-
Content Count
8215 -
Joined
-
Last visited
-
Medals
Everything posted by Tankbuster
-
Another small update. Mission is now 1.26.5190 A much-discussed feature that hopefully addresses players' complaints that they did much of their helicopter flying in civilian aircraft. Now, they'll have a BLUFOR transport helicopter available to them most of the time. 5188 Destroy asset from distance secondary mission no longer played on Tanoa as it often fails to find good positions 5189 Players should now have a big BLUFOR transport helicopter most of the time. 5190 Build Google Drive links on first page
-
Attach Explosive Anywhere [Mod]
Tankbuster replied to Shaanig03's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh cool. Any chance of a script version? -
Hi! First thing - are you running any mods? Don't run ACE or CBA, they can break the mission. Make sure the server isn't trying to autoinit the mission. Server CFG file, I think. I use FASTER launcher if it helps Also, the server max players might be set to zero, also in server.cfg If you're having issues, let me know and we'll see if you can join my serverr/
-
Mission Updated to 1.26.5186 5175 Added RF classnames for airbase compositions 5176 Added RF classnames to arrays for; manroadblock secondary mission, opforconvoytrucktypes, civcars and dep helicopters 5178 New format for prizes array, now contains an init string to change camo nets, slat armour etc <<<< Thanks to @Schatten 5183 New prize system works for airdropped land vehicles 5184 New prize system works for aircraft spawned out of airdrop containers 5186 Build
-
sending strings to fnc_initvehicle
Tankbuster posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Guys, I'm struggling with BIS_fnc_initvehicle. I'm spawning a randomly chosen vehicle, its class name comes from an array and the init line comes from there too. ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"] The script gets the classname and spawns the vehicle, but the vehicle doesn't get the camonet. (it's spawned behind a flying aircraft and has a parachute attached and drifts to the ground if that's relevant) private ["_initresult"]; _cargo= createVehicle [_droptype, (_dropvehactual modelToWorld [0,-25,-10]), [],0,"FLY"]; sleep 1; if (_initstring isNotEqualTo "") then { _initresult = [_cargo, _initstring] call BIS_fnc_initVehicle; diag_log format ["&&&Applied init %1, %2", _initstring, _initresult]; }; //17:29:08 "&&&Applied init ['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1], true" Note that if I use the export function from virtual garage and execute that from BIS debug, the vehicle spawns complete with camo net -
sending strings to fnc_initvehicle
Tankbuster replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That works. I was never going to stumble across that solution, thank you, brother. Interesting point, top line of code works, bottom one gives error ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"] ['B_MBT_01_cannon_F','["Sand",1],["showBags",1,"showCamonetTurret",1,"showCamonetHull",1]'] -
Athena - An ARMA 2nd Screen Application
Tankbuster replied to skruis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It worked well with relatively little tweaking and performance was good. I miss it too.- 763 replies
-
- 2nd screen
- athena
- (and 4 more)
-
Athena - An ARMA 2nd Screen Application
Tankbuster replied to skruis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, I stopped using it some time ago for the same reason.- 763 replies
-
- 2nd screen
- athena
- (and 4 more)
-
Mission updated build1.26.5174 Mostly bug fixes and some optimisations
-
nearestTerrainObjects not find buildings
Tankbuster replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OMG lol The embassy is (partly) 3686993: vn_embassy_01_02.p3d (((str _x) find "sy_01") isEqualTo -1) and OK, so I need to find out what I was trying to filter out with that string and improve the filter. I have a vague memory that it's something on Tanoa, maybe the piles of sugar cane or something similar. **edit** Yeah, it's all the Tanoa stockyard conveyors and stuff. OK, I need to improve that filter -
nearestTerrainObjects not find buildings
Tankbuster replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm, further investigation; That script also finds all the hotels and the array does have one of the hotels in Saigon that is further from the centre position than the embassy. So I don't think it's distance or performance related -
There is a manhunt secondary mission 🙂
-
Ooops, fixed a couple of broken bits. ) MIssion updated to 1.26.5164 New secondary mission; recover space capsule Changelog below and google drive on first page updated
-
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Tankbuster replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
@dedmen, I know this isn't the place or indeed the time to ask this, but if you could find a way to make the thermal imaging a little more like how it was, I would be ever so grateful, and I know I speak for many here. -
Such a shame we've come to this. A feature so comprehensively ruined.
-
Having spent time alone with my first bite on the Covid sandwich, it seemed like a good time to get down into the mission and write some stuff. Mission updated to 1.26.5157. Two new secondary missions, both quite good fun. KIll the enemy spy sub is teased in the above post - players are tasked with destroying an enemy SDV that is reconnoitering BLUFOR assets nearby. The sub comes to periscope depth near the shore, raises scopes, takes a few pics, then submerges and relocates before coming up again. It's quite hard to complete this one. I've found MAAWS HE rockets are the best way, and they are still hard to get accurate fire in. It might be possible to 'depth-charge' the sub with grenades from a boat if you can get accurate fire on it before it dives. I've not actually tried that particular method yet - having a drone overhead to help spot will help, it can see the SDV underwater quite well. Thermal only shows the mast and periscope when it's on the surface. The other new secondary is called mortar smoke. Friendlies have asked for fire support in the shape of a smoke screen while they attempt to break contact with the enemy. Mk6 mortars are the way to do this. Bit easier, this one. Few other fixes including making services at the vehicle depot easier by increasing its radius. Full changelog in spoiler below and new files on Google drive link on first post.
-
Teaser of new secondary mission
-
Mission updated to 5137 Just bug fixes relating to some secondary missions and removed a few towns that are too small from the primary target roster
-
Comparison of different mission styles
Tankbuster replied to yannara's topic in ARMA 3 - MULTIPLAYER
-
MIssion updated to 5129 Some bug fixes related to mission reload system and added some missing CLN classnames
-
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Tankbuster replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Yey! -
Tiny update that fixed a noncritical bug that's been annoying me for years 🙂
-
MIssion updated to 1.24.5119
-
Poseidon: advanced text editor for Scripts & Configs
Tankbuster replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Sad, but true