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Varanon

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Everything posted by Varanon

  1. Varanon

    Whats the deal with bad players?

    power fantasies
  2. Speaking of which, will you add a gesture for the bolt operation, i.e. after taking a shot, have the operator use his actual hand to operate the bolt ? That would be awesome ---------- Post added at 12:42 PM ---------- Previous post was at 12:39 PM ---------- That was done with ACE at one point and resulted in a lot of shredded AI which are usually not really able to avoid it.
  3. No, you can not have separate folders in MP. Vote here for better filtering of missions at the least
  4. You can create those folders yourself in the missions folder in Arma 3. Just copy the pbos into the subfolders
  5. This is a problem with Arma 3, see this bug report on the issue tracker. The same happens with BIS weapons (iron sights come up again). The BIS weapons don't use hidden selection for the different camos, so they don't get recolored
  6. Best of luck, Wolle... sad to see you go
  7. I'm not really sure if this is the right place to ask, but I didn't want to start a new thread and don't know any other thread this could be brought up. There are quite a number of "serious" issues in the feedback tracker that aren't addressed yet, some of them are quite important to a lot of people (for example, the issue with weapon attachments and their handling in config files). While I understand the overwhelming number of items in the feedback trackers don't allow the devs to comment on all of them, I am sure many people would appreciate a hint or comment now and then, about the actual status of such issues. Or a mention in the list of known issues. Will they be addressed at all ? Will they be addressed in beta ? Or after release in a patch ? This is especially true for important things like the one quoted above, which is not in the top known issues (while "unimportant" issues like fish not reacting to players are). This would help people get an idea of where you are moving to. Thanks for reading
  8. Varanon

    [W.I.P] Leopard 2 A6

    May I ask why you ask for people to ask for pictures and not post pictures right away ?
  9. Huh ? As far as I know, they take over the skill level that you set for them in the difficulty settings, not the maximum. That's only with SuperAI on (i.e. everyone's Chuck Norris).
  10. Varanon

    FHQ TaskTracker

    Where did you actually put the code ? One thing I notice that a lot of people have misconceptions about is when and how code is run. For example, if you simply put this code you mentioned into your init.sqf, it will only be checked once while init.sqf is running. it will never be run again. If you want code to be run "as soon as something happens", it has to be in a trigger or a spawned script that sits in the background, waiting. For example, this code: if (["task1c"] call FHQ_TT_isTaskCompleted) then { [Chaos1a, ["task1d", "Three weeks ago, UGR launched an offensive on a lightly guarded joint base and seized stored weapons and supplies. They have occuppied the base and conduct security patrols as a show of force. Raid the base IOT eliminate the leadership within and destroy all stored supplies.", "Raid Supply Depot", "", getmarkerpos "Spawnpoint3", "assigned"] ] call FHQ_TT_addTasks; }; will only be checked once when the script it's in executes. If you wanted to "watch" the task and create a new one once the task is finished, you'd need a trigger: Place a trigger on the map, and put this in it's condition field: ["task1c"] call FHQ_TT_isTaskCompleted Then, in the OnActivated field, put this [Chaos1a, ["task1d", "Three weeks ago, UGR launched an offensive on a lightly guarded joint base and seized stored weapons and supplies. They have occuppied the base and conduct security patrols as a show of force. Raid the base IOT eliminate the leadership within and destroy all stored supplies.", "Raid Supply Depot", "", getmarkerpos "Spawnpoint3", "assigned"] ] call FHQ_TT_addTasks; When the mission runs, the trigger will run the condition field code every frame, and check whether it's true. If it is, it fires the trigger "OnActivated" code, which creates a new task
  11. You've triggered an alert. It's specific to this mission
  12. Varanon

    FHQ TaskTracker

    To check whether a task is completed, use FHQ_TT_isTaskCompleted, or FHQ_TT_areTasksCompleted to check more than one... So, to see if taskx and tasky are completed, use if (["taskx", "tasky"] call FHQ_TT_areTasksCompleted) then { ["taskz", "assigned] call FHQ_TT_setTaskState; }; Tasks can not be made inivisble, but you can add tasks later by simply calling FHQ_TT_addTasks again.
  13. Varanon

    Any chance for default melee weapons?

    Thanks for the insult. There were no knifes in OFP though. only in mods. Which is exctly what i said, if you even bother to read it.
  14. Varanon

    Any chance for default melee weapons?

    And you do ? knifes in OFP ? Right. Mods, maybe...
  15. I would suggest inspecting whatever respawn/revive script you use, because I don't think this message is automatically created by the game. Definitely not when you die and respawn by "conventional means" This just disables "XXX has been killed" This just disables the possibility to say "Hello", "what's the closest settlement" etc...
  16. Varanon

    Any chance for default melee weapons?

    You know that "melee combat" is a bit of a broad definition ? That means swords, knifes, clubs, fist... all with different animations, since you stab with a knife, but swing a club, beat with your fists etc... and wouldn't we also want a parry option ? I mean, after all, we want it to be "realistic" and have "real knife fights", so we need to be able to parry, Did anyone actually consider how much work that is ? Just the amount of necessary animations is staggering. "can be implemented". That's the key words. See my previous post on thoughts about this subject. It can't. That's a messed up fantasy you people have in your head that you go with a knife against someone with a gun. Heck, even if the other guy is out of ammo, his rifle is still longer than you knife and will be a good club to beat you up with. I guess you don't want to be able to use guns as clubs ? Or do you ?
  17. Varanon

    Any chance for default melee weapons?

    And you think a knife would change that ? There's absolutely no way in Arma to sneak up to an enemy soldier, let alone close enough to knife him. And in real life, you wouldn't be able to be totally silent either, unless there's enough ambient noise. Knifes just aren't used for combat anymore. I don't know, maybe, well, because Arma is a military simulator ? May have something to do with it. I completely agree with you. It would open up a lot of potentially different opportunities. DayZ is a good example. Or this medieval mod that's currently in development for Arma 2. However, two things: What's up next ? You say you need a knife once you have no ammo. What if you don't have a knife ? Do you want to be able to pick up rocks and throw them at enemies ? Or fists ? You need to draw a line somewhere. Secondly: Question is, it worth the effort ? A lot or problems of Arma 2 aren't fixed in Arma 3 yet. Before adding a completely new feature set, I would say concentrating on the core mechanics and getting those up to specs (especially bug fixes) is much more important. Especially if it's about a feature that will be used about once in 100 hours of play. I play since OFP, and not ONCE did I get in a situation where a knife would have been useful or usable. NOT ONCE! That's why I repeat the question: "Why are knife kills essential in Arma ?" A feature no one missed in ten years of OFP/Arma, essential ?
  18. Varanon

    FHQ TaskTracker

    In the trigger's activation, use ["taskName", "succeeded"] call FHQ_TT_setTaskState; A better option is of course to use markTaskAndNext. Assuming you have task1, task2, and task3, and you finish task1 and want to select task2 or, if task2 is already finished, task3, you'd use ["task1", succeeded", "task2", "task3"] call FHQ_TT_markTaskAndNext; This will mark task1 as succeeded, and select task2 or task3 depending on whether task2 is already completed or not.
  19. Varanon

    FHQ TaskTracker

    Argh, of course, the comma is not only not necessary, it's wrong if it's the last element... but the quote was definitely wrong. Glad it works now. Looking forward to the result
  20. Varanon

    FHQ TaskTracker

    Check the last post again, I ust edited it, found another misplaced comma in the last line. Plus, there's a quote missing in front of "Destroy Tower Three"
  21. Varanon

    FHQ TaskTracker

    Ah, right, there's a comma missing after the ["task2"... line: if (["task1"] call FHQ_TT_isTaskCompleted) then { [PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", ""], [["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], [["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", ""], [["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", "Destroy Tower Three", ""], // <-- here ] call FHQ_TT_addTasks; // ^Quote was missing, too };
  22. Varanon

    FHQ TaskTracker

    Ok, this should work then: if (["task1"] call FHQ_TT_isTaskCompleted) then { [PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", ""] [["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], [["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", ""], [["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", Destroy Tower Three", "",] ] call FHQ_TT_addTasks; }; Note, you've added "" as the task state, this should either be a valid state, or the parameter omitted. Next version will treat "" as "created", I guess. Apart from this it should really work. Do you get any errors, script errors, anything in the .rpt file ?
  23. Varanon

    FHQ TaskTracker

    Is this Arma 2 or Arma 3 (Arma 2, if I remember correctly) ? Due to the way tasks are added in Amra 2 (reversed, to get them in the correct order) the code should work in Arma 3, but in Arma 2, it would have to look like this: if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, [["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], [["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", "", ""], [["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", Destroy Tower Three", "", ""] ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", ""] ] call FHQ_TT_addTasks; }; The task tracker automatically reverts the tasks in Arma2 to have them appear in the correct order, which means the parent task must be defined last. Since parented tasks are always put below their parent, it will show them in the correct order.
  24. Varanon

    FHQ TaskTracker

    You are missing opening brackets on each of the lines with subtasks, i.e. if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", ""], [["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], [["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", "", ""], [["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", Destroy Tower Three", "", ""]] call FHQ_TT_addTasks;};
  25. Varanon

    FHQ TaskTracker

    Same problem, the last pair of empty quotes (being a string) is the initial task, and that is empty in your case. You need to either make it "created", or "assigned": if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", "assigned"]] call FHQ_TT_addTasks;};
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