

Karmichael
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Advance And Secure Sector Control: AAS based on CoolBox-SBS- [AAS Founder]'s version. Ported over from Arma 2 with a few changes. Credit: Special thanks to CoolBox-SBS- , Kju, Cat Toaster, Norrin, Wormeaten, for their hard work on AAS Mod over the years. Also to Tonic [Virtual Ammobox System], Tophe, Xeno [scripts/Team Dialog], Dr Eyeball [Team status Dialog], Aeroson [save & Load/Dynamic Player Markers] Monsada (SMM) [uPSMON] and the rest. Supporting Clans & Community: German Ballerbude [GBB] FrontLine Combat [FC] Australian Arma Community [AUSARMA] Australian Community of Gamers [AUSCOG] Armed Global Warfare [AGW] Base Camp Allstars [bCA] Cerberus 5 DAY0 More Info:: Advanceandsecure.com The Art of Advance and Secure Known Issue(s)/Bug(s):: As of 28/09/2013 #Error Undefined variable in expression: There may be some errors left popping up once some rare conditions are met. Especially UPSMON, pvp should be fine. The scripts still needs to be clean up. A WIP. #When capn zones it may glitch abit when taking flag = :confused: I will see what i can do.WIP AAS Naming: Tiny [T] = 3-5 flags Small = 6-8 flags Medium [M] = 9-11 flags Large [L] = 12-13 flags Huge [H] = 14+ flags Mission List: -[AAS_H] Island Of Stratis "All Out War" -[AAS_M] AirBase to Marina "Ground Infantry AAS" -[AAS_L] Over The Mountains "Sea to Land AAS" -[AAS_M] LittleBird Insertion "Ground AAS" -[AAS_T] Coastal Fight "Sea to Land AAS" -[AAS_S] In The Woods "Ground Infantry AAS" -[AAS_S] AirBase "Ground Infantry AAS" -[AAS_T] Marina Bay "Diving AAS" -[AAS_S] Camp Maxwell "Ground Infantry AAS" -[AAS_L] Separate Paths "Split base AAS" -[AAS_T] This is Sparta "Sea to land AAS" -[AAS_S] Kill Farm To Camp Rogain "Ground infantry AAS" - [AAS_T]Kamino "Ground infantry AAS" - [AAS_T]KavalaFight "CQB in Altis town of Kavala" Selectable Rules : GBB Rules: RULES_ruleSetName = "German Ballerbude";// Name of the rules set RULES_allowDamageToAmmoCrates = false;//Damage to ammo crates RULES_canCustomiseLoadout = false; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = true;//Custom class can revive team mates RULES_everyoneCanRevive = true;//Anyone can revive RULES_armouryUseRange = 5;//Distance before ammobox option appears RULES_classChangeDelay = 30;//Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 1000; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 7; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_minSpawnDelay = 15; // minimum time you must wait, regardless of there being a queue RULES_spawnArmourDuration = 20; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 50 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 120; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 120; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 300; // how long should a tank take to respawn RULES_chopperRespawnDelay = 240; // how long should a chopper take to respawn RULES_planeRespawnDelay = 300; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_reviveScore = 1 ; // points you get for reviving divided by 3 (so if reviveScore=1 you get 3 points probably) RULES_medicHealAmount = 0.2 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 5 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 250 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = false; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display (ie.1 v 2) ON/OFF Public Rules: RULES_ruleSetName = "Public";// Name of the rules set RULES_allowDamageToAmmoCrates = false; //Damage to ammo crates RULES_canCustomiseLoadout = false; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = false; //Can custom class can revive team mates RULES_everyoneCanRevive = false;//Anyone can revive RULES_armouryUseRange = 10;//Distance before ammobox option appears RULES_classChangeDelay = 100; //Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 1000; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 15; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_minSpawnDelay = 20; // minimum time you must wait, regardless of there being a queue RULES_spawnArmourDuration = 10; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 50 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 120; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 120; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 300; // how long should a tank take to respawn RULES_chopperRespawnDelay = 240; // how long should a chopper take to respawn RULES_planeRespawnDelay = 300; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_reviveScore = 1 ; // points you get for reviving divided by 3 (so if reviveScore=1 you get 3 points probably) RULES_medicHealAmount = 0.1 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 10 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 350 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = false; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display ON/OFF (ie. 1 v 2) AusArma Rules: (default rules in parameters) RULES_ruleSetName = "AUSARMA";// Name of the rules set RULES_allowDamageToAmmoCrates = false; //Damage to ammo crates RULES_canCustomiseLoadout = true; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = true; //Can custom class can revive team mates RULES_everyoneCanRevive = true;//Anyone can revive RULES_armouryUseRange = 10;//Distance before ammobox option appears RULES_classChangeDelay = 35;//Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 500; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 10; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_spawnArmourDuration = 3; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 30 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 30; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 30; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 120; // how long should a tank take to respawn RULES_chopperRespawnDelay = 60; // how long should a chopper take to respawn RULES_planeRespawnDelay = 100; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_medicHealAmount = 0.1 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 30 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 250 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = true; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display ON/OFF (ie. 1 v 2) DOWNLOADS Armaholic mirror: - Advance And Secure Pack [v6.0] Mediafire mirror: V6 -AAS Arma 3 Pack V6 V5 -AAS Arma 3 Pack V5 V4 -AAS Arma 3 Pack V4 V3 -AAS Arma 3 Pack V3 Changelog: [b][size=5]V6[/size][/b] Added: New intro. A3 style. Added: New Class SAS. Has the ability to HALO,depending on map size it starts at X-ray @ 9000ft-16000ft and you have to use your skill to get into position or the right location. Land in at Sea and the player automatically changes to diving gear. Main focus is STEALTH. HALO feature maybe enabled in parameters (default: Enabled). Changed: Class System have been edited to implement A3 Uniform/Headgear/Goggles/items etc. Changed: Diver class has proper gear now. (diving suit). Removed: Quick diving gear addAction and script removed Changed: VAS updated. Added: New Team Select system. Thanks to Xeno. You may Join AI group. If enable in parameters (default: Enabled). Added/Changed: Group members can now Teleport or Parachute on Squad Leaders. Restrictions: Can not Teleport/Para near Zones, distance changeable via Clan rules, 100m from a squad leader and if there no more seats in a Squad Leader vehicle. If enable in parameters (default: teleport). Removed: Dr Eyeball's Team Status Dialog. It always been my favorite team dialog, but finding it hard to maintain it. Fixed: Undefined variables. Almost all have been ironed out. Changed: UPSMON Edited/Updated. AI can now use Vehicles. Removed: Death Marker. Removed: AUSCOG rules removed. Fixed: textures for vehicles in MP fixed. Added: New Map [AAS_T]KavalaFight "CQB in Altis town of Kavala" Added: Map player markers. Thanks to Aeroson's Dynamic Player Markers . AAS edited: see players with their chosen class on the map. Changed:Capture Flags is now the proper textured pole flags. [size=5]V5[/size] Added: NEW Team Management System to promote team work - Team Status Dialog [Dr Eyeball's old Arma 1 dinosaur edited and ported to A3]*** 1- Initial group Selection at start via Lobby. And you may change to a different group via Team Select at Ammo crates. 2- Team Leader selection 3- Statistical information on team/group Gear/status/rank/Current target/MP Score/Group name etc 4- Recruit/Remove AI with existing AI, ONLY if AI Support Mode and Recruit AI are enabled in Parameters. Disabled once PVP is initiated. [eg. AI Support Mode = Always off]. 5-Recruit/invite or kick Human Players to/from your Group. 6-Spawn on Group leader via ammo crates. You may disable/enable this option at parameters. By parameter default its enabled only on medium-large-huge maps. You may also spawn on a AI Group Leader only if AI Support Mode is enabled. In future updates this will be limited. eg can't not spawn on group leader if enemy are nearby and/or can't not spawn on group leader if in cap zone.*** 7-Vehicle: displays all groups in your occupied vehicle plus spare seats 8- If all group members are killed or leave with no surviving members, your group will disband/removed. Once you have res pawed you would have to choose another team/group to join. Added: [AAS_T]Kamino[v5].Stratis mission Added: Sniper Weapons added to Sniper Class Added: Anti Hacking scripts Added: GBB rule sets via parameters. GBB Rules: - Can Customise Loadout = Disabled - Everyone Can Revive = Enabled - Armoury Use Range = 5m - Class Change Delay = 30secs -Can Heal At Armoury = enabled -Medic Heal Range = 5m -Nearby Medic Distance = 250m -GUI Display: reduced (no "1 v 2" for all maps) Added: Format now Tiny [T] = 3-5 flags Small [s] = 6-8 flags Medium [M] = 9-11 flags Large [L] = 12-13 flags Huge [H] = 14+ flags Changed: GUI Base Display Update now optional via rule set "Thanks Predator for the idea"*** Changed: AI Support Mode now default to On when <= 4 players [COOP maybe]. To the keep the 1-4 player busy while they wait for more players to initiated a full on PVP match. Changed: AI now more challenging. Will enable them to use vehicles if available on a later update maybe????*** Changed: Virtual Ammobox System (VAS) updated to the latest 1.2 version ""Thanks Tonic" Changed: All mission scripts striped down and compressed to increase load times Removed: The old team select removed. Fixed: UPSMON errors from setVehicleInit & processInitCommands and AI support not working. Fixed: Missing Weapon classes [Fully working to Alpha update 0.60] Fixed: Medic Markers now a circled black arrow [b][size=5]V4[/size][/b] Added: Quick wetsuit Gear change {Adds wetsuit,Rebreather,Backpack} at vehicles and ammocrate ONLY on coastal and underwater maps. Added: Vehicle textures Changed: compileFinal script command implemented to all scripts Removed: processInitCommands etc (vehicle spawn script reworked) [b][size=5]V3[/size][/b] Added: Diver class [not the best still work to do :(] "Wetsuits & Rebreather added to Ammocrates access via inventory". Anyone can dive but the diver class is the only one that can shoot [sDAR] underwater and see clearly underwater [d_goggles] unless custom Added: extra vehicles to huge [AAS100_H] maps Added: CQB to define close proximity of bases. Changed: ONLY All Small maps [AAS100_S] has GUI Base Display Update [ie. 1 v 0] REMOVED "Thanks Predator for the idea" Removed: Version and the (total players x) notification at the lower left corner removed. Fixed: GUI Base Display Update fixed ie. showing 1 v 0 not 1 v0 :rolleyes: "Thanks Predator for spotting that" Fixed: Missing Weapon class [Fully working to Alpha update 0.55] Fixed: Medic Markers not found. A3 medic marker used [0_medic marker] [size=5][b]V2[/b][/size] Added: Base Shield. (most missions have this feature) Added: Parameter to disable grass Added: Ammocrate Save and Load custom gear Added: Profile Save & Load Custom gear by [b]Tonic[/b] (some missions have this feature) Added: Artillery spots added on Huge missions Added: Vehicle Textures depending on Side Added: Auto Assign players at lobby. Auto assigned to the side with least players. Added: Virtual Ammobox for custom Gear by [b]Tonic[/b] (depending on rules selected) Changed: Spawn Selector Dialog (dialog out of screen) Changed: Disable size adjustment of map zoom level. Fixed: Heal Thy Self Enabled (depending on rules selected) Fixed: Font error messages Fixed: Player markers Fixed: Debriefing Fixed: Onload Picture incorrect dimensions Templates AAS100]V6Templates
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Editor: "Unknown Game Mode"; Quick Q...
Karmichael replied to ddcp's topic in ARMA 3 - USER MISSIONS
Multiplayer Game Types class Header { gameType = Coop; minPlayers = 1; maxPlayers = 100; playerCountMultipleOf = 1; }; You probably get better luck posting this in here -
*There were some cases of players being invulnerable. I'll look into this. HandleDamage maybe pushing unexpected results.:confused: *The volume of music was still THAT high :D I'll remove it in the next update. And reduce the volume in the intro music.:cool: *We had 1 complain today from a player said Music stuck for infinite time Yup thats me random music loop. I'll remove it, just testing. *I noticed the game made me Fireteam leader with the common subordinates icons below. I don't believe this should be standard-Classic PvP behavior.I don't know for sure. I think thats maybe BIS ranking behavior. not sure :confused: *There was a mission the timer was like 1365.45 minutes left (!!) Newly time limit added 24hrs (1440mins). Some clans wanted a option to continue fighting until a side captures all the zones to Win, instead of ending early with a short time limit. * The "SAVE" feature (on ammobox) does not work until you at least die once.. Are you talking about the "Save Loadout" or the Profile Save Gear? More info plz One(vice-versa) or Both features needs to be enabled in parameters (Profile Save Gear) and Rules set (Can Custom loadout for Save loadout) "Save Loadout": this feature allows you to save your custom loadout so ONLY when you die you will get your custom gear back. "Profile Save Gear": this feature allows you to save your custom loadout into a profile so when you die or also when disconnect from server and reconnect a week later you would still have that same loadout. All your questions below concerns the awesome custom-able rules sets. It can be very easily altered to give the required results. I'll sent you a PM with Arma2RU rule set code and you may alter the numbers (time/dist) and disable/enable, whatever you want changed in the rules set to suit your server needs. *Although ARMA.RU ruleset was selected..the "Virtual-darn-Ammobox" was still available for every newcomer Arma2 RU ruleset in arma 2 allowed custom loadout:) but Easy fix in rules set. *I selected an SAS class (so..class's Pros and Cons)..but in my inventory there was a rich selection of optics. I can't be sure if this was intentional but..imHo this defeats the purpose of "Class" existence .. ;) You can remove this class or name and customize a new class in rule set. *Another complain was Spawn protection duration. Again you can alter this in rules set even disable it. I'll push out another update again this weekend.
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DOWNLOADS Mediafire mirror: V8 -AAS Arma 3 Pack V8 Changelog: [b][size=5]V8[/size][/b] Added: New Rules Set Arma3RU (Same rules as Arma2ru rules set in A2OA). Changed/fixed: AI Support now in rules Set only to disable/enable. Once its enabled you may further customize the AI settings (default: On when <= 4 players). Rules Sets: ArmA3ru = Disabled, AUSARMA = Enabled, Public = Enabled, German Ballerbude = Disabled. Changed/fixed:Time of day has been set to noon as parameter default for most maps. Changed/fixed: Go To Squad Leader Teleport/Parachute now in rules Set. Rules Sets: ArmA3ru = Disabled, AUSARMA = Teleport, Public = Parachute, German Ballerbude = Disabled. Changed/fixed: SAS Class HALO now in rules Set. Disable/Enable Rules Sets: ArmA3ru = Disabled, AUSARMA = Enabled, Public = Disabled, German Ballerbude = Enabled. Note: In future updates will add Rules set info/setting in briefing. ---------- Post added at 10:41 PM ---------- Previous post was at 10:37 PM ---------- :o true...lol
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:o come to think of it Yes your right. On all 25 map was excessive. I better fix that. ARMA.RU ruleset was not requested so it was removed But its very easy to add it back again. I'll do that now. Let me know what you what changed.If not I'll use the same rules set settings as the ones in Arma 2. "Spawn on Leader" --> Disable "SAS parachute" --> Disable "AI support enabled<4 players" --> Disable :eek: I think its time put those into the Rules Set. Thank you for your feedbacks. I'll do a quick update.:cool:
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DOWNLOADS Mediafire mirror: V7 -AAS Arma 3 Pack V7 Changelog: [b][size=5]V7[/size][/b] Added: 13 New Altis missions. Each map plays differently Added: show notification (BIS_fnc_showNotification) Changed/fixed: Map player markers. Added map name tags/Group name tags. Group colors/Team colors. Squad Leader Text color. Fixed: GUI (HUD-zones,minimap) disappearing on some missions. Added: Turn fatigue on/off via rules set. Removed/Added: Old clean up script causing performance problems on Altis. Now replaced. Thanks to Aeroson's Clean Up script. Added: BIS Overview Changed:Time of day has been set to Random as parameter default for all 25 maps.
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DM 20 Jet Rage - air combat on steroids!
Karmichael replied to celery's topic in ARMA 3 - USER MISSIONS
coool just like the good old camel rage days... Good times:cool: -
you can change it via mission parameters in description.ext. Any time set in the sqm gets overided by the time set in description.ext.
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thanks galzohar :cool:
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The cap radius is done manually in the mission.sqm on the MP mission editor. Change the A & B axis Templates AAS100]V6Templates
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*The player count on the base info (1 v 2) - been hidden due to another clans not liking, too much AO info. But i accounted for it via rules set. Default/Public rules set allows for player count on the base info. *HUD keeps disappearing for a lot of players - Try pressing keys on your keyboard ctr + H. It sets your HUD to minimal,reduced and normal, if its too cluttered. It may reset your HUD also. * Fog - turned it off in start-up parameters. Within 10 minutes, fog had rolled in - Its been done deliberately in mission.sqm. So looks like it overrides any settings in start-up parameters. I'll look into this.:) * ACRE - sure is a good idea. Templates soon will be released. You may make your own maps:cool:. And your own clan rules sets.
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DOWNLOADS Armaholic mirror: - Advance And Secure Pack [v6.0] Mediafire mirror: V6 -AAS Arma 3 Pack V6 Changelog: [b][size=5]V6[/size][/b] Added: New intro. A3 style. Added: New Class SAS. Has the ability to HALO,depending on map size it starts at X-ray @ 9000ft-16000ft and you have to use your skill to get into position or the right location. Land in at Sea and the player automatically changes to diving gear. Main focus is STEALTH. HALO feature maybe enabled in parameters (default: Enabled). Changed: Class System have been edited to implement A3 Uniform/Headgear/Goggles/items etc. Changed: Diver class has proper gear now. (diving suit). Removed: Quick diving gear addAction and script removed Changed: VAS updated. Added: New Team Select system. Thanks to Xeno. You may Join AI group. If enable in parameters (default: Enabled). Added/Changed: Group members can now Teleport or Parachute on Squad Leaders. Restrictions: Can not Teleport/Para near Zones, distance changeable via Clan rules, 100m from a squad leader and if there no more seats in a Squad Leader vehicle. If enable in parameters (default: teleport). Removed: Dr Eyeball's Team Status Dialog. It always been my favorite team dialog, but finding it hard to maintain it. Fixed: Undefined variables. Almost all have been ironed out. Changed: UPSMON Edited/Updated. AI can now use Vehicles. Removed: Death Marker. Removed: AUSCOG rules removed. Fixed: textures for vehicles in MP fixed. Added: New Map [AAS_T]KavalaFight "CQB in Altis town of Kavala" Added: Map player markers. Thanks to Aeroson's Dynamic Player Markers . AAS edited: see players with their chosen class on the map. Changed:Capture Flags is now the proper textured pole flags. ---------- Post added at 11:08 PM ---------- Previous post was at 11:05 PM ---------- :) No worries.
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V6 -AAS Arma 3 Pack V6 Version 6 now available. Compatible to Arma 3 version 1.0. I have changed alot of things but still staying true to Coolbox's AAS Style.:cool: Please let me know are there any problems :)
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So what makes a variable undefined & how to define it?
Karmichael replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you kju. -
So what makes a variable undefined & how to define it?
Karmichael replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can someone crack this for me please:confused: more info on mission: http://www.armaholic.com/page.php?id=20228 #include "globalDefines.hpp" private ["_reviveInstruction", "_recvArray", "[color="#FF0000"]_recvCmd[/color]", "_unit", "_pidx", "_qridx", "_desiredSpawnLoc", "_playerQID", "_newQueue", "_arrPlayerTeams", "_spawnInstruction", "_spawnQueueUpdate", "_curSpawnTimer", "_cb", "_sQueue", "_info"]; if( (time - lastTime) >= 1 ) then { //------------------ handle spawn instructions ----------------------- array _reviveInstruction = []; //diag_log format[hint typeName _var]; int _pidx=0; for "_pidx" from 0 to ((count playableUnits) - 1) do { // process incoming transmission _unit = playableUnits select _pidx; string [color="#FF0000"]_recvCmd[/color] = ""; if ( !(isNull _unit) ) then { //TODO giving undefined errors variable _recvCmd @ array _recvArray = toArray _recvCmd; Find a work around call compile format["[color="#FF0000"]_recvCmd[/color] = xmit%1;",_unit]; array _recvArray = toArray [color="#FF0000"]_recvCmd[/color]; if( count _recvArray > 0 ) then { DEBUG_LOG format["SRV updateSpawnQueues.sqf : RECV %1 = %2",_unit,_recvArray]; }; if( count _recvArray == 2 ) then { // player command to select a spawn location if( (_recvArray select 0) == CMD_PLAYERSPAWNSELECT ) then { // player wishes to spawn int _desiredSpawnLoc = _recvArray select 1; if( SRVBASECACHEA(_desiredSpawnLoc,CAPLEVEL) == 100 ) then { _playerQID = _unit call getPlayerQID; DEBUG_LOG format["SRV updateSpawnQueues.sqf : enqueuing %1 with QID %2",playableUnits select _pidx,_playerQID]; // if player not already in the queue if (!(_playerQID in SRVBASECACHEA(_desiredSpawnLoc,SQUEUE))) then { // remove player from all queues int _qridx = 1; for [{_qridx = 1},{_qridx < count saas_baselist},{_qridx = _qridx + 1}] do { if (_playerQID in SRVBASECACHEA(_qridx,SQUEUE)) then { array _newQueue = SRVBASECACHEA(_qridx,SQUEUE) - [_playerQID]; SETSRVBASECACHEA(_qridx,SQUEUE,_newQueue); }; }; // only add to queue, if not 'cancel' button if (_desiredSpawnLoc != AAS_CANCEL_RESPAWN_LOCATION) then { // add player to requested queue (at end) array _newQueue = SRVBASECACHEA(_desiredSpawnLoc,SQUEUE) + [_playerQID]; SETSRVBASECACHEA(_desiredSpawnLoc,SQUEUE,_newQueue); }; }; }; }; In the RPT.file Error in expression <_recvCmd = xmitplayerWest1;> Error position: <xmitplayerWest1;> Error Undefined variable in expression: xmitplayerwest1 Error in expression <xmit%1;",_unit]; _recvArray = toArray _recvCmd; if( count _recvArray > 0 ) t> Error position: <_recvCmd; if( count _recvArray > 0 ) t> Error Undefined variable in expression: _recvcmd -
Change unit setUnitPos "MIDDLE" command to unit setUnitPos "AUTO" command that should fix that problem..... So instead of forcing the AI into a position stance let it decide for itself.:) @All the UPSMON coders,modders,scripters,editors Thank you for updating the UPSMON. I greatly use it for the Arma 3 AAS AI side. It was implemented in Arma 2 but wasn't working as good as it should. :cool:
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my time is abit limited so bare with me :).... I got time this weekend, I just checked Version 5 on the rpt file and i discovered errors from the surface to the moon :confused:. I will do as much as I can. It should done in a day or two (3/9/13). :bounce3:
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Advice on my bail-out script
Karmichael replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this mate:) this code creates a offset position from the helo you eject from. Preventing a Vehicle (Steerable_Parachute_F) to vehicle (Helo) collision _Offset = [10,10,0];//[x,y,z] _worldPos = _heli modelToWorld _Offset; unassignvehicle vehicle player; player action ["eject",vehicle player]; sleep 0.5; _para = "Steerable_Parachute_F" createVehicle _worldPos; _para setPos _worldPos; player moveIndriver _para; waitUntil {((visiblePositionASL player select 2) < 5)}; sleep 1; MoveOut player; deleteVehicle _para; here your ejectheli.sqf script edited no need for allowdamage. _heli = vehicle player; _Offset = [10,10,0]; _worldPos = _heli modelToWorld _Offset; /// Pilot deploys warning flares to troops on the ground /// if (player in [driver _heli]) then { hint "Emergency Flares Deployed!"; _rflare = "F_40mm_Red" createVehicle (position _heli); _rflare setVelocity [35,0,-0.1]; _rflare = "F_40mm_Red" createVehicle (position _heli); _rflare setVelocity [-35,0,-0.1]; _rflare = "F_40mm_Red" createVehicle (position _heli); _rflare setVelocity [0,35,-0.1]; _rflare = "F_40mm_Red" createVehicle (position _heli); _rflare setVelocity [0,-35,-0.1]; /// Puts a temporary marker on the map for SAR, downed pilot's last known location /// _mkr = createMarker["Transponder", position player]; _mkr setMarkerShape "ICON"; _mkr setMarkerType "mil_pickup"; _mkr setMarkerColor "ColorBlue"; _mkr setMarkerText "Emergency Transponder"; hint "Emergency Transponder Activated"; _heli setVelocity [0,0,50]; /// Chopper tends to swing around and hit everyone at low speeds, so I gave it a small kick in the pants /// } else {Sleep 0.01}; unassignvehicle vehicle player; player action ["eject",vehicle player]; sleep 0.5; _para = "Steerable_Parachute_F" createVehicle _worldPos; _para setPos _worldPos; player moveIndriver _para; waitUntil {((visiblePositionASL player select 2) < 5)}; sleep 1; MoveOut player; deleteVehicle _para; /// SAR Feature, would rather this was for the driver _heli only, but still trying to figure that one out /// if (typeOf Player == "B_Helipilot_F") then { sleep 7; _smoke = "SmokeshellOrange" createVehicle (position player); _chem = "Chemlight_yellow" createVehicle (position player); sleep 7; _smoke = "SmokeshellOrange" createVehicle (position player); _chem = "Chemlight_yellow" createVehicle (position player); sleep 7; _smoke = "SmokeshellOrange" createVehicle (position player); _chem = "Chemlight_yellow" createVehicle (position player); sleep 7; _smoke = "SmokeshellOrange" createVehicle (position player); _chem = "Chemlight_yellow" createVehicle (position player); } else {Sleep 0.01}; /// Forced to do this thanks to Arma 3's out of control "splat" parachutes and the lovely spontaneous combustion bug /// sleep 120; deleteMarker _mkr; PS: if your using a trigger don't forget to add this code to on act handel = [] execVM "ejectheli.sqf"; -
BYS_fn_dynamicText position question
Karmichael replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use Waituntil example: _var1 = ["ONE",0.1,0.02,5,-1,2,90]spawn BIS_fnc_dynamicText; Waituntil {scriptdone _var1}; _var2 = ["TWO",0.1,0.02,5,-1,2,90]spawn BIS_fnc_dynamicText; Waituntil {scriptdone _var2}; ["THREE",0.1,0.02,5,-1,2,90]spawn BIS_fnc_dynamicText; ....... _var1 = ["ONE",0.1,0.02,5,-1,2,90]spawn BIS_fnc_dynamicText; sleep 1; _var2 = ["TWO",0.1,0.02,5,-1,2,90]spawn BIS_fnc_dynamicText; will clear the screen... -
BYS_fn_dynamicText position question
Karmichael replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Operand types: text: Text {can be a structured text} {ie. "Mindstorm"} x coord (optional): Number - screen position x {ie. 0.02} y coord (optional): Number - screen position y {ie. 0.05} duration (optional): Number - text duration {ie. 10} fade-in time (optional): Number - time it takes for the text to fade in {ie. 0} delta y (optional): Number - up/down movement speed {ie. 1 = down, -1 = up, 0 = no movement} resource layer (optional): Number - Layer ID {ie. 90} example array:[Text,x coord,y coord,duration,fade-in time,delta y,resource layer] just edit the numbers and see what suits your needs BUT keep it to the same structure don't change it:) try:o ["<t size='1'>" + "MindStorm" + "</t>",0.02,0.3,10,-1,1,3010] spawn bis_fnc_dynamicText; more with pics in it:cool: ["<img size='6' image='\A3\ui_f\data\Logos\arma3_expansion_beta_ca.paa'/>" + "<br />" + "<br />" + "<t size='4'>" + "Mindstorm" + "</t>",0.02,0.3,10,-1,1,90] spawn bis_fnc_dynamicText; something abit fancy:rolleyes: _text = "<t size='1'>" + "Welcome to" + "<br />" + "<t size='3'>" + "Advance And Secure" + "</t>" + "<br />" + "<img size='6' image='\A3\ui_f\data\Logos\arma3_expansion_beta_ca.paa'/>" + "<br />" + "<t size='1'>" + "by Karmichael" + "</t>" + "<br />" + "<img size='6' image='\A3\ui_f\data\Logos\web_and_socials_1024x512_ca.paa'/>"; _1 =[_text,0.02,0.1,20,-1,0,90]spawn bis_fnc_dynamicText; waituntil {scriptdone _1}; ["<t size='1'>" + "Thank You for watching" + "<br />" + "<t size='1'>" + "Go now live in peace" + "</t>",0.02,0.3,15,-1,-2,3010] spawn bis_fnc_dynamicText; -
Blitzkrieg for A3 (PvP Game Mode) (based on AAS)
Karmichael replied to .kju's topic in ARMA 3 - USER MISSIONS
:(:k: Yes they won't but I can dream. -
GET/SET Loadout (saves and loads pretty much everything)
Karmichael replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you aero:yay: -
Blitzkrieg for A3 (PvP Game Mode) (based on AAS)
Karmichael replied to .kju's topic in ARMA 3 - USER MISSIONS
Maybe BIS for arma 3 should Adapt' date=' Implement and improve PR:arma 2 style structure. And create a PVP Haven..With our favourite AAS-A&D-Insugency-etc all one place:yay: -
Save and Load gear to/from profile in virtualbox [VAS] has been disable for all the missions, didn't get around to it. Anyway it be fixed in Version 6. In a week??? But here is a revision [r1] just for you.:) Download: [AAS_H]IslandOfStratis[v5r1] You can now enable or disable Save/Load gear to/from profile in virtualbox [VAS] via Parameters before mission start. By default its set to disabled.
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Will try and get up 6am lol :D Let me know how it goes:cool: I have accidentally put up the wrong link :rolleyes: its all fixed now. AAS ALPHA Version 5 Pack The old link have been removed and replace with a new one;)