SD_BOB
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Everything posted by SD_BOB
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Thankyou for the input thus far DudeGuyManBro, its appreciated. I will keep trying...
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I'm aware of the possibility of using an event handler, as i said i had a good search and tried a couple of methods posted for other similar problems. These included the use of event handlers... But alas i could not get them to work, so here i am posting. This is one method i looked at, but no luck (and yes i did modify it for the IR classname). http://www.armaholic.com/forums.php?m=posts&q=21295 Also the possibility of using this as a trigger condition. ({(typeOf _x) isKindOf "Throw"}count (nearestObjects [thistrigger,[],10]) > 0); But i haven't had any luck with either of them.
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Does anybody have a copy of this lying around? Seems all the download links (here & armaholic) are down. Would very much like to use this, as the A2 version was really helpful.
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BIS_fnc_ambientAnimCombat Broken After Update?
SD_BOB posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys has anyone had any success with BIS_fnc_ambientAnimCombat, since the last update? I can use the function as i always have, but the AI units do not react to either getting shot or nearby enemy units/gunfire. [this,"STAND","RANDOM",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; Have used the above in the past with no problems, now i have come back to editing since the last patch and they are just stuck in the animation as if i was using BIS_fnc_ambientAnim. Can anyone confirm this behaviour? Thankyou in advance for any help. -
BIS_fnc_ambientAnimCombat Broken After Update?
SD_BOB replied to SD_BOB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to update this for anyone searching in the future. After testing it appears the MCC_Sandbox mod, breaks the function currently. I have posted about the issue in the relevant thread, but just a heads up for now if anyone is experiencing the same issue. Thankyou tryteyker for your help. MODS please close this thread. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
SD_BOB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey shay_gman, got to say, loving the improvments you are making to this, its such a big help during games. Spicing a scenario up is great fun... Anyway reason for this post, i have done a thread search but could not find anything on this. It appears that something with MCC, possible the initialisation phase seems to break BIS_fnc_ambientAnimCombat. For example use the following in the init for a unit on the editor. [this,"STAND","RANDOM",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; With MCC on, the enemy AI do not react to the player, being hit or passing fire. You can walk up to them with no reaction... Its a damn shame and something i hope can be fixed as its such a nice function for using, just to give your missions a little more life. -
BIS_fnc_ambientAnimCombat Broken After Update?
SD_BOB replied to SD_BOB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah copy that, i'll have a look. Out of interest how are you testing it on the DEV build, as i have done above? or another method? -
BIS_fnc_ambientAnimCombat Broken After Update?
SD_BOB replied to SD_BOB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
^^ Yeah mate, i did alot of testing to come and post here. They dont react at all, i can shoot from well within 300, i can stand in front of them and shoot a toe off. Doesnt make a difference... You hear them call out the contact to other units, but then continue in the animation. I have missions i've made on previous builds, using the exact same method which worked fine. But now do not work after the latest update. Thankyou for the input so far, appreciated. Edit:- Patch latest stable. -
Just to confirm the vanishing reticle problem is also present on the normal version of TMR, we have removed the tmr_optics.pbo from the mod, which reverts back to 3d, but it works.
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Not sure if this has been reported, or if anyone can confirm... It seems there is no 3rd person sound to the Mk200 LMG if used with a suppressor. In 1st person you hear it fine, just nothing in 3rd. You can hear the snap of the rounds if you traverse the view to the front, but that about it.
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Another old fan, very much looking forward to this, wish you the best of luck Ice.
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[MP | COOP 02 - 10] Altis Force Recon: West
SD_BOB replied to meatball's topic in ARMA 3 - USER MISSIONS
Hey Meatball, cannot seem to access the Armaholic link for the download. Get an error followed by a promt to login, assuming is on a private section of the site. Edit:- http://www.armaholic.com/page.php?id=23404 Just for those who haven't seen it on Armaholic. -
[MP | COOP 02 - 10] Altis Force Recon: West
SD_BOB replied to meatball's topic in ARMA 3 - USER MISSIONS
Hey, gotta say i do like the mission concept. It works well for a relaxed night of lets just go and do something. I'm assuming this has been reported and hopefully fixed (not had chance to test the new version). But we have found in the previous two versions, that the "ambient" enemy patrols, air drops, trucks etc. Do not seem to engage the player group, the patrols just carry on no matter what and the reinforcement heli drops and trucks, seem to respond to the contact from objective AI but once deployed on the ground near the player group, just remain passive. -
[Co-Op][SP/MP] Campaign: The Echo Diary (1-6)
SD_BOB replied to massasster's topic in ARMA 3 - USER MISSIONS
Hey man, just thought i'd pop in and give a little feedback on the first two missions. Firstly let me just say, a very good effort so far, what we've played were very enjoyable. Part 1:- Bugs: Extraction trigger did not appear to go off. I'm guessing the hovering helicopter near the power station is supposed to come in and extract you. But alas no extraction... Just out of curiosity is there an "all group present" trigger to initiate the extract? We didnt have the squad leader slotted, which would explain that one if that's the case. Suggestions: If we missed them then fair enough, but if not it might be worth adding a few impromptu checkpoints on the roads going the power station. Just a couple of Ifrits or something parked up, with a few guys. The buggers with suppressors in building windows in the town, were a real pain in the arse but good fun trying to move around, works well. Possibly make it more like a group of them in a few buildings rather than individual guys. So it looks like a small team has taken over a building. Or use a house patrol script on a group... Part 2:- No bugs really noted just a small thing, you might want to put a little delay after the target is killed before the trigger ends the mission, just seems a bit sudden when it ends. Suggestions: Knock the available arty down, atm it a little bit too much... I think maybe just 2 mortars available, call it maybe, resistance forces have a couple to support you in the briefing. That way the focus is on a good ambush not just getting a good arty strike. Will let you know as we play more, not sure when this will be but rest assured we'll get on em soon. -
Or use this http://www.antihelios.de/EK/Arma/index.htm Then all you have to do is place a normal object on the map, lets say a flagpole. Name it something lets say "radiotower", then open up the mission.sqm in notepad. Use the find feature to search for radiotower and replace the object with your chosen building.
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Dedicated Server - Unable To Join Hang On Splash Screen
SD_BOB posted a topic in ARMA 3 - TROUBLESHOOTING
Hey guys, this issue appeared a couple of days ago when i updated the dedi server to run on the DEV build. I figured i would just wait and do a fresh install with the release build, but the problem has persisted. The problem, although the server appears to be working fine, i cannot join the server, it just hangs on trying to load in (this is affecting all players trying to connect). Basically, you click to join the server, it goes to join but then sits on the connecting splash screen for some reason. The best i can tell, its something to do with the server.cfg If i do not define the .cfg the default game .cfg it uses seems to work fine. I can join the server no problems. Now i've been through the server.cfg and i cannot see anything that would cause this. // comments are written with "//" in front of them. // STEAM steamport=2600; steamqueryport=2601; // GLOBAL SETTINGS hostname="^BOB^ Killzone"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin="******"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP="arma3pc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers maxPlayers=12; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[]={ "", "", "", "Welcome to ^BOB^ Killzone", "","","" }; motdInterval=5; // Time interval (in seconds) between each message // JOINING RULES kickDuplicate=1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers=1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold=0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN=0; // If set to 1, Voice over Net will not be available vonCodecQuality=8; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; // some ArmA specific stuff - signature verification onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected //onDifferentData=""; // data with a valid signature, but different version than the one present on server detected //BattlEye=1; //Server to use BattlEye system // MISSIONS CYCLE (see below) class Missions { class ARMA3 { template = MP_COOP_m02.Stratis; // Mission to load (Mission file located in MPMissions. For now I have it set to a default ARMA3 mission.) difficulty = "Regular"; // Server difficulty Settings (Recruit, Regular, Veteran, Mercenary) Respawn = "2"; }; }; language="English"; adapter=-1; 3D_Performance=8021.000000; Resolution_W=160; Resolution_H=120; Resolution_Bpp=32; viewDistance=10000; terrainGrid=10.000000; MinBandwidth = 15000000; MaxBandwidth = 100000000; MaxMsgSend = 1024; MaxSizeGuaranteed = 1024; MaxSizeNonguaranteed = 64; MinErrorToSend = 0.0025; MaxCustomFileSize=0; //-----------BIS Suggestions------------ //MinBandwidth = 320000; //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072 //MaxBandwidth = 10000000000; //*Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. //MaxMsgSend = 256; //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 //MaxSizeGuaranteed = 1024; //*Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 //MaxSizeNonguaranteed = 64; //*Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 //MinErrorToSend = 0.005; //*Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 //MaxCustomFileSize = 0; //*Users with custom face or custom sound larger than this size are kicked when trying to connect. Is there anyone else, experiencing similar issues? -
^^ I have to say, brilliant job thus far. I can even support my weapon on a used PCML laucher lol, brilliant.
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Has anyone tested and confirmed the PLOS Guidance is working on a dedicated server? I did a quick test earlier, and couldnt hear the "click" you get on the test Scenario. Loving the mod so far, if only the bloody animation didnt reset back to rifle when crouching/standing (comon BI you fixed it in ArmA2).
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Backpacks - Parachute and Scuba Qs?
SD_BOB replied to Von Quest's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can i ask how you solved this problem, i would also like to use this method. Cant see a way of doing it, with the need for a re breather on insertion. -
Mission Editing - Storylines
SD_BOB replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going on the theory that, Stratis is held by OPFOR after BLUFOR forces have withdrawn from the island. -
MG Target Different Objects Randomly
SD_BOB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, had a good search but cant find any posts on this. I'm looking for a way to get an MG position, to target a numbers of "target" objects randomly. So lets say i have a Dshk named mg1, then 3 objects named tgt1,tgt2,tgt3. Is there a way to get the MG to fire randomly at one of the targets for a short time then switch to the next randomly? I'm trying to create just ambient MG fire being aimed over the battlefield. Thankyou in advance for any help. -
MG Target Different Objects Randomly
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thankyou for this, i will give it a test and report back... -
Hey guys, does anyone have a way to count the amount of a specific ammo type in any given crate. For example, i would like a hint to go off when there are more than two "HandGrenade_West" in a crate. I see the getMagazineCargo command, but am unsure of how to check the number. Any help would be greatly appreciated.
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The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have these updates been rolled out on the Six Updater? seems to be telling me there is a newer version available. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If it comes to mind mate, let me know. Just trying to tie up all the little "niggles" on otherwise complete missions. Gonna have a good look around your example missions, looks like some interesting reading :)