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derringer

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About derringer

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  1. derringer

    OPEX

    Does anyone know how to disable AFAR? Or can someone explain how my friends and I can all see each other's Tactical Pings? We are in the same group/squad but even when we join the same channel (Group for example) no one can see anyone else's ping. I would love to just have the standard Arma radio functionality back.
  2. Unfortunately this did not work. It just tabs down to the Variable Name box in the Object: Init section. Thanks for replying though!
  3. If I go into an object's editor, the Object Type drop down list is open. I cannot close it. I can scroll it, I can click on items in the list but it will not close at all. This persists to new objects created, through opening the mission again and even through restarting Arma 3 with a brand new mission open. I have tried all mouse buttons, enter, space, escape and nothing I have done has closed it. It is permanently stuck open. I am aware that there is a known issue with irregular aspect ratios, but I am running 16:9 (1920x1080). This is the drop down I am talking about for clarification. http://imgur.com/CASAQgO This also means that I can no longer use the Type that the menu is blocking. It's pretty frustrating and I'm hoping there is some work around or someone found a way to close it. Thanks!
  4. derringer

    Weapon sway

    Are you shooting around 300m all the time. Weapon zeroing seems to default to 300m, so if you are in an urban area a lot of times guys are less than 300m. This means you either change your zeroing (if the scope/iron sights allow) or you compensate your aim or you will shoot over their head.
  5. derringer

    Flares = Useless?

    You're partially right, it's most likely un-optimized scripting for whatever mission you are playing. Try Wasteland to see what I mean about un-optimized scripting.
  6. I have another question, this is a new post as it's unrelated to the previous one. Is there a way to save mission progress on a dedicated server? I am running Insurgency and if everyone disconnects and we connect again the progress is gone as it starts the mission again. I know that I can set it to be persistent, but for this mission that wouldn't work as the enemy can take back what you clear out. So eventually it would be just like restarting any way. I don't see any admin commands to save it either. Is there a command or something I can add to the server.cfg to enable this?
  7. Edit: It's working now, not sure why but it just showed up in the server list and my friends have been able to connect. Maybe it just took a bit to propagate. Hiya, I have set up a server on a Win7 machine and I can connect to it fine with localhost, but no one else can connect from outside my lan. I have opened ports from 2300-2305 as well as 27016 and 8766. I have no mods running and I have tried having an empty MPMissions folder with no luck. The insurgency.altis is the mission in the MPMissions right now. I am using the DEV branch and both server and client are the same version. These are my config files: StartServer.bat Server.cfg
  8. Thank you very much Kylania, you truly are the saviour of Arma scripting!
  9. Hiya, I am currently pulling out whatever hair I have left over what I think is a simple issue. I have Googled the hell out of this yet I cannot figure it out. I have an OpFor site module that I want to initialize with a trigger. I have the condition set to "triggerActivated Test" (without quotes) in the module. I want to have the trigger fire when there is 2 or less OpFors in the area. So I "have {alive _X} count thislist <= 2;" (again, no quotes) in the condition. Now, the part that is giving me all sorts of problems is that I want this to run in multiplayer, so I need to use "this && isServer" to prevent the trigger from firing on all clients. I have a game logic named server. This is what I have in my trigger condition field: this && isServer; {alive _X} count thislist <= 2; This returns a "Type BOOL, expected nothing" error. How do I get this run server side only? I've tried "if (isServer) then ..." and that didn't work, but that's probably because I'm not familiar with that usage. Any help would be greatly appreciated.
  10. I swear that I tried it with the quotes and it didn't work. It's working with them now. I knew it had to be something easy. The other way you mentioned will have to be the way to do it when I add the other launchers, I had no idea that it could be done that way. Many thanks Larrow!
  11. Hiya, I hate asking for help, but I tried and I just can't figure this out. I want to have a random weapon chosen from an array and then based on what is chosen, add the correct ammo type for that weapon, also from an array. This is my script that adds a random weapon, ammo type and item: Gun = ["arifle_MX_F","arifle_MX_GL_F","arifle_TRG20_F","arifle_TRG21_F","LMG_Mk200_F","launch_RPG32_F","launch_NLAW_F"] call BIS_fnc_selectRandom; Mags = ["30Rnd_65x39_Caseless_mag","200Rnd_65x39_cased_Box","NLAW_F","RPG32_F"] call BIS_fnc_selectRandom; Item = ["acc_pointer_IR","FirstAidKit","ItemCompass","ItemGPS","ItemMap","ItemRadio","ItemWatch","Medikit","ToolKit","Binocular","NVGoggles","acc_flashlight"] call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createvehicle getpos this; Waffe1 addweaponcargo [Gun,1]; Waffe1 addmagazinecargo [Mags,3]; Waffe1 additemcargo [item,1]; Waffe1 setPos [getPos this select 0, getPos this select 1,4.34]; This works with no problem in the init of an invisible H (I can't get an execVM to work, it throws me an error if I try, but that is something I can live with). Now, I wanted to do the same thing just with the launchers and I have this: Launcher = ["launch_RPG32_F","launch_NLAW_F"] call BIS_fnc_selectRandom; LauncherAmmo = ["NLAW_F","RPG32_F"] call BIS_fnc_selectRandom; Item = ["acc_pointer_IR","FirstAidKit","ItemCompass","ItemGPS","ItemMap","ItemRadio","ItemWatch","Medikit","ToolKit","Binocular","NVGoggles","acc_flashlight"]call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createvehicle getpos this; Waffe1 addweaponcargo [Launcher,1]; Waffe1 addmagazinecargo [LauncherAmmo,2]; Waffe1 additemcargo [item,1]; Waffe1 setPos [getPos this select 0, getPos this select 1,0.00]; This also works with no problems. What I want to do though is make sure that the right ammo spawns with the right launcher. This is what I have for an If statement to try to do this: Launcher = ["launch_RPG32_F","launch_NLAW_F"] call BIS_fnc_selectRandom; LauncherAmmo = ["RPG32_F","NLAW_F"] call BIS_fnc_selectRandom; If (Launcher == launch_RPG32_F) then { LauncherAmmo = "RPG32_F"; } else { LauncherAmmo = "NLAW_F"; }; Item = ["acc_pointer_IR","FirstAidKit","ItemCompass","ItemGPS","ItemMap","ItemRadio","ItemWatch","Medikit","ToolKit","Binocular","NVGoggles","acc_flashlight"]call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createvehicle getpos this; Waffe1 addweaponcargo [Launcher,1]; Waffe1 addmagazinecargo [LauncherAmmo,2]; Waffe1 additemcargo [item,1]; Waffe1 setPos [getPos this select 0, getPos this select 1,0.00]; I have tried with and without LauncherAmmo being defined and it doesn't make a difference. I have also tried LauncherAmmo = "RPG32_F"; as LauncherAmmo = RPG32_F; and LauncherAmmo = ["RPG32_F"]; and none have worked. I receive no errors. It works exactly as my second example, it spawns a random launcher, random ammo type and a random item. Is there something small and obvious I am missing? Or am I going about this the wrong way? Any help would be greatly appreciated. Oh, I suck at coding because I do not know the syntax. So it's probably something with that. Thanks in advance!
  12. This should help out, I didn't find it because I didn't search for extraction as 'm not doing one, should have thought to look for it since it's the same principle. Kupla: This is doing what I already have done, I just need to have the helicopter wait until I tell it to go to the waypoint, which is what I can't do. PhelanKA7: Will try this out if the other two don't work, it's not what I want to do, but it may work if I change it up a little. Thanks for the replies all. ---------- Post added at 02:52 PM ---------- Previous post was at 01:32 PM ---------- UPDATE: I got it working perfectly. Here's how I did it: 1: I started with having a group In Cargo of the Helicopter. 2:I created two Waypoints for the Heli. The first one is a Hold right beside it, the second one is an Unload on my destination. I also added an Invisible H at the Unload Waypoint. 3: I created a Switch Trigger synchronized with the Hold Waypoint, when the trigger fires the Heli cancels the Hold Waypoint and proceeds to the Unload Waypoint. Also of note is that Kupla's method above works perfectly as well, except I had to add the Hold Waypoint with the Switch Trigger to make it work like above. My problem initially was that I didn't know that a Hold Waypoint is indefinite without a Switch trigger to cancel it. Many thanks for your replies and help. :)
  13. So, after literally hours all night into the morning and many many searches here and on Armaholic, I cannot figure this out. I want to have a Helicopter fly in, land and drop off troops then either stay or fly off somewhere. I can get it to fly in and drop the troops off, but only if I want to do it at the start of a mission. I want to clear an enemy base then transport troops and unload them there. I cannot for the life of me get the helicopter to wait until I trigger it to move. No matter what I do the helicopter instantly takes off when the mission starts. I've read about how the helicopter AI sucks, but I'm curious if there is an actual way to do this yet? I just want something easy like this: Have a Transport Unload Waypoint set up. Make the Helicopter wait until I trigger it to move. The Transport Unload works fine, except the damn helicopter will not wait. I have used Stop, DisableAI Move, I have taken the fuel away (then the troops on board all disembark), doStop, Land and even tried moveTo and Move and all sorts of other things, I am at my wit's end and I'm out of patience with this so-called "easy to use editor". :( Any help would be greatly appreciated.
  14. Apparently I am cursed with getting the custom images to show. Now all I'm getting is a black box where the image should be, whereas before it was nothing at all. Anyone encounter this? Could it be bit-depth? I'm using a jpg, nothing fancy.
  15. Thanks for the response, that worked great. I feel pretty dumb not realizing that one actually.
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