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matte54

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Everything posted by matte54

  1. Yes i have tried this but setting these to 60 or 30 it puts out LESS groups but not smaller. still huge squads, i want them to put out many squads but smaller ones. Ok i was afraid that was the case, thank you for your reply!
  2. Hi, Sorry but after some extensive searching i havent found anything to go on. I am wondering if there is a "simple" way of making alive use smaller group sizes. I play with a rather small group of people, and alive keeps tossing in squad groups of ai with like 10+ soldiers. I usually go and put in groups myself and sync them to the system, but it usually ends up being larger groups later on as the logistics system reinforces. Can this be done in some smart way? to limit squad sizes to maybe 4-5 man. Thank you
  3. matte54

    RHS Escalation (AFRF and USAF)

    That kind of defies the point of the key in the first place
  4. matte54

    RHS Escalation (AFRF and USAF)

    With the new updater system how does one get the keys for the addon?
  5. Since latest patch i keep getting "mapSize param not defined for 'xxx-aia-terrain'" when trying to use bis functions like bis_fnc_randomPos.
  6. matte54

    Arma 2 AV-8B Harrier II Port

    It's a bug wich haunted our group alot. the diffrent A10 conversations, the T6 Texan mod, HAFM Aircrafts, Ivory Aircrafts. They all have like a 70% chance of exploding when you jump into them, has something to do with the PhysX beeing configured wrong. The only fixed wing aircraft mods i have tried that dosent have that is the magnificent F18 and SU27 by john spartan. Ill give the Harrier a go :)
  7. matte54

    Arma 2 AV-8B Harrier II Port

    Anyone who tried know if it has the "exploding when entering sometimes bug" wich 80% of all aircraft mods has. Would love to have a harrier back but, trying to filter out the exploding planes.
  8. matte54

    Swedish Army Mod 3 (SAM)

    I can answer for Mr Bravo here, since im sort of the webmaster. We have had som issues with our ISP so our uptime has been alot of on/off, hopefully this get's sorted soon.
  9. Great mod, question is there a possibility to change standard groupnames and "designations" to custom ones that one use on thei missions? Edit: Ack my bad i just saw the Source post two posts up. ignore this
  10. matte54

    randomWeather Script

    Yeah sure the weather looks nice but usualy its like this : "sneaking thru a forest with your platoon... Oh no it started raining with fog says one person, oh well i guess u wont see anything in this engagement couse we all have sunshine and 2km clear view" How good it looks dosent really matter couse all you can play is either full on rain the entire time or full sunshine all the time to use changeing weather in your mission is just a big no no.
  11. script works awesome, i have one request/suggestion, since you are required to put all controls on manual the settings always go into overcast with rain automaticly. and then you wait for your scripts first change. and i want to have the changes only every hour. so first our of mission always rain. Would be great if you had a paramter to edit the "starting weather". Thanks for a great script
  12. Thank you, defo gonna try this out. Been looking for something like this for my missions, it just feels so unessecary to even use weather normaly couse it dosent sync in MP.
  13. Hey guys, have a problem i've been grinding all weekend. i have this script going off in a trigger around the start ppl to fire for each local player in opfor _x = player; removeAllWeapons _x; removeUniform _x; removeHeadgear _x; removeVest _x; _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _uniArray = ["U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_2", "U_IG_Guerilla3_1", "U_IG_Guerilla3_2", "U_IG_leader", "U_Rangemaster", "U_C_HunterBody_grn"]; _uni = _uniArray select (floor (random (count _uniArray))); _x addUniform _uni; _headArray = ["H_Shemag_tan", "H_Shemag_olive", "H_Shemag_khk", "H_Cap_tan_specops_US", "H_Cap_khaki_specops_UK", "H_Cap_oli", "H_Cap_blk_ION", "H_Booniehat_mcamo", "H_Booniehat_grn", "H_Booniehat_dirty", "H_Beret_red" ,"H_Beret_ocamo", "H_BandMask_blk", "H_Bandanna_sgg", "H_Bandanna_camo", "H_Bandanna_gry", ""]; _head = _headArray select (floor (random (count _headArray))); _x addHeadgear _head; _x addVest "V_BandollierB_cbr"; _x addMagazines ["9Rnd_45ACP_Mag", 5]; _x addWeapon "hgun_ACPC2_F"; It's supposed to remove the opfor players gear, and then randomize a "look" for each guerilla player with a random uniform and hat. It works perfectly in editor and with a client host, but in dedicated the script fires gives each player a random hat, handgun and ammo, but everyone is still in their opfor uniform. Can anyone explain why?
  14. I can't get traffic to work in SP or MP, civilians works fine tho. idéas?
  15. Been getting a little out of my own league in scripting last few days and i know this is possible and ive seen some examples wich i really cant understand myself. But lets say i want this code run 10 times and change variables each time so each "box" is a diffrent one. Running it like this only places one for me, so im just ASSUMING that its conflicting the variables? for "_i" from 1 to 10 do { _randomPos = [getMarkerPos "area", 5000] call fnc_randomPos; _box = "Box_NATO_Ammo_F" createVehicle (_randomPos); _mrk = "box"; createMarkerLocal [_mrk,_randomPos]; _mrk setMarkerType "mil_dot"; _mrk setMarkerShape "ICON"; _mrk setMarkerColor "ColorRed"; }; anyone care to explain and i would be deeply greatful, i feel like im diving out on the deep end with my scripting now lol.
  16. im continuing on the same script here asking for some help i seem to have som locality issue i can't resolve. this script runs once thru the initilization of a game logic stashes = [] execvm "stashes.sqf"; Works as intended, but when i host multiplayer the boxes are placed out BUT only me as server gets the randomized content, the others only get a standard Nato Ammo box with standard content. sleep 10; if(!isServer) exitWith{}; _weapons = ["hgun_P07_F", "arifle_MX_F", "arifle_MX_SW_F", "arifle_MXM_F", "arifle_TRG20_F", "srifle_EBR_F", "LMG_Mk200_F", "SMG_01_F", "launch_RPG32_F", "launch_NLAW_F", "Binocular"]; _items = ["NVGoggles", "Medikit", "FirstAidKit", "acc_flashlight", "muzzle_snds_B", "muzzle_snds_L", "optic_Aco", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_SOS"]; _xpl = ["ClaymoreDirectionalMine_Remote_Mag", "APERSTripMine_Wire_Mag", "SatchelCharge_Remote_Mag", "HandGrenade", "SmokeShell", "UGL_FlareWhite_F", "UGL_FlareRed_F"]; _ammo = ["30Rnd_45ACP_Mag_SMG_01", "RPG32_F", "NLAW_F", "200Rnd_65x39_cased_Box", "30Rnd_556x45_Stanag", "20Rnd_762x51_Mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag"]; _backpacks = ["B_AssaultPack_Base", "B_AssaultPack_blk", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_FieldPack_Base", "B_AssaultPack_dgtl"]; for "_i" from 1 to 14 do { _randomPos = [getMarkerPos "area", 5000] call fnc_randomPos; _box = "Box_NATO_Ammo_F" createVehicle (_randomPos); clearMagazineCargo _box; clearWeaponCargo _box; clearItemCargo _box; _weapon = _weapons select (floor (random (count _weapons))); _item1 = _items select (floor (random (count _items))); _item2 = _items select (floor (random (count _items))); _explo1 = _xpl select (floor (random (count _xpl))); _explo2 = _xpl select (floor (random (count _xpl))); _am1 = _ammo select (floor (random (count _ammo))); _am2 = _ammo select (floor (random (count _ammo))); _am3 = _ammo select (floor (random (count _ammo))); _am4 = _ammo select (floor (random (count _ammo))); _bp = _backpacks select (floor (random (count _backpacks))); _box addWeaponCargo [_weapon,1]; _box addItemCargo [_item1,1]; _box addItemCargo [_item2,1]; _box addMagazineCargo [_explo1,1]; _box addMagazineCargo [_explo2,1]; _box addMagazineCargo [_am1,1]; _box addMagazineCargo [_am2,1]; _box addMagazineCargo [_am3,1]; _box addMagazineCargo [_am4,1]; _box addBackPackCargo [_bp,1]; _mrk = format ["box%1",_i]; createMarkerLocal [_mrk,_randomPos]; _mrk setMarkerType "mil_dot"; _mrk setMarkerShape "ICON"; _mrk setMarkerColor "ColorRed"; };
  17. This is exactly what i was scratching my head over, thank you cuel! I've been looking for some explantion for the "%1" usage.
  18. Im trying to make a (enemy) high alltitude patroling UAV to spot enemy forces that respawns after killed. and im having hell trying to find figure out how to spawn a UAV and put a crew in it and still have the vehicle variable and have them all in a group. Have tried bis_fnc_spawnvehicle wich seemed like the logical choice but uav instantly crashes wich dosent seem to get any crew (even if i have an enemy unit already on the map). Have tried just to spawn the uav at alltitude and then just createunit 2 crew or helipilots to moveindriver and gunner , uav still instantly crashes. Looked thru the cfgvehicles to get a hint of what controls it, seems like there is something called "O_UAV_AI" tried spawning it and adding it as a driver, no dice. The only thing that works and adds a crew and makes the uav fly is createVehicleCrew, but i cant really figure out how to make the crew into a group for later use in the script. Help anyone?
  19. matte54

    UAV trouble (crew?)

    That's the main thing i want to do here. I can't see how i can make a vehicle follow a waypoint without adding it to a group i can control. After 4 hours of medling i finaly managed to solve my own problem. posting the code if anyones intrested. _uav = "O_UAV_02_F" createVehicle [_trueStart select 0,_trueStart select 1,600]; waitUntil{!isNull _uav}; createVehicleCrew _uav; {[_x] joinSilent _uavGroup} forEach units _uav;
  20. Im sorry, im no expert myself. But a trigger wich you place in the editor is going to run the code you put in it on all clients (in standard shape). You can however change the condition field of the trigger to only include certain clients like for example the one that enters it. So you can change the condition to "this && player in thisList". im not a 100% tho, you will have to try or someone smarter have to correct me :)
  21. hints are always local so you have to make sure it executes on the client that runs it over.
  22. matte54

    UPSMON for arma3

    I had this problem aswell, all scripts just one day stopped working and a day ago it was working. Turns out i still was in "development mode" in steam from the beta period, so i got the development patch downloaded over night, and it broke absolutley everything. i just set development beta to none and it changed the files around and everything was back to normal, hope it helps!
  23. matte54

    UPSMON for arma3

    Great work trying to convert this, im tho like some other ppl getting freezes when random positioning for example. Ive noticed in my own scripts aswell calling "BIS_fnc_selectRandom" seems to put the game in a infinite loop and eventually stop responding.
  24. Hi im trying to get a script going using functions ive been searching around the forum for information, but i really cant se what im doing wrong. So i have to crawl to the new topic button so i can get a fresh pair of eyes on this. This was my first attempt, but this made nothing happen what so ever. And no script errors. waitUntil {!isNil "bis_fnc_init"}; if (isServer) then { //Arry för kisar _unitArry = [ "TK_INS_Soldier_2_EP1", "TK_INS_Soldier_EP1", "TK_INS_Soldier_4_EP1", "TK_INS_Soldier_AT_EP1", "TK_INS_Soldier_TL_EP1", "TK_INS_Soldier_AA_EP1", "TK_INS_Soldier_AR_EP1", "TK_INS_Bonesetter_EP1", "TK_INS_Soldier_MG_EP1" ]; //Utångspunkter _pos1 = getMarkerPos "insbase1"; _pos2 = getMarkerPos "insbase2"; _pos3 = getMarkerPos "insbase3"; _pos4 = getMarkerPos "insbase4"; _insBaseArry = [_pos1, _pos2, _pos3, _pos4]; //Destinationer _pos5 = getMarkerPos "swebase1"; _pos6 = getMarkerPos "swebase2"; _pos7 = getMarkerPos "swebase3"; _pos8 = getMarkerPos "swebase4"; _sweBaseArry = [_pos5, _pos6, _pos7, _pos8]; //Randomisering _base = _insBaseArry call BIS_fnc_selectRandom; _target = _sweBaseArry call BIS_fnc_selectRandom; _unit1 = _unitArry call BIS_fnc_selectRandom; sleep 0,2; _unit2 = _unitArry call BIS_fnc_selectRandom; //Spawna shittet //_group = Creategroup East; //_guy1 = _group createUnit ["_unit1", [(_base) select 0,(_base) select 1,0], [], 3, "FORM"]; //_guy2 = _group createUnit ["_unit2", [(_base") select 0,(_base) select 1,0], [], 3, "FORM"]; _spawnGroup = [_base, EAST, ["_unit1", "_unit2"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; //Skicka iväg dom till waypoint _wp = _spawngroup addWaypoint [_target, 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; }; so after a bit of hair pulling i thought ill start over and take a diffrent approach so i came up with this. Makes the group spawn BUT wont get the waypoint. Same story btw no script errors showing. waitUntil {!isNil "bis_fnc_init"}; if (isServer) then { _pos1 = getMarkerPos "swebase1"; _pos2 = getMarkerPos "swebase2"; _pos3 = getMarkerPos "swebase3"; _pos4 = getMarkerPos "swebase4"; //_sweBaseArry = [_pos1, _pos2, _pos3, _pos4]; while{alive insbase_1} do { _rndNumber =round(random 1); if(_rndNumber == 1) then { _spawngroup = [getMarkerpos "insbase1", EAST, ["TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Bonesetter_EP1"]] call BIS_fnc_spawnGroup; }else{ _spawngroup = [getMarkerpos "insbase1", EAST, ["TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AT_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Bonesetter_EP1"]] call BIS_fnc_spawnGroup; }; _target = [_pos1, _pos2, _pos3, _pos4] call BIS_fnc_selectRandom; _wp = _spawngroup addWaypoint [(_target), 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; waitUntil {sleep 10; ({alive _x} count units _spawngroup) == 0}; sleep 10; }; }; Im starting to think it has something to do with BIS_fnc_selectRandom, but i really dont see how. Edit: and yes i have functions module out, and a center.
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