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fortun

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Everything posted by fortun

  1. fortun

    =BTC= Revive

    Anyone. How could i do so only the revive is available? Everytime a player dies and i not revive him, he can still choose to respawn. I have "BTC_disable_respawn = 1;" but it doesen't help... Heres my code ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_revive_time_min = 120; BTC_revive_time_max = 200; BTC_who_can_revive = ["Man"]; BTC_disable_respawn = 1; BTC_respawn_gear = 1; BTC_active_lifes = 1; BTC_lifes = 3; BTC_spectating = 2;//0 = disable; 1 = units group; 2 = side units; 3 = all units BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = High; 3 = free BTC_s_mode_view = ["First person","Behind the back","High","Free"]; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_camera_unc = 1; BTC_camera_unc_type = ["Behind the back","High","Free"]; BTC_respawn_time = 30; BTC_active_mobile = 0;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 0;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_3d_can_see = ["Man"]; BTC_3d_distance = 30; BTC_3d_icon_size = 0.5; BTC_3d_icon_color = [1,0,0,1]; BTC_dlg_on_respawn = 1;//1 = Mobile only - 2 Leader group and mobile - 3 = Units group and mobile - 4 = All side units and mobile BTC_objects_actions_west = []; BTC_objects_actions_east = []; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [];//Editable - define mobile west BTC_vehs_mobile_east = [];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent BTC_vehs_mobile_civ = [];//Editable - define mobile civilian I only want the mission to be able to revive, and not respawn. If no ones revive, the player should be !Alive. As it is now, when the timer runs out, you can choose "Respawn base" even though it should be disabled? And if pressing Respawn, then i respawn in bottom right corner on the map in the sea..
  2. fortun

    VTS Simple weapon resting

    Any plans on doing a Script version of this? Would love having this in my mission Co-op mission!
  3. fortun

    Vcom AI V2.0 - AI Overhaul

    Made a Bug Test mission. http://steamcommunity.com/sharedfiles/filedetails/?id=273849927 Here you can find both report #1 and #4. Just extract the pbo if you want to experiment further with it. Get it into the Editor also so you can see with "Camera" function how they start shoting civilians when you start to shoot Edit* Now also added one more mission that shows the bugs http://steamcommunity.com/sharedfiles/filedetails/?id=273879020 This displays error #2 plus some more i found (Read Workshop description how to test it). Also, in both missions you are in godmode = Allowdamage false, so don't be afraid to get shot at. Also, the mission where i noticed it if you want to test the original (you can find more there probably) is here http://steamcommunity.com/sharedfiles/filedetails/?id=269917141 Hope it helps! :)
  4. fortun

    idea for making a mission

    Test this, this should do so its moves on start CAR1 setvelocity [30 * (sin (getdir CAR1 )), 30 * (cos (getdir CAR1 )), 0] Change CAR1 to the same name as your car. This should do the car moves in the direction its facing with a speed of 30 (Also changeable)
  5. fortun

    Vcom AI V2.0 - AI Overhaul

    No problem hehe, my fingers just goes on and on never stops when i start :D However, i could try to maybe help you out to easier find the problems i said by doing some example missions with them then upload to Workshop and share. That may be much easier for you.
  6. When using "spawn BIS_fnc_dynamicText", it works perfect. However, how could i do if i want it do display two texts at same time? If i have for example ["<t size='1.8' color='#ffffff'>This is TEXT ONE/ FIRST</t>",0,0.5,3,2] spawn bis_fnc_dynamictext; ///First text sleep 1; ["<t size='1.8' color='#ffffff'>My other text that i want to fade in at the same time with 1 sec delay</t>",0,0.7,3,1] spawn bis_fnc_dynamictext; ///Other text i want to come in at the same time as first Then the first text disappears directly as the other text starts. How could i get pass that so i can have both texts at same time?
  7. fortun

    R3F_AiComTarget

    Strange.. Setting my WIP mission to public atm so you can download on workshop http://steamcommunity.com/sharedfiles/filedetails/?id=269917141 If you see for example after Task 1, where there are sitting soldiers near chemlight, and on task 2, enemy camp near Chapel, you see that they doesen't seem to go after you at all. Edit* Here is a test mission that i R3f to. http://steamcommunity.com/sharedfiles/filedetails/?id=273541641 "Test mission to display. To the left, 1 group with 2 members and 1 squad leader. To the Right, 3 Squadleaders/No Group. Only the 2 members seems to care when detected and you hide"
  8. I want to set the AI to be better than what the maximum of "Slider" can provide for my mission. But how? I have for example set my AI friend (Exbert) to maximum on his slider. But still he ain't that good enough of how i want him to be, i want to set it more myself. However. I don't want to change my own Profile AI Skill, since that doesen't appear for anyone else downloading the mission. So, "Slider" = "AI Sub Skills", right? So then i can't change that either since it is at maximum (1). But when i do "Exbert skillfinal "Spotdistance" i just get it to 0.4, but the maximum value for it should be 1, right? How could i change this for the mission so he gets the value higher? Is it the cfgAiSkill that blocks it from being higher? Is it any way to go past that? Also, if it is possible. Could i somehow set it to only be for "West" or "East" depending on how good i want them and can do it separately?
  9. Yes i tested the most things with it. It most somehow be caped by the cfgAiSkill. Unless someone doesn't have any other idea how to do?
  10. fortun

    R3F_AiComTarget

    Yeah i tested to reinstall. I've seen the comments and everyone seems to love it. However. Just tested in another mission that i set up. Seems like they need to be in groups before they start engaging and hunt you down. In my mission i almost don't have any groups, but single placed AIs. Now with groups set, it seems like groupleader is sending out Engage orders at me or something. But themself don't move at all, just their members. Also, how does the communication works? Should other AIs that is like 300 meters away react? Tested to place some for like 300 meters away, as a group, but they didn't care when i was attacking some other enemy AIs for about 300 meters away from them. But then i tested to place a group pretty near those i attacked, but behind a wall, then they reacted and also started to sent out their members
  11. fortun

    R3F_AiComTarget

    Hmm, i am unsure how this works. I can't seem to see any difference from Vanilla AI. Maybe im looking for the wrong things? Does AI get alerted if i shot a enemy and the enemy spots me, do other AI in the near area also get alerted and starts to hunt? They atleast seems not to do it when i test. Also, is the AI supposed to hunt you? For me, if i get detected (Seeing it when a OPFOR DETECT BLUFOR trigger) they still just stand there as usual, not hunting me at all
  12. fortun

    idea for making a mission

    If you are new and want to learn, use this guide, i learned from it really much when i started http://forums.bistudio.com/showthread.php?148594-ArmA-3-Editor-Tutorial-Building-a-Simple-Mission
  13. Tips if you want to try things like that on your own Start 2 sessions of Arma, create mission with one (LAN) and join with the other. Then you are both players. Just use -window to start more than one session
  14. May this come as a Script version for Mission makers? Would love to include this one without any Addon requirement for my mission.
  15. Slider = Ai Sub Skill = SetSkill. Maximum slider = Maximum setskill
  16. Anyone knows how to get two at same time? If i have two, the first disappears. How am i able to have two bis_fnc_dynamictext at the same time displaying?
  17. Thanks, but already looked at it there. Didn't find any command really for it. Yeah, tested VCOM AI the other day. Problem is that it really screws my mission at maximum. Such as the "aiwarningdistance" didn't work, and the ai started to shoot civilians that was hostage, so the mission failed. If something it would be a script in the mission since i try to have it without any Requirement on Addons, so there goes Bcombat and Zeu i guess :/
  18. Ah thanks, so to start another mission of my choice i need to use endmission with a setup in campaign. Thats sad, was looking for a way where you maybe could download 3 workshop maps (1 base, 1 car, 1 heli for example) and then when you go to maybe car in the base mission, it would say it required you to download the car map aswell. And then i could somehow specify the location of the map via a SQF file or something so it could know if you had it or not. But hope that the above info that you linked to, is coming soon. Maybe then i would be able to do "Episode" kind of campaign, and where i could upload new missions to the Campaign whenever i want to. Thank you for helping
  19. Hello! Since im not that good at editing arma 3 missions and have that kind of knowledge, i need to ask. 1: Is it possible to make a "Mission Hub" for example: I start at my base. If I go to the cars, I get a car mission (Example Mission 3) and if I go right to the helicopters, I get another (Example Mission 4), so I can choose what I want to do and feel for to do without having to go to the main menu and choose my mission so I can make it in the game instead. Is it possible via the Steam Workshop? My guess is that you then get to do a mission in the editor where you have the base and choose where you want to go to do missions and then having to do two other missions separately in the editor (Making Mission 3 and Mission 4 individually otherwise they would be very much clutter on the same map as the base map in the editor) but that it can somehow load this via the "Mission Hub" in the base via a trigger or something. So if I go to the helicopter it starts mission 4, and if I go to the cars it starts mission 3. 2: Is it possible to do so some things are saved between missions in the Steam Workshop? For example, if i do not kill a general mission 1, I get to meet him in mission 2 again. But if I kill him in mission 1, he's gone from mission 2. Is this possible to do? Since i can't have it as campaign as it is apparently not possible to do in Steam Workshop what i know of. This would help when I want to do missions but release it every few months, such as The walking dead series where they release episodes every few months. Since I do not have time to do an entire campaign at once and release, but want to do missions when i have time and release it once in a while. But still have it like as a campaign and that it knows the players choices in previous missions/"episodes". This way it would make it way easier for me since i don't have to create a whole campaign and upload but can release missions/episodes when i finnish one that continues on the previous ones. TLDR: 1: Can you have a mission hub, like a base that you start from, and then have triggers that you have placed that starts and load "real" missions when you go to them, via Steam workshop? 2: Is it possible to make a mission remember from previous missions and build on that? For example: If i kill a General in mission 1, he is not going to be in next mission 2. But if you don't, then he will appear in mission 2. So you could have like Missions/"Episodes" that i release for public every month or so, when im finnished with them. Like how The Walking Dead series handles it. Releaseing episodes that continues every month or so. Like a Campaign but without having all the missions completed and released at the same. So that i can choose whenever i want to release the next part. Hope you guys understand what i mean and appreciate all help i could get on this. Trying to explain as good as i can with my limited english hehe
  20. Thanks! Awesome of you helping, really appreciate! Some things that i can think of. Have tested the "Profilenamespace" command a little now. However. What if someone wants to replay the mission? Then the old variables is still left and will probably f*ck up the mission somehow. So then you need to reset it somehow when they restart it. But how? Also, what is the command to be able to do like a hub, when entering a trigger area so it loads another mission? As described with going to the cars to get a car mission? I guess i then could use the "profilenamespace" to save that the mission "Cars" already been done and can't be activated again (I guess that it is how everyone else is doing it). Have searched for but couldn't find anything about it. So, how could i get a trigger to load a mission? Lets say that i want just a little base from where you starts from. By going to different areas such as helicopter, it start a mission. Then when you're done, you come back to the base and can do the next.
  21. Have had a mission up and running on workshop for "Friends Only" to help testing. Have done like 20 updates to it that is small and without any Note added. However, it seems to have created also 20 Change notes on my mission which i can't find how to remove before i set the mission as "Public for everyone". Would like to remove all those old Change notes on the mission before, so it looks nice and clean. Is the only way to do this to remove the mission from workshop and then upload a new one?
  22. Thanks for your good answer! Hope that one day that #1 will be able to do in the workshop also. However, on #2, sounds really good! Didn't really belived it could be made. Will need to read around and find out a way how to use it proberly, since i just can very very basic stuff in scripting. If you or someone else knows of some basic stuff, please share :)
  23. Noticed that after the update that some clothes i had on some players was gone and they were running around without any clothes at all. For example "U_OrestesBody" seems to be gone or something. Seems there are more also when looking into Dsylexcis Gear menu, since many don't display
  24. That weird I got it to work without removing it anyhow. 1: Go into workshop were you update the mission 2: Change the name of the already uploaded mission that doesn't work 3: Voila, it should upload and you can change back to the original name. With that, i got a new mission file in the mission folder, strange
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