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r.flagg

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Everything posted by r.flagg

  1. tpw, How does the new rain tech as of yesterday's dev build affect the rain section of your mod? I was wondering if I should bump up my graphics details and turn on some rain in order to compare them, to see if it's working, and so on. Figured I would ask you first what I should be looking for as far as "is it working or not" before I started checking it out.
  2. tpw, I have tpw_civ_casdisplay = 2; tpw_civ_density = 1; ..., but it doesn't seem to be ending the mission for me (first time I've gotten 'round to test this in last several builds). Same details as previous, but with more tpw mods turned off. today's dev build today's tpw build sp editor/preview bleedout off fog off ebs off rain off default number of maxcivdeaths (4), and I've killed a bunch more than that. I'm using regular old bullets. Hell, I even shot an innocent chicken just to try to tip the scales. I feel bad, but hey, in the name of progress, he had to go. Edit: btw - I even have class CfgDebriefing { class End7 { title = "MISSION FAILED"; subtitle = ""; description = "You killed too many civilians."; pictureBackground = ""; picture = "b_inf"; pictureColor[] = {0.0,0.3,0.6,1}; }; }; in my desc.ext, just to be sure. Even though I didn't think that was actually req'd. But just fyi, it's there. But still no go.
  3. 'ello again, today's DEV build of A3 today's Addon Version of you w/ tpw_ebs_active = 0; tpw_civ_casdisplay = 2; SP editor/preview Plus: FSF Launcher addons - CBA/Shacktak HUD/deadfast 3rd person scripts - shk_intercept '... []; if (!(isnil "tpw_ebs_active") && |#|tpw_ebs_active) then { for "_i" from 0 ...' Error Undefined variable in expression: tpw_ebs_active File TPW_MODS\tpw_cars.sqf, line 340 Rainbows 'n unicorns! :239:
  4. Mr. t, Latest DEV build 10/14/2013 Addon Version - EBS turned OFF/civDeath set to '2'(end mission) SP editor/preview Plus: FSF Launcher addons - CBA/Shacktak HUD/deadfast 3rd person I just had time to fire up the game, and see an undefined variable error pop up, before my wife kicked me off of my gaming computer (she needed it for other stuff). It looked a bit different than last time, but there was an error that popped up. I wouldn't swear to it, but I Think it said line 340? Sorry, I just didn't have time to write it down. Anyway, I apologize for being so sloppy and vague, but I'm not sure if'n I'm a'gonna be able to get back to it tonight or not, and wanted to let you know something was there. Just in case you'd like to know before you cranked out another round. Peace.
  5. Sir, Latest DEV build 10/10/2013 Addon Version - with EBS turned OFF in configs SP editor/preview Plus: FSF Launcher addons - CBA/Shacktak HUD/deadfast 3rd person scripts - shk_intercept '..._car"]; tpw_car_removearray []; if (|#|tpw_ebs_active) then { { if (_x getvari...' Error Undefined variable in expression: tpw_ebs_active File TPW_MODS\tpw_cars.sqf,line 334 Thank you for the ongoing improvements!
  6. Best news I've read in a long time. :bounce3: Thank you very much for informing us!
  7. r.flagg

    ARMA 3 Addon Request Thread

    Request for a script. The best of norrin's classic revive script, combined with the new respawn module system available in A3. Basically the entire list of features/options available in norrin's revive (which is extensive*), but instead of setting your own respawn points which do not change during the mission - it uses the respawn module system new to A3. A combination of respawn points that you can set as available from mission start, along with others that you can gain or lose during mission based on trigger conditions. * - http://forums.bistudio.com/showthread.php?74396-Revive-Script
  8. r.flagg

    FSFLauncher A3 Edition

    Been using this for awhile now (it works great), and realized that I had never thanked you. So, thank you! :)
  9. Good luck. I tried a bunch of various syntax changes (guesses based on other code bits I've seen), but haven't had success with any of them yet. Still think this is an almost 'required fix' for when making an INSTANT type of respawn mission. (I miss norrin)
  10. Thanks very much guys! Worked like a charm.
  11. Cool. Building on this, is there a way to detect if player then successfully connects to UAV? As in, tsk1 is get a terminal, tsk2 is connect to UAV?
  12. I can't claim I've done the amount of playtesting this deserves (yet), but so far anyway this appears to be working great. Thank you for making this change, I think it's a big improvement.
  13. r.flagg

    Farooq's Revive

    I love the idea of a revive script that works with the new respawn system in A3. But I play mostly with AI... ? There is an interesting bit about playableAI and debugging at the bottom of the init file, does this script work with AI or is it on your todo list? Or how to enable? Sorry, noob to your script, not sure I understand yet.
  14. Thanks for the reply, I do appreciate it. But, this time I got '...dpos = _this select 0; "respawn_west" |#|setMarkerPosLocal (_killedpos findEmptyP...' Error 0 elements provided, 3 expected btw- forgive me for talking out my rear (I'm clearly not a coder), but I"m also wondering if this attempt should even be worrying about moving the respawn marker anyway. Because if you think about the initial request, it sounds more like a request to modify the INSTANT respawn type, than the BASE respawn type (which uses the marker). And that's what sounds cool to me too. Instant is kinda what I think he/we are after, just not INSTANT on the exact same spot of dying, due to the death loop thingy. So maybe we do want to do the old findEmptyPosition bit, and the whole [radius,maxDistance,vehicleType] bit, but not worry about moving around a respawn marker. :confused: Just thinking out loud I guess.
  15. Please forgive the double-post, it's just that I have new info as a result of the latest dev release, and I'd really like to see this working. Both of the above suggestions give this error; '[|#|getpos _this] call fnc_respawn' Error getpos: Type Array, expected Object, Location Would be a nice feature to have for those sandboxy-walkabout type missions, where respawn_west isn't always gonna be anywhere near where you wanna be. Can it still be made to work?
  16. This is handy if you're moving about to various locations; http://forums.bistudio.com/showthread.php?163484-SHK_intercept and this (which also uses some of Shuko's work)is also very cool, esp if you're approaching a certain goal; http://forums.bistudio.com/showthread.php?147873-SLP-Spawning-script it has a 'hunt' parameter.
  17. I like the sound of that, but it didn't seem to work for me. I was previewing in MP editor. I have respawn = "BASE" in my description.ext. And your code in my init.sqf. Is this working for anyone else, did I do something wrong? Also, will it (or can it) also work for the AI in my squad? So many questions, so little time to play :) Wish the day was longer.
  18. tpw et al, are we open to discussion on how the commandeering works? This is not a request to remove it, just maybe slow it down a bit, and put more control of my character back into my hands. IMHO, the immersion works best when the automated actions on my character are the least. If I use the commandeering addaction as it is, the civ driver is forced out, and I am straight-away put into the vehicle. Even if I'm actually standing like 15'feet' away from the vehicle, I'm teleported to entering the vehicle. What if instead - we pretended that the commandeering command was really just us saying "Step out of the vehicle!", and they get out. Like we're at a road-side checkpoint or something. THEN, if I want to get in and drive, it's up to me to walk over and get in. Perhaps a bit less of a cut-scene type of feel to it, and a bit more control back into my hands. Just a thought. Thanks for reading.
  19. tpw, Was piecing together a mission, a TPW's Greatest Hits: The Scripts Sessions kinda thing. Wanted to have a template on hand with working mission that was all scripts/no mod. Don't ask why, I'm just big on making templates for myself, for whenever I might want them. Noticed that the mod readme says "The script version is in @TPW_EBS\scripts. Instructions for running it are in the header of the script." Yet the instructions don't seem to be there as indicated. It looks like maybe for EBS/Fall/LOS/Houselights and Bleedout, the "To Use" section is missing. I suspect the call line for EBS probably goes a little something like this; 0 = [5,1,1,0,500,1,1,1] execvm "tpw_ebs.sqf"; but I thought I would mention it anyway.
  20. What can I say, I've always looked good in flannel.
  21. r.flagg

    SHK_moveObjects

    Hellz yeah! When the example mission was posted in the A2 thread, it instantly became of my most used scripts. Gotta love the randomness. Thanks guys!
  22. SHK_pos can automatically search for "empty_position_big_enough_for_vehicle". Just in case that helps.
  23. Of course not. Which is why it's been part of the consideration/conversation since the beginning. These setting choices are already in the mod; 4 = maximum squad inflicted civ casualties 50 = max total casualties Squad inflicted vs overall. Seriously, the more you know about what's already gone into this, the less scary it becomes. That concern of yours has already been covered, and a config menu exists for you to set as you wish. Someone suggested tpw set it to OFF (and/or super high numbers) by default, so that you have to opt-IN, instead of opt-OUT, and of course I have no problem with that at all. And sure, the less complicated a mod is, the less chance of buggerin' stuff up. Same applies to every script / mod on these forums. In some cases however, it just seems like some are simply meant to work together, rather than a mission maker using 10 or more mods/scripts every time he creates a mission. Sometimes some things just seem natural to be combined. And BTW - commandeering a civ vehicle is certainly a behavior that could alter mission also. What if the mission design did not intend for you to have a vehicle available at a certain stage of the mission? Sometimes the design of the mission is to have you on foot for a period of time. Just sayin' is all. Maybe the take-away here is that the mod is evolving beyond it's original scope of simply seeing a few people walk or drive by. Isn't that also an option that the Chef has available to him?
  24. DEV Build 109940 SP Editor / preview CBA3 / CIVS 110 addon version / EBS 108 '...ivilian; _spawncar = _car createvehicle |#|_spawnpos; _spawncar setdir _spawndir; ...' Error Undefined variable in expression; _spawnpos File TPW_CIVS\tpw_cars.sqf, line 151 and '...[] call tpw_car_fnc_nearcar; }; { File TPW_CIVS\tpw_cars.sqf, line 312 if (|#|_x distance player < tpw_car_slowdist) t...' Error Undefined variable in expression: _x I've spawned at the uber-cool military complex in Altis @ 160170, with those neat dome buildings. I have placed two gamelogics in the center of the complex, one named tpwcarexc, and one named tpwanimexc. I then walked out to the exit of the complex to the street, and that's when that error popped up. I had not actually seen a car/civ/or animal yet. BTW - reason I started this particular way, was because I wanted to try to get a handle on how this exclusionary option was to be used, how it worked, and so forth. I mean, if i place those game logics, do they just define a certain radius by default, like a trigger or something? Should it work for example (or could it potentially work), if I place markers down and name the marker? So that we can try to keep a distinct line around a base or airport or whatever that exists in an urban setting, but still enjoy the civs on the surrounding streets.
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