suveraan
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
suveraan replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Never mind, I tried using my brain for once and got it to work. Nice work this! -
Just finished the first mission of the Chesty Puller campaign and loved it so this is good news, indeed! By the way, didnt you create a couple of campaigns for Combat Mission Shock Force too? "Bagpipe for Camels" or something like that? Loved that one anyway... :)
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Group Link 4 Special FX Edition
suveraan replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, Im running cba too, actually. Im going to try out another very simple mission and see if it works. Thanks for the, extremely, fast answer, though! :) -
Group Link 4 Special FX Edition
suveraan replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, great mod as Ive already said and its getting better all the time but I got one question I couldnt find the answer for. Im having trouble getting GL4 to kick in when im running a mission on a dedicated server and I cant figure out why. Is there a known solution for this? Tried both having it start as default and using the module in the mission and i have gl4 on the server so i dont know what im doing wrong here? -
Group Link 4 Special FX Edition
suveraan replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This would be golden! Its the only thing im missing in GL4 at the moment. -
help with setting up ACM Module, only want troops
suveraan replied to jeppelykke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found this in another thread. Works great for customizing the module. Paste it into your INIT.SQF and make sure the module is named BIS_ACM. And remove the classes you dont want. // BIS_ACM is module name. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; // Sets frequency and number of patrols (between 0 and 1. 0 is lowest and 1 is highest). // Default: 0.5 // [1, BIS_ACM] call BIS_ACM_setIntensityFunc; // Min/max spawn distance. // Default: 500, 1000 // [bIS_ACM, 800, 1500] call BIS_ACM_setSpawnDistanceFunc; // Factions to be spawned. Pick from: USMC, CDF, RU, INS, GUE. // Default: "USMC", "CDF", "RU", "INS", "GUE" // [["INS", "GUE", "CDF", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; // Min/max skill range for spawned units (from 0 to 1. 0 is lowest and 1 is highest). // Default skill levels are based on difficulty setting. // cadet mode: 0, 0.5 // Other difficulty settings: 0.3, 0.9 // [0, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; // Min/max amount of ammo that units will possess (From 0 to 1. 0 is lowest and 1 is highest). // Default 1, 1 // [0.1, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; // Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. // Default: 0.75 // ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; // Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. // Default: 0.25 // ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; // Add classes to a custom database and use that instead. // You can pass both actual CfgGroups Config entries or class name Strings. // [(Module name), (Array of classes)] call BIS_ACM_addGroupClassesFunc; // Default: Not configured, which means all classes will be used. // [bIS_ACM, ["USMC_TankPlatoon", "INS_TankSection", "RU_TankPlatoon", "GUE_TankSection"]] call BIS_ACM_addGroupClassesFunc; // Remove classes from the custom class database during a mission. //[bIS_ACM, ["INS_TankSection"]] call BIS_ACM_removeGroupClassesFunc; // // Leave array empty to switch back to all classes: // Example: [bIS_ACM, []] call BIS_ACM_removeGroupClassesFunc; // All classes are shown below. /* // USMC USMC_InfSquad USMC_FireTeam USMC_FireTeam_MG USMC_FireTeam_AT USMC_FireTeam_Support USMC_HeavyATTeam USMC_SniperTeam USMC_FRTeam USMC_FRTeam_Razor USMC_MotInfSection USMC_MotInfSection_AT USMC_MechInfSquad USMC_MechReconSection USMC_TankPlatoon USMC_AH1ZSquadron USMC_UH1YSquadron USMC_MV22Squadron USMC_MQ9Squadron USMC_F35Squadron USMC_AV8BFighterSquadron USMC_AV8BBomberSquadron // CDF CDF_InfSquad CDF_InfSquad_Weapons CDF_InfSection_AT CDF_InfSection_AA CDF_InfSection_MG CDF_InfSection_Patrol CDF_SniperTeam CDF_MotInfSquad CDF_MotInfSection CDF_MotInfSection_Weapons CDF_MechInfSquad CDF_MechReconSection CDF_MechATSection CDF_TankPlatoon CDF_Mi24DSquadron CDF_Mi8Squadron // RU RU_InfSquad RU_InfSection RU_InfSection_AT RU_InfSection_AA RU_InfSection_MG RU_SniperTeam RUS_ReconTeam MVD_AssaultTeam RU_MotInfSquad RU_MotInfSection_Recon RU_MotInfSection_Patrol RU_MechInfSquad_1 RU_MechInfSquad_2 RU_TankPlatoon RU_Mi24VSquadron RU_Mi24PSquadron RU_Pchela1TSquadron RU_Ka52Squadron RU_Mi8Squadron RU_Su34FighterSquadron // INS INS_InfSquad INS_InfSquad_Weapons INS_InfSection_AT INS_InfSection_AA INS_SniperTeam INS_MilitiaSquad INS_MotInfSquad INS_MotInfSection INS_MechInfSquad INS_MechInfSection INS_MechInfSection_AT INS_TankSection INS_Mi8Squadron // GUE GUE_InfSquad GUE_InfSquad_Assault GUE_InfSquad_Weapons GUE_InfTeam_1 GUE_InfTeam_2 GUE_InfTeam_AT GUE_GrpInf_TeamAA GUE_GrpInf_TeamSniper GUE_MilitiaSquad GUE_MotInfSection GUE_MotInfSquad GUE_MechInfSection GUE_MechInfSquad GUE_TankSection // CIV (Not supported with ACM) CIV_Crowd CIV_City_1 CIV_City_2 CIV_Village_1 CIV_Village_2 */ -
Very, very nice indeed!
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High Command Module
suveraan replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks, downloaded it and will try it out in a couple of hours. ill give some feedback later. -
High Command Module
suveraan replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This sounds really cool, Meatball0311. Any chance you could post a simple examplemission because I cant get it to work for the life of me :) -
Group Link 4 Special FX Edition
suveraan replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
quick question: will gl4 affect units spawned by the secondary ops module and ambient combat module if ive synced the system to a manually placed unit already on the map? great work by the way! -
selecting weapons? how?
suveraan replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is a quick example. If you want to add a Stingerlauncher and a missile to a soldier you have placed on the map just add this in the soldiers initialization this addmagazine "stinger"; this addweapon "stinger";