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subliminalss

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Everything posted by subliminalss

  1. Updated on.. 11/04/2015 V1.05 DOWNLOAD DOWNLOAD PBO W/OUT REVIVE OR DOWNLOAD PBO W/REVIVE AND DOWNLOAD USERCONFIG FILE to be placed in Arma 3 User config dir as C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\userconfig\Subliminal_Scripts\Settings.hpp For reference DOWNLOAD ZIP OF UN-PBOD ====Changelog==== V1.05 Edited the Interface Common Settings to point to the correct location for assets post marksmen update. Added Norrn's Revive Script so you can be revived and revive group members. Seperate PBOs ONLY USE 1 V1.04 Added a reset under Radio 0. (0-0-0) When activated this will reset the monitoring for all Key Commands That this mod uses and therefore support saved and reloaded games. Edited the Interface Common Settings to point to the correct location for "\ca\ui_f\data\ui_scrollbar_thumb_ca.paa" and other PAA files relating to the scrollbar. V1.03 Added GUI for spawning and deleting wardrobe. Default mapped to END Key. Radio Action removed. Changed the Opening command for the Group Manager menu. Instead of being action menu activated this is now activated by the Home key. Added a user config file for defining the keys of the Group Manager and Load out Manager interfaces. By Default HOME is for Group Manager and END is for load out manager. ====Changelog End ==== ----------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------Post------------------------------------------------------------ I have made a few scripts for my use that I use for the single player campaign. I was missing some of my favourite features like my armory and being able to manage groups a bit. I have 4 Parts to my scripts Virtual Arsenal available at all ammoboxes as standard. aeroson's fantastic Loadout management system is available at all ammoboxes. Also Big Kudos to Aeroson for a fantastic utility. This allows you to save your loadout in a persistent location allowing jumping from mission to mission and loading persistent gear. Also you can order your team to the box and it will change their gear. There is also a wardrobe that you can spawn by using the wardrobe interface. As default Bound to the END Key A group management system. This uses Arrays from the mouse target mainly and is written by me. It allows you to 1, Recruit the cursor target to your group. 2, add the cursor target to a global array 3, create new groups (normal and highcommand) from this array 4, grab someone's ass and drag him out of that cammo netting ;) 5, reset someone's animation state so you can recruit a decorative dude. Norrin's Revive Script for group members A big thanks to Norrin for this as its a great utility. This feature essentially works by running norrin's revive script against your squad at mission runtime. Or when you prompt it to re-load by running 0-0-0 on the radio to "Reset Interfaces" So this is expandable to be run when you recruit people on your travels. However the is a caveat. They have to be named in the mission editor. If placed by Zeus or randomly spawned in likely it wont work because they don't have a name. Otherwise load up Zeus and Name them, or make sure they are named in the Mission editor and everything is good. Note Even Though the directory is named Subliminal Scripts I take no credit for the fantastic work of the other addon makers, my scripts pale in comparison and not for one second do I take for granted the time and effort gone into them. With Regards to Norrin's revive script. Once you recruit a group member you have to reset the interfaces (0-0-0 radio) to re-load the init.sqf that goes through all members in the group and assigns them to the pool of revivable characters, otherwise they just die. Also they have to be named. Else the script cannot identify them.
  2. subliminalss

    C2 -Command And Control

    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.
  3. subliminalss

    Feat of Arms

    Awesome Thanks so much for all your work, Using FOA SAMO and also C2 Formely known as ASM (Advanced Squad Movement) and the infantry combat has been turned on its head.
  4. subliminalss

    C2 -Command And Control

    Just done my first little compound raid. :D That was so class, I am so grateful for this.
  5. Bump, Added download links for 1.05. V1.05 Edited the Interface Common Settings to point to the correct loaction for assets post marksmen update. Added Norrn's Revive Script so you can be revived and revive group members. Seperate PBO for now. ONLY USE 1
  6. subliminalss

    Feat of Arms

    Sweet, looks awesome. Quick Question is the steam location the best place to get the updates of the stable versions or are we better off manually downloading? Thanks Again
  7. Havent tested yet but going to now ive seen it. This looks damn great. Keep up the good work:D
  8. subliminalss

    Feat of Arms

    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.
  9. subliminalss

    C2 -Command And Control

    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
  10. 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.
  11. subliminalss

    The Username Change/Merge Thread

    Please Change my Username to Sublminal-SS or SubliminalSS if "-" character is not Valid
  12. You could use a recruit script but afaik they are mission based. It's the mission design for whatever reason I'm guessing its because you are not in a position to command men while in camp maxwel.
  13. Yea the campaign isn't quite as open as it was in previous games I'ts much more on rails. You don't just get left yo your devices as something like the Manhattan mission was in arma 2. Then again that mission was considered a disaster by many because it was full of bugs!
  14. Will still work fine, there is a popup when the interface for the wardrobe is opened but other than that ok. Shout if you have any issues I'll release a hotfix if needed while I finish testing Revive and Virtual Arsenal
  15. 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.
  16. 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""; };
  17. 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:
  18. Are you using really long draw distances and object distances or something? I'm running a TITAN so similar-ish to 770 or 2 and get a happy 40. I've never noticed any slowdown when looking at explosions etc or zooming into heavily dense areas etc.
  19. Just wanted to chime in and say how grateful I am for the weapon set. I've overlooked them thus far but they are but the AR15 lured me in and I'm so glad. The Animations in particular really set the weapon packs apart from the crowd. :pc::inlove::icon_eek:
  20. 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 ---------- 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.
  21. It was originally mission based if that's what you mean. Other than that its not add on based and the User config is there to stop any conflicts. Using the Home Key to bring up the menu options allows all the functions of adding/removing to the groups that's what the whole thing is about. Explore all the menus it should be pretty self explanatory.
  22. subliminalss

    objectMapper.sqf & setVehicleInit

    Thanks ill take a look.:)
  23. 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. 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.
  24. subliminalss

    objectMapper.sqf & setVehicleInit

    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. :)
  25. 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.
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