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major woody

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Everything posted by major woody

  1. I cannot say how thrilled I am for you guys had added the Danish P/49 to the upcomming upgrade (ver. 1.5). Have you any plans for the Danish SMG (MP/49) in a later upgrade as well...? https://guns.fandom.com/wiki/Hovea_m/49 https://modernfirearms.net/en/submachine-guns/denmark-submachine-guns/hovea-m49-eng/ https://www.imfdb.org/wiki/Hovea_M1949 Cheers!
  2. Very interesting script! - does any one have a fully working sample mission...? 🙂
  3. Hi There - I don't know if this is the right place to ask, but I would really like to know how to apply the new (ver. 1.2) Helmet Foliage to foot soldiers - tnx in advance 🙂
  4. By inspiration from theese two topics I'm trying go get one group to follow another. https://community.bistudio.com/wiki/waypointAttachVehicle https://forums.bohemia.net/forums/topic/171949-any-success-with-waypointattachvehicleobject/ My code: _grp1 = leader grp00; _grp2 = leader s1; _wyp = _grp1 addwaypoint [getpos _grp1, 0]; _wyp waypointAttachVehicle _grp2; _wyp setWaypointType "MOVE"; _grp1 = leader grp00; _grp2 = leader s1; _wyp = _grp1 addwaypoint [getpos _grp1, 0]; _wyp waypointAttachVehicle (vehicle _grp2); _wyp setWaypointType "MOVE"; Somehow it won't attach the waypoint. Maybe it's because grp00 is not in a vehicle... - I need the script to support multiple senarious... eg. grp00 - s1 both in vehicles grp00 - s1 both on the ground grp00 - s1 one group on the ground, one group in vehicle and vice versa... What am I missing...? - tnx in advance... 🙂
  5. major woody

    Advanced AI Command

    Is it posible to change the custom marker in the init fielt of a unit? - I'm trying this with no further luck: From: AICommand\functions\mapIcon\fn_drawMapIcon.sqf Description: Draws the specified map icon on the map Parameter(s): _this select 0: STRING - Icon ID _this select 1: POSITION - World position of icon ([X,Y]) _this select 2: BOOLEAN - Is in foreground (alpha will be reduced by 50% if in background), (optional, default true) Returns: Nothing -------------------------------------------------- From init field: ["b_recon",[0,0,0],true] call AIC_fnc_drawMapIcon; Is it even the right way to do this...? (As you probably already figured out, I wound like to add a Recon Icon to a unit ;))
  6. major woody

    Define and call Function

    #MrSplendid - care to share a working copy of this...? 🙂
  7. I'm trying to create a small independent Mortar Team. I would like to create a Forward Observer (FO) vehicle. In the editor I have: Placed 1 Strider Placed 4 Mortars Placed 1 Support Requester Module Placed 1 Support Provider (Artillery) Synced the mortars to the Support Provider >> Synced The Provider to the Support Requester >> Synced The Requester to the Strider... - NOTHING happens...! If I drag the playerout of the Strider and sync him to the Requester - then SUCCESS...! - but I how can I add the request features to the vehicles - not the player...?
  8. Thanks for this m8 - however I must do something completly wrong... - I do not have any of theese opportunities shown in the video... - do I need to configure something...? :)
  9. Does anyone has a working example of this company array they would like to share...? :)
  10. major woody

    Bon's Infantry Recruitment Redux

    I remember I encountered the very same problem in the A2 OA version... I solved it by deleting the condition 'no player, AI dead' in the unit_lifecycle.fsm file... - I'm pretty sure that will work too in the A3 Redux version :-)
  11. major woody

    PRACS: SLA Faction 2017

    As for the T-12 AT Gun thing... - I started moddeling such one back in 2006/2007 - it's still lying on my HD... - I would gladly give it away for free, just so see it in game... - PM me any time :-)
  12. major woody

    List of all hidden texture inits

    Hi All - I just whant to share with you that I successfully created a CSAT Zamak MRL this setObjectTextureGlobal [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTextureGlobal [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; Cheers!
  13. major woody

    FSM Support Systems

    FYI As much as I hate to bring up this old topic, I has to mention that I cannot make this script work from A2OA ver. 1.63xxxx - after each mapclick I get the message that communikation with the pilots has been lost... I checked the .rpt file - it just says String STR_EVAL_TYPENAN not found
  14. I've decided that ArmA 2 needed some extented markers espcially for the High Command Hieracy and stuff... As you see they works both as markers on the map and as icons/military symbols. The markers are made for three factions: BLUEFOR - OPFOR and NEUTRAL. ClassNames: mjw_b_aa: "BLUFOR - Anti Air System" mjw_o_aa: "OPFOR - Anti Air System" mjw_n_aa: "Neutral - Anti Air System" mjw_b_aa_cannon: "BLUFOR - Anti Air Cannon" mjw_o_aa_cannon: "OPFOR - Anti Air Cannon" mjw_n_aa_cannon: "Neutral - Anti Air Cannon" mjw_b_aa_missile: "BLUFOR - Anti Air Missile" mjw_o_aa_missile: "OPFOR - Anti Air Missile" mjw_n_aa_missile: "Neutral - Anti Air Missile" mjw_b_ammo: "BLUFOR - Ammonition" mjw_o_ammo: "OPFOR - Ammonition" mjw_n_ammo: "Neutral - Ammonition" mjw_b_at: "BLUFOR - Anti Tank" mjw_o_at: "OPFOR - Anti Tank" mjw_n_at: "Neutral - Anti Tank" mjw_b_at_cannon: "BLUFOR - Anti Tank Cannon" mjw_o_at_cannon: "OPFOR - Anti Tank Cannon" mjw_n_at_cannon: "Neutral - Anti Tank Cannon" mjw_b_at_rocket: "BLUFOR - Anti Tank Rocket" mjw_o_at_rocket: "OPFOR - Anti Tank Rocket" mjw_n_at_rocket: "Neutral - Anti Tank Rocket" mjw_b_engineers: "BLUFOR - Engineers" mjw_o_engineers: "OPFOR - Engineers" mjw_n_engineers: "Neutral - Engineers" mjw_b_fuel: "BLUFOR - Fuel" mjw_o_fuel: "OPFOR - Fuel" mjw_n_fuel: "Neutral - Fuel" mjw_b_missile: "BLUFOR - Missile" mjw_o_missile: "OPFOR - Missile" mjw_n_missile: "Neutral - Missile" mjw_b_mp: "BLUFOR - Military Police" mjw_o_mp: "OPFOR - Military Police" mjw_n_mp: "Neutral - Military Police" mjw_b_rocket_art: "BLUFOR - Rocket Artillery" mjw_o_rocket_art: "OPFOR - Rocket Artillery" mjw_n_rocket_art: "Neutral - Rocket Propelled Artillery" mjw_b_sp_art: "BLUFOR - Self Propelled Artillery" mjw_o_sp_art: "OPFOR - Self Propelled Artillery" mjw_n_sp_art: "Neutral - Self Propelled Artillery" mjw_b_t_mech_inf: "BLUFOR - Tracked Mechanized Infantry" mjw_o_t_mech_inf: "OPFOR - Tracked Mechanized Infantry" mjw_n_t_mech_inf: "Neutral - Tracked Mechanized Infantry" mjw_b_transport: "BLUFOR - Transport" mjw_o_transport: "OPFOR - Transport" mjw_n_transport: "Neutral - Transport" Grab the markers and icons here: Extented_Markers.zip ver. 1.0. --- #New Markers# --- As you see theese also works both as markers on the map and as icons/military symbols. The markers are made for three factions: BLUEFOR - OPFOR and NEUTRAL. ClassNames: mjw_b_armored_recon: "BLUFOR - Armored Recon" mjw_o_armored_recon: "OPFOR - Armored Recon" mjw_n_armored_recon: "Neutral - Armored Recon" mjw_b_mech_recon: "BLUFOR - Mechanized Recon" mjw_o_mech_recon: "OPFOR - Mechanized Recon" mjw_n_mech_recon: "Neutral - Mechanized Recon" mjw_b_motor_recon: "BLUFOR - Motorized Recon" mjw_o_motor_recon: "OPFOR - Motorized Recon" mjw_n_motor_recon: "Neutral - Motorized Recon" mjw_b_motor_aa: "BLUFOR - Motorized Anti Air System" mjw_o_motor_aa: "OPFOR - Motorized Anti Air System" mjw_n_motor_aa: "Neutral - Motorized Anti Air System" mjw_b_sp_aa: "BLUFOR - Self Propelled Anti Air System" mjw_o_sp_aa: "OPFOR - Self Propelled Anti Air System" mjw_n_sp_aa: "Neutral - Self Propelled Anti Air System" mjw_b_grenadelauncher: "BLUFOR - Grenadelauncher" mjw_o_grenadelauncher: "OPFOR - Grenadelauncher" mjw_n_grenadelauncher: "Neutral - Grenadelauncher" mjw_b_grenadelauncher2: "BLUFOR - Grenadelauncher" mjw_o_grenadelauncher2: "OPFOR - Grenadelauncher" mjw_n_grenadelauncher2: "Neutral - Grenadelauncher" mjw_b_grenadelauncher3: "BLUFOR - Grenadelauncher(CDF)" mjw_b_machinegun: "BLUFOR - Machinegun" mjw_o_machinegun: "OPFOR - Machinegun" mjw_n_machinegun: "Neutral - Machinegun" mjw_b_w_mech_inf: "BLUFOR - Wheeled Mechanized Infantry" mjw_o_w_mech_inf: "OPFOR - Wheeled Mechanized Infantry" mjw_n_w_mech_inf: "Neutral - Wheeled Mechanized Infantry" Grab the markers and icons here: Extented_Markers.zip ver. 2.0. --- #Special For OA Strykers (Stryker Brigade Combat Team SBCT)# --- Theese are made special for OA or ACE Strykers: ClassNames: mjw_sbct_at: "SBCT - Anti Tank" mjw_sbct_engineer: "SBCT - Engineer" mjw_sbct_mech_inf: "SBCT - Mechanized Infantry" mjw_sbct_mgs: "SBCT - Mobile Gun System" mjw_sbct_mortar: "SBCT - Mortar" mjw_sbct_recon: "SBCT - Recon" mjw_sbct_sniper: "SBCT - Sniper" Grab the markers and icons here: Extented_Markers.zip ver. 3.0. --- #Warzaw Pact Markers (Those from OFP and ARMA 1)# --- ClassNames: mjw_wapa_mainbattletank mjw_wapa_amoredpersonelcarrier mjw_wapa_armoredvehiclelauncherbrigde mjw_wapa_launchpad mjw_wapa_heavyrocketlauncher mjw_wapa_lightrocketlauncher mjw_wapa_selfpropelledatrocket mjw_wapa_selfpropelledatcannon mjw_wapa_selfpropelledaacannon mjw_wapa_mediumaacannon mjw_wapa_lightaacannon mjw_wapa_aagun mjw_wapa_lightcannon mjw_wapa_mediumcannon mjw_wapa_heavycannon mjw_wapa_selfpropelledhowitzer mjw_wapa_lightmortar mjw_wapa_mediummortar mjw_wapa_heavymortar mjw_wapa_lightmachinegun mjw_wapa_heavymachinegun mjw_wapa_platooncolumn mjw_wapa_companycolumn mjw_wapa_batallioncolumn mjw_wapa_regimentalcolumn mjw_wapa_platoonattack mjw_wapa_companyattack mjw_wapa_batallionattack mjw_wapa_regimentalattack mjw_wapa_attackdiection mjw_wapa_firstenemycontact mjw_wapa_stormline mjw_wapa_1echelonattack mjw_wapa_2echelonattack mjw_wapa_contaminatedareanuclear mjw_wapa_contaminatedareacemical mjw_wapa_artillerybrigadehq mjw_wapa_regimentalhq mjw_wapa_batallionhq mjw_wapa_patrol mjw_wapa_footpatrol mjw_wapa_armoredpatrol mjw_wapa_tankpatrol1 mjw_wapa_tankpatrol2 mjw_wapa_stealthpatrol mjw_wapa_artilleryobserver mjw_wapa_artilleryposistion mjw_wapa_tankposistion Grab the markers here: Extented_MarkersWAPA.zip
  15. This sounds SO nice! - care to share a demo mission...? :)
  16. Hi! - does anybody know if this script has been made A3 compatible - or anything similar been made for A3...? http://forums.bistudio.com/showthread.php?80032-Hybrid-Commanding-System I used it a lot in A2 and miss it in A3 :) - thanks
  17. major woody

    Hybrid Command System

    Anyone...? :-|
  18. major woody

    SLP Spawning script

    This is awsome - however I miss the ability to make some custom arrays (e.g _recon, _apc, _ifv, _arty, _aa, _supply ect.) - would that even be possible...?
  19. This is very interesting... - does this work with the HC module...? :)
  20. How can I remove OA flares from spawned planes/choppers...? I know this removes flares when put in the init field this removeMagazinesTurret ["120Rnd_CMFlare_Chaff_Magazine",[-1]];//fixed this removeMagazinesTurret ["120Rnd_CMFlareMagazine",[-1]];//rotor but how can I remove it from spawned planes (cfgGroups) -I've triede a forEach loop with no further luck _unitarray = (_unit getVariable "air") select floor(random(count (_unit getVariable "air"))); _loc = _logicS select floor(random(count _logicS)); // spawn random units _spawned = [getPos _loc, EAST, (configFile >> "CfgGroups" >> _side >> _faction >> "Air" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup; { _x removeMagazinesTurret ["120Rnd_CMFlare_Chaff_Magazine",[-1]];//fixed _x removeMagazinesTurret ["120Rnd_CMFlareMagazine",[-1]];//rotor } foreach _spawned; -any idears..? :)
  21. major woody

    Simple Patrol Script

    It only spawns at spawnMarker1 - never spawns the rest ... [EAST, "spawnMarker1", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos
  22. major woody

    Simple Patrol Script

    So far I'm very impressed with this script - however, would it be possible having several groups spawning at several markers at the beginning - like so: [EAST, "spawnMarker1", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker2", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker3", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker4", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker5", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker6", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker7", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker8", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker9", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos [EAST, "spawnMarker10", "moveMarker1", false, true, true] call TAG_Grp_Spawn; // patrol mode disabled, group will move to marker pos This is an ugly way (I know) - would there be any smarter way...? :)
  23. major woody

    Enemy occupation system (eos)

    I think the Bastion module has some great potential - but would it be possible to let the enemy attack from only one direction instead of coming from all sides...? :)
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