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spectrersg

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Everything posted by spectrersg

  1. Welcome back Reez, hope your feeling better. So, if in the detector init if I place , 001]; as the fake IED detection probabiltity that will be 1%? Is it possible to make the map marker optional for the player only? Like a value in the script that if it's set to false it only displays for the detector unit, if it's set to true it will be global? And lastly, yes, when I placed a unit in my mission and gave him the detector script, all the other players who did not have the detector script had the detector popping up for them.
  2. I was about to ask that same question after 3 hours of testing. Albert when you give the detector to 1 player, an engineer for example, every player gets it as well.
  3. Oh I love the Fake IED, don't remove it. And you may have missed my question: if I set the fake IED chance to 001, will that be 01%? Will your script detect 3#'s or is it limited to 2#'s?
  4. Yeah, I want to say the false returns is because of the scanning interval. I set mine to 5, to 1, etc etc and I constantly get fake IEDs. It's as if the fake probability % is based on the scan interval # (which makes sense if it is). So, if you have a scan interval at 1 second, and the 01 as 1%, then it'll be popping up a lot. So, Albert, my question to you if I set the Fake probability to 005, will it translate it into .5%?
  5. Note using the James script (I know you dont want to focus too much on it): When you kill the triggerman. Disable the IED (pick it up), the IED Detector goes nuts. It's still detecting it in your inventory I'm assuing.
  6. Here's a couple of thoughts when testing it with buddies: In MP it seems inconsistent across players. One person would detect it, then it would detect on the other people. The first person who detected it would get the option to Remote Detonate it -always- (note: we never were able to blow it from a distance using the action menu. When we did get the Remote Detonate it, we had to go up to it and INJECT it with the number. And only the person who first detected it could do that). Now... that was for the James script and the _add.sqf in an object. Suggestion: for the James script, when it detects using the James script make it say something along the lines of, "Active Frequency Detected" or something of that sort (something that gives the player a hint that there is a triggerman). And lastly, another suggestion: lower the detach IED option so you only get it to pop up within, lets say, 1 meter. BUT, I think that you should need to SEARCH the object that has the script in it, have it trigger an animation, and THEN you'll get the detach IED option. Edit: Also, we were getting BUNCH of Fake IED hits, are you sure the ", 01]" in the detector.sqf is 1%? It may have just been chance, but it was a lot. It may have something to do with the fact that our SCAN interval was set to 5 (note: with no lag issues). Edit #2: Just had an idea I thought I should throw out there... EOD Suit. Terribly needed/wanted to go with this. Now, how would this be put in a practical solution? Well, in theory (and this is a theory), use a similar system the ACE Rucksacks do. Basically a remodelled/textured rucksack, that instead of a backpack it's a full body suit that covers your player model. It'll take up your second primary inventory slot, and we can actually make it very heavy so that you'll have to drop all excess equipment minus a pistol and a magazine as well as giving the model an actual armor value. Thoughts?
  7. Hey all, first off I consider myself a mission making noob. I've been doing it a while, but the fact still remains. I want to make a random cache location for people to go kill, that once the first one is destroyed it pops up another place. I also want each cache location to spawn a few opfor guys; basically each time the cache pops up after being destroyed a group of OPFOR will spawn within a radius of the cache that will defend it. Thats my goal. What I've done is this: 1) Place a Guerrila Cache on the map named Cache1, and grouped it to multiple Marker locations across the map. 2) I have a trigger connected to it, set to REPEAT and NOT PRESENT that has the following in the init line: _xhandler = [this] execVM "cache.sqf"; 3) The cache.sqf contains the following: _marker = createMarker ["MarkerOne", cache1]; "MarkerOne" setMarkerColor "ColorRed"; "MarkerOne" setMarkerSize [200, 200]; "MarkerOne" setMarkerShape "ELLIPSE"; "MarkerOne" setMarkerBrush "SOLID"; _marker = createMarker ["MarkerTwo", cache1]; "MarkerTwo" setMarkerColor "ColorBlack"; "MarkerTwo" setMarkerSize [200, 200]; "MarkerTwo" setMarkerShape "ELLIPSE"; "MarkerTwo" setMarkerBrush "BORDER"; _marker = createMarker ["MarkerThree", [ (getPos cache1 select 0)+0, (getPos cache1 select 1)+100, (getPos cache1 select 2)]]; "MarkerThree" setMarkerColor "ColorBlack"; "MarkerThree" setMarkerShape "ICON"; "MarkerThree" setMarkerType "DOT"; // http://community.bistudio.com/wiki/cfgMarkers "MarkerThree" setMarkerText "Cache Area"; o1 setPos[ (getPos cache1 select 0)+1, (getPos cache1 select 1)+20, (getPos cache1 select 2)+0]; o2 setPos[ (getPos cache1 select 0)+20, (getPos cache1 select 1)+1, (getPos cache1 select 2)+0]; o3 setPos[ (getPos cache1 select 0)+4, (getPos cache1 select 1)+17, (getPos cache1 select 2)+0]; o4 setPos[ (getPos cache1 select 0)+17, (getPos cache1 select 1)+4, (getPos cache1 select 2)+0]; o5 setPos[ (getPos cache1 select 0)+7, (getPos cache1 select 1)+14, (getPos cache1 select 2)+0]; o6 setPos[ (getPos cache1 select 0)+14, (getPos cache1 select 1)+7, (getPos cache1 select 2)+0]; o7 setPos[ (getPos cache1 select 0)+10, (getPos cache1 select 1)+11, (getPos cache1 select 2)+0]; o8 setPos[ (getPos cache1 select 0)+11, (getPos cache1 select 1)+10, (getPos cache1 select 2)+0]; o9 setPos[ (getPos cache1 select 0)+13, (getPos cache1 select 1)+8, (getPos cache1 select 2)+0]; What I'd like to know how to do: 1) How to get the cache to respawn at a different marker (is it possible to have it simply respawn where it was placed on the editor, and grouped to the different empty markers?) 2) I'd like to know how to simply get guys to spawn at each of the Cache1 location. 3) Also, anything else that would help me. Note, the o1's are opfor's, which I do want to get replace if someone can tell me how to have a group spawn at each cache location. And lastly, just to make sure it's clear - 1 cache at a time should be spawned. Thanks for any in all help.
  8. May be a bit premature, but is there a possible predicted time frame for the LCAC to be released?
  9. spectrersg

    Jungle Wars: Island of Lingor

    Tried it 4 times today, just placing a player and running around via editor. All 4 times, crashed. Simply went unresponsive.
  10. spectrersg

    ShackTac Movement addons

    How (if they are) is the AI effected by this?
  11. Disclaimer: this is my first vehicle I've been playing around with the config so excuse my noobiness. I'm trying to use custom .wav's that I developed for a vehicle I'm in the process of making. I have two sounds made, a engine_low.wav and an engine_hi.wav. In the vehicle config I'm trying to call up the sounds as follows: class EngineLowOut { sound[] = {"\vehicle\sounds\ext_engine_low.wav", 1, 1, 300}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"\vehicle\sounds\ext_engine_hi.wav", 1, 1, 300}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*engineOn*(rpm factor[0.85, 0])"; }; class IdleOut { sound[] = {"\vehicle\ext_engine_low.wav",1,1,150}; frequency = "1"; volume = "engineOn*(rpm factor[0.3, 0])"; Now my first question: When the vehicle is idle and at low speeds the sound is correct. But the faster I go, the vehicle gets quieter and quieter till you can barely hear it. Is there something wrong with the config for the EngineHiOut? If so, how can I fix it so that it's substantially loud. #2 - The vehicle, which is on water and under the Wheeled_APC class, goes from 0 - it's max terrainspeed of 50 in a matter of a second. How do I slow the acceleration down? Below are possible factors messing with this, I think: terrainCoef = 10; terrainspeed = 50; waterSpeedFactor = 3.0; #3 - How do I increase the rate at which the vehicle slows down? I currently have a brakeDistance = 200; but it doesnt seem to want to effect it too much. Any in all help would be extremely helpful. Thanks for reading.
  12. spectrersg

    Vehicle Config Issues

    Ah ha, that was the problem with the enginehiout sound, thanks Carl. Any idea on #3 and #2 in my original post?
  13. spectrersg

    Vehicle Config Issues

    No, every test of the vehicle I fully close Arma, edit, repack and install the pbo, and start up again. It's almost as if the rpm factor is being reversed in the settings for the EngineHighOut: volume = "camPos*engineOn*(rpm factor[0.85, 0])";
  14. spectrersg

    Vehicle Config Issues

    Yes both work with volume 1. And I have been basing it off what I have seen in other PBOs. I'll edit this post when I try to dummy sound.
  15. spectrersg

    Vehicle Config Issues

    I had changed it, but with nothing as an end result that was any different. So I copied it from the engine low; still no noticeable difference.
  16. spectrersg

    LCAC - alpha version

    We're keeping everything in house for the time being. However, we are in a midst of filming a promotional video including the LPD, possibly the LCAC, if we can get the movement right on the thing. Note - just because we're keeping them in house does not mean we will not be eventually releasing them to the public.
  17. spectrersg

    LCAC - alpha version

    15th MEU is attempting to pick up the project as we already have a working and viable LPD.
  18. As a request: could you take the Ambient Combat module, and Ambient Civilians modules and modify them to include your units? Also, would love to have some new triggerable sounds of a whistle being blown (for NVA attacks), possibly a horn as well. Love the mod in it's current form. Made a lot of missions and have had a ton of fun. Keep up the great work.
  19. Very awesome, hearing of this. Will be watching closely. Plan to include a UAV like camera scripting to the bottom of this thing? How many crew, 4/2/1? How about a USMC version as well as a Navy? (I know it's early to ask these, but hell I'm just giddy now)
  20. I have a model custom built for use in ArmA 2 of a USMC Dress Blues uniform. I'm looking for people who would be willing to help me move it from simply being a .obj to something working in-game. If someone is willing to learn more or help me out, please PM me.
  21. That seems to only go where I tell it to go. I want it to follow where my AI guys go. I grouped my AI guys to 3 separate empty markers to be randomly placed. I'd like my objects to go with them, to whichever empty marker they go to.
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