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subliminalss

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Posts posted by subliminalss


  1. Hi Mad_Cheese, Love this mod its really great work but I was wandering.

    I have a group manager script I use and when recruiting new members they are added to the units list but the old members I move to high Command or dismisss dont disappear. is there anyway to re-trigger the init of this addon or clear out the current units and re-add the ones in the current group, even if its a dirty way?

    Hope you can point me in the right direction, Thanks again for all your work.


  2. Hay Man, this is all great stuff really appreciate the work. Just browsing through some mods and this is definately going on my hitlist.

    Can I just ask with regards to the Sequence. AISS, 2 and now 3.

    Is FOA got all the features of AISS2? or would it be wise to download them both.

    One of the main features that attracted me to this was the suppression fire (How dare they even mention it on the marksmen features list when the button still doesnt work:mad:)

    But your version looks epic my friend. If I download FOA will it be in it or should I stick to AISS2 for now.


  3. Hey, This is an awesome mod. I have seen it a couple of times and always skip over command mods but in work pressed play on the youtube and wow. Cant wait to give this a go. looks really good. If only the AI took advantage of weapon resting now it could make for some epic battles.

    Thanks for this mod :D


  4. Yes I got the same issues last night when I loaded her up for the first time in about a year and a half. Had to get rid of the Paper Doll Gear Menu, Virtual Arsenal is in instead and the Interface HPP updated. It is fixed will upload later on today >5pm UK time.

    Norrin's Revive is also in from a long time ago. Ill probably have to take that out and have 2 versions as I'm guessing some people wont like that?

    Its actions are:

    recruit a unit: (they have to have a name for the next part so if its a Zeus created person then you have to name them)

    then 0-0-0 to reload the scripts and it resets allowing you to revive everyone in your group. And be revived in SP etc.


  5. Id call it a personal feeling, I wont say it runs 40 permanently you and I know it doesn't work like that however when playing arma 2 I could always notice the slowdown in very obvious and annoying situations. Arma 3 is much better optimized in fact i believe it is well optimized. With the relevant hardware its a pretty damn consistent framerate really.

    I'm sure I could obsess and pick out a moment where its dropped but what im getting at is that I have no need to, because its been smooth when played. Again Arma 2 on the other-hand was terrible very poorly optimized.


  6. Hi guys,

    I'm sorry if this has been asked before, I have searched endlessly and pondered about this for about a month.

    I want to create a replacement config for the guerrilla faction but would like to have a random load out.

    Is it possible to execute an SQF on a unit once it is created from an add on. I.e. creation of the unit then editing its load out based on scripts in the addon directory?

    I think I'm theorizing this because I once saw an SQF being called for a vehicle like one of the Helo addons with fast roping from the units config.

    Any help would be appreciated, did I dream this? or is it possible or easy and I'm just missing the point?

    Thanks in advance.

    ---------- Post added at 02:47 PM ---------- Previous post was at 02:39 PM ----------

    Who know there are tools to unpack pbos and bins when you don't have admin privileges so got this if this works on a unit over just a vehicle I think its a good lead:

    class EventHandlers {

    init = "[_this select 0] execVM "\pathto\file.sqf"";

    };


  7. I was messing about in the campaign giving all my guerrilla buddies G3s and AKs. I just want to comeback and say without doubt this is one of if not the best sets of weapons I have ever used in the Arma series. I like BI's models this year, I think they have gone up a notch with consistency, modeling and texturing and you my friend have most definitely presented a set of weapons that are bang on the times and up to scratch not looking a spot out of place in the game.

    I especially like the reflections and lighting that come off the weapons really giving an authentic look to the metal witch is a real welcome considering practically everything in arma 3 is plastic :rolleyes:


  8. that really doesn't awnser my question.

    i said "recruits" meaning ai you add in your squad.

    i wanted to know if you can customize the loadout of the ai with this mod..if yes, how?

    FWIW you just go to the unit and open the command menu where you tell them what to do. Something todo with 6 IIRC (Not played arma in a while) and then order them to load a loadout from the saved loadouts.

    ---------- Post added at 02:32 PM ---------- Previous post was at 02:25 PM ----------

    I'm going to update this by trying to get Virtual Arsenal instead of the old Dslyecxi's 'Paper doll' Gear Menu scripts here so if there are any other good ideas now is the time to send.

    Also going to add Norrin's Revive script into SP campaign with the players group. Is it just me or has the campaign got harder!

    ---------- Post added at 02:36 PM ---------- Previous post was at 02:32 PM ----------

    Could you provide a version that can be unpbo-ed? I want to remove the ability to switch weapons and NV in order to prevent "cheating" weapons in. Maybe add a userconfig setting that would allow to disable each slider and button separately.
    Could you change the menus so Loadout and Group management options are only available after selecting an option. Right now if you have 10 or so loadouts saved they all clutter menu when you get near ammobox. If you put them this way:

    Loadout Management > "stuff as it is now"

    It would greatly reduce clutter of menu when interacting with ammo boxes.

    Hi mate, sorry for the late reply 5 months... but both requests are outside the scope of what I've done and are todo with the core functionality of the 3rd party scripts. Unfortunately I don't have the time of patience to do that level of work.


  9. ["CamoNet_BLUFOR_big_F",[4.70789,0.811523,-0.41924],99.9999,1,0,{_this allowDammage false;}],
    
    _newObj call _vehicleinit;

    Note the change to THIS in the calling params, _this as it is the passed object to the called code block, rather than where setVehicleInit inserted the code block straight into the objects init.

    Whoop thankyou Larrow, I also added some to the code to define allowdammage true as standard but can then be edited in the composition and also get the status of Simulation but this now allows me to add a name to something if I wanted so thats great. Thanks for the help. :)


  10. Sorry if this has already been answered but I used the search and couldn't find anything.

    I'm looking to get the object mapper script to work in arma 3, more specifically the part that sets the new objects Init and executes it, so that for example I can disable damage on CamoNetting among other things.

    For those unfamiliar the script takes a list of objects that have been created and maps them according to a location as defined when the object placer is called.

    for "_i" from 0 to ((count _objs) - 1) do

    {

    private ["_obj", "_type", "_relPos", "_azimuth", "_fuel", "_damage", "_newObj", "_vehicleinit"];

    _obj = _objs select _i;

    _type = _obj select 0;

    _relPos = _obj select 1;

    _azimuth = _obj select 2;

    _fuel = _obj select 3;

    _damage = _obj select 4;

    _vehicleinit = _obj select 5;

    private ["_rotMatrix", "_newRelPos", "_newPos"];

    _rotMatrix =[[cos _azi, sin _azi],[-(sin _azi), cos _azi]];

    _newRelPos = [_rotMatrix, _relPos] call _multiplyMatrixFunc;

    private ["_z"];

    if ((count _relPos) > 2) then {_z = _relPos select 2} else {_z = 0};

    _newPos = [_posX + (_newRelPos select 0), _posY + (_newRelPos select 1), _z];

    _newObj = _type createVehiclelocal _newPos;

    _newObj setDir (_azi + _azimuth);

    _newObj setPos _newPos;

    if (!isNil "_fuel") then {_newObj setFuel _fuel};

    if (!isNil "_damage") then {_newObj setDamage _damage};

    _newObj setVehicleInit format ["%1;",_vehicleinit];

    processInitCommands;

    ["%1;",_vehicleinit]; spawn BIS_fnc_MP;

    _newObjs = _newObjs + [_newObj];

    };

    The above works perfectly in arma 2 however due to disabling off setVehicleInit in Arma 3 and being replaced by BIS_fnc_MP it doesn't work now. See http://community.bistudio.com/wiki/setVehicleInit

    How would

    //_newObj setVehicleInit format ["%1;",_vehicleinit];

    //processInitCommands;

    be re-arranged to take the Parameters and set them to execute on an object?

    the params would be passed as in this example ["CamoNet_BLUFOR_big_F",[4.70789,0.811523,-0.41924],99.9999,1,0,{this allowDammage false;}],

    The link to the scripts is the following: http://forums.bistudio.com/showthread.php?169897-Random-spawn-for-fortifications-road-blocks-etc

    Any help would be greatly appreciated I'm well and truly stuck here. It doesn't need to be MP compatible either its only a SP mission. Thanks.


  11. Thanks for clarifying Jonie... So I wonder if anyone ever got TKOH advanced FM working in A3, is it even possible without BIS doing some magic?

    Remember some YT videos at the start of the Alpha saying so but...

    /KC

    Id say its possible because AFAIK its all only configuration definitions as the A2 content was always loadable into TKOH and generally as it was in A2 but I think there is to much similarity in the nomenclature between the two games for it to be feasible at a good level.

    If they would have created these games with backwards compatibility in mind everything would be pre-fixed with something like the game Title in advance but its just not. On the other hand its more backwards compatible this way because you can dump somethings in and the majority of it will work. Its a double edged sword but when you go at it its just a pandoras box. I don't think for the reward it would yield its going to be defined as worth it the flight model wasn't great as it was, things like the start procedure and what not would add immersion. I think TKOH really does have some striking differences that are just glanced over alot of the time because its a BI game. Its similar but around every corner there are big differences to the way the game works.

    However just getting a littlebird with f*in doors and some nice civy seats should not be as hard as it proved.


  12. Arma 2 Started on. Now arma 3 feels alot easier, as mentioned above a long absence works well.

    Now also doing an Open University Java Course which Arma is actually really helping with because I can visualize all of the concepts with Arma examples :)

    I find Doing something then studying about it is always better because you engage with the concepts because you have previously searched for that answer or attempted to contextualize something that you then learn the definition to.

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