfficerG_W", "cwr2_OfficerG_Night", "cwr2_OfficerG_Night_W", "cwr2_SoldierG_Pilot", "cwr2_SoldierG_PilotHG", "cwr2_SoldierG_LAT", "cwr2_SoldierG_LAT_W", "cwr2_SoldierG_Sniper", "cwr2_SoldierG_Sniper_W", "cwr2_SoldierG", "cwr2_SoldierG_W", "cwr2_SoldierG_FAL", "cwr2_SoldierG_FAL_W", "cwr2_SoldierG_G3", "cwr2_SoldierG_G3_W", "cwr2_SoldierG_Mortar", "cwr2_SoldierG_Mortar_W"]; RHQ_HArmor = [ "cwr2_M1A1", "cwr2_T80", "cwr2_T80_FIA"]; RHQ_MArmor = [ "cwr2_T72", "cwr2_M60A3", "cwr2_T55_FIA", "cwr2_T72_FIA"]; RHQ_LArmor = [ "cwr2_M113A3", "cwr2_ZSU", "cwr2_BMP2_HQ", "cwr2_BMP2", "cwr2_bmp1", "cwr2_M113_HQ", "cwr2_M113", "cwr2_M163", "cwr2_BMP1_FIA", "cwr2_BMP2_FIA"]; RHQ_LarmorAT = [ "cwr2_BMP1", "cwr2_BMP2", "cwr2_BMP1_FIA", "cwr2_BMP2_FIA"]; RHQ_Cars = [ "cwr2_Scud", "cwr2_Jeep_FIA", "cwr2_Jeep", "cwr2_JeepMG", "cwr2_Truck5t_Open", "cwr2_Truck5t", "cwr2_Truck5tRepair", "cwr2_Truck5tReammo", "cwr2_Ural4320", "cwr2_UralOpen", "cwr2_Ural", "cwr2_UralReammo", "cwr2_UralRepair", "cwr2_UralRefuel", "cwr2_UAZ_MG", "cwr2_uaz", "cwr2_HMMWV", "cwr2_Truck5tRefuel", "cwr2_UAZ_FIA", "cwr2_Ural_FIA", "cwr2_V3S_FIA", "cwr2_V3S_Open", "cwr2_UAZAmbul", "cwr2_V3SRefuel", "cwr2_V3SRepair", "cwr2_V3SReammo"]; RHQ_Air = [ "cwr2_Mi24D_UPK", "cwr2_V80", "cwr2_Su25", "cwr2_UH60MG", "cwr2_UH60", "cwr2_CH47D", "cwr2_AH64C", "cwr2_AH1F", "cwr2_A10LGB", "cwr2_A10", "cwr2_Mi17", "cwr2_Mi24D"]; RHQ_NCAir = [ "cwr2_UH60MG", "cwr2_CH47D"]; RHQ_BAir = []; RHQ_RAir = []; RHQ_Naval = ["CWR2_BoatW"]; RHQ_Static = [ "cwr2_M2HB_High", "cwr2_M2HB_Low", "cwr2_Mk19_Tripod", "cwr2_DShKM_High", "cwr2_DShKM_Low", "cwr2_SPG9", "cwr2_ZU23", "cwr2_AGS30_Tripod", "cwr2_SPG9_FIA", "cwr2_ZU23_FIA", "cwr2_SearchLight_US", "cwr2_SearchLight_FIA"]; RHQ_StaticAA = [ "cwr2_ZU23_FIA", "cwr2_ZU23"]; RHQ_StaticAT = [ "cwr2_SPG9_FIA", "cwr2_SPG9"]; RHQ_Support = [ "cwr2_BMPAmbul", "cwr2_UralRefuel", "cwr2_UralRepair", "cwr2_UralReammo", "cwr2_M113Ambul", "cwr2_M113A3Ambul", "cwr2_Truck5tRefuel", "cwr2_Truck5tRepair", "cwr2_Truck5tReammo", "cwr2_UAZAmbul", "cwr2_V3SRefuel", "cwr2_V3SRepair", "cwr2_V3SReammo"]; RHQ_Med = [ "cwr2_BMPAmbul", "cwr2_M113Ambul", "cwr2_M113A3Ambul", "cwr2_UAZAmbul"]; RHQ_Ammo = [ "cwr2_UralReammo", "cwr2_Truck5tReammo", "cwr2_V3SReammo"]; RHQ_Fuel = [ "cwr2_UralRefuel", "cwr2_Truck5tRefuel", "cwr2_V3SRefuel"]; RHQ_Rep = [ "cwr2_UralRepair", "cwr2_Truck5tRepair", "cwr2_V3SRepair"]; RHQ_Cargo = [ "cwr2_Scud", "cwr2_Jeep_FIA", "cwr2_Jeep", "cwr2_JeepMG", "cwr2_Mi17", "cwr2_Mi24D", "cwr2_UH60MG", "cwr2_UH60", "cwr2_Truck5t_Open", "cwr2_Truck5t", "cwr2_Ural4320", "cwr2_UralOpen", "cwr2_Ural", "cwr2_UAZ_MG", "cwr2_uaz", "cwr2_HMMWV", "cwr2_BMP1", "cwr2_BMP2", "cwr2_M113A3", "cwr2_M113", "cwr2_UAZ_FIA", "cwr2_Ural_FIA", "cwr2_V3S_FIA", "cwr2_CH47D", "cwr2_BMPAmbul", "cwr2_M113Ambul", "cwr2_M113A3Ambul"]; RHQ_NCCargo = [ "cwr2_Jeep_FIA", "cwr2_Jeep", "cwr2_JeepMG", "cwr2_Truck5t_Open", "cwr2_Truck5t", "cwr2_Ural4320", "cwr2_UralOpen", "cwr2_Ural", "cwr2_UAZ_MG", "cwr2_UAZ", "cwr2_HMMWV", "cwr2_UAZ_FIA", "cwr2_Ural_FIA", "cwr2_V3S_FIA", "cwr2_UH60MG", "cwr2_CH47D", "cwr2_BMPAmbul", "cwr2_M113Ambul", "cwr2_M113A3Ambul"]; RHQ_Crew = [ "cwr2_SoldierW_Pilot", "cwr2_SoldierE_Crew", "cwr2_SoldierE_Crew_W", "cwr2_SoldierE_Pilot", "cwr2_SoldierE_PilotHG", "cwr2_SoldierW_Crew", "cwr2_SoldierW_Crew_W", "cwr2_SoldierG_Crew", "cwr2_SoldierG_Crew_W", "cwr2_SoldierG_Pilot", "cwr2_SoldierG_PilotHG"];
  18. Thank you for the example mission. I needed to confirm that I was setting up my mission properly.
  19. Rydygier, can you make an example mission for the new ammo drop feature? I would like to confirm how the units are supposed to be set up.
  20. I'm still not seeing any fighting in MultiPlayer. I have RydBB_MC trigger and the functions module on the map, but even after an hour of gameplay, the units do not engage the enemy. Any ideas?
  21. Check your PM's. I'll try to help you figure it out.
  22. Artillery works automatically when it is placed on the map. Minimal steps are involved to get it to work. Patience is the first step: In the editor, place a cluster of M119's close together (15 meters apart or so) Group the M119's together Play your game If you have SubSyncro enabled (when all groups are sync'd to their LeaderHQ's), you'll need to sync the leader of the artillery group with the LeaderHQ(of the appropriate faction) Do not mix groups, such as three M119's and one mortar. The artillery groups must be mutually exclusive, meaning, the groups can only include units of the exact type. Artillery units should be relatively close in proximity to each-other so angle, trajectory, and distance do not inhibit accuracy or damage. MLRS/GRAD work, but be aware they can deadly and mobile, so they may be best suited in small groups, such as two per battery.
  23. So, how does the game use dynamic locations, such as "Support needed at 12345678?" For the Call Signs, I just meant the name of the group making the call (like B 2-1-F on the map). The game dynamically names them, so there must be a way to reference that name in the text, just as the game does.
  24. These are my suggestions, 1. (call sign), this is Command, proceed to (location) and execute (attack/defend/recon/etc) - Out. 2. (call sign), (type of support) is in route to you - Out. 3. Negative, (call sign), request denied. I cannot provide support right now - Out. 4. (call sign), Fire Mission on (location) - Out. 5. Negative, (call sign), request denied. No Fire Missions are available - Out. 6. (call sign), prepare to (attack/defend/recon/etc) - Out. 7. (call sign), this is (arty battery), Fire Mission received on (location) - (target description). Firing for effect - Out. 8. Command, this is (call sign), I cannot comply. Requesting new orders - Over. 9. Command, this is (call sign), executing orders - Out. 10. Command, this is (call sign), Standby for info - Out. 11. Command, this is (call sign), awaiting orders - Over. 12. Command, this is (call sign), requesting (type of support) - Over. 13. Command, this is (call sign), requesting Fire Mission at (location) - Over. 14. This is (Rank, Name) - (call sign), I'm in danger - Over. 15. This is (Rank, Name) - (call sign), I cannot hold. I'm retreating - Over. 16. This is (Rank, Name) - (call sign), I need immediate evac - Over. 17. Command, this is (call sign), we're in danger - Over. 18. Command, this is (call sign), hostiles spotted at (location) - (target description) - Over. 19. (arty Battery), this is (call sign), Fire Over, adjust and try again - Over. Here are a few links that may help with radio dialog http://www.armystudyguide.com/content/army_board_study_guide_topics/communications/prowords-used-in-radio-communication.shtml http://en.wikipedia.org/wiki/Voice_procedure http://www.hardscrabblefarm.com/vn/artillery.html http://en.wikipedia.org/wiki/Message_precedence
  25. For MP compatibility, I only need a functions module and a trigger on the map correct? Or do I need do make any changes in the init.sqf?
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