r.flagg
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Everything posted by r.flagg
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Has anyone successfully used the reinforcement feature in A3 yet? I haven't used it in some time, and I'm having some trouble. Was just curious if it's me and I need to keep trying, or if it's the script and/or alpha-status of A3. BTW, thanks very much for your time in bringing this to A3, ligthert. Much appreciated.
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Tasks beyond the first one not working properly
r.flagg replied to Pherry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't tell ya how many hours most of us have poured into this topic; searching becomes a hobby unto itself. Without actually getting into it at the moment, here's a few sample bookmarks from my collection; http://forums.bistudio.com/showthread.php?73424-Basic-Briefing-howto http://forums.bistudio.com/showthread.php?100731-Taskmaster-2 http://forums.bistudio.com/showthread.php?104038-trigger-additional-task http://forums.bistudio.com/showthread.php?104884-Simple-Tasks-and-Briefing Edit: another very useful habit is to de-pbo other missions, and reverse-engineer/edit/borrow/steal. BTW Twin2Win - Triggers are much more than just something players 'walk into'. They are much more versatile than that. Trigger by time, trigger by event, trigger by trigger....... Trigger the horse ... -
Possible to have default 3rd person when entering vehicle?
r.flagg replied to r.flagg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this post by Celery - which is supposed to do the exact opposite of what I want; and I figured I could just swap around the External and Internal. But for some reason I can't even get that trigger to work as posted (before swapping the terms). :cry2: -
Possible to have default 3rd person when entering vehicle?
r.flagg posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I always play in 1st person, and I usually play as an infantry grunt. But when I get in a vehicle I prefer 3rd person view. Can anyone please help with a script that would automatically switch view to 3rd person when entering any vehicle? Being able to still toggle back and forth between 1st and 3rd would still be awesome, I just prefer to start in 3rd for vehicles, and it would be nice not to have to hit a key for it every single time. I am impressed with how nice the 1st person view is in vehicles in A3, and I compliment them on their work. Yet I still feel like it's not quite "bridging the gap between reality and simulation", as Dslyecxi put it so well when describing the need he felt for the ShakTac HUD ( :ok: ). He described very well what I still feel I'm lacking when I get in a vehicle. The lack of 'situational awareness' and a need for more 'peripheral vision and extra-sensory input that you have in reality'. I would be extremely grateful if anyone would be kind enough to supply such a thing. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not an expert, but I've got them sort-of working. The rest I think might be due to the alpha status. Did you try the sample mission I posted earlier in thread? Another good thing to do is post your mission, in case someone is inspired to look at it with you (it's been known to happen). If nothing else, grab a free google site like I did, and post it there then just give us the link. ---------- Post added at 07:53 AM ---------- Previous post was at 07:46 AM ---------- I just took what was posted earlier in thread, like the post from Kiory, and worked off of that. It seems to work (most of the time). Check out the sample I posted and/or post yours in case someone deicdes to look at it with you. -
Need Help with Mission Tasks
r.flagg replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/showthread.php?148179-Tutorial-How-to-use-the-Task-Modules/page2&p=2321529#post2321529 -
Spawn a unit on different position every time you load mission?
r.flagg replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mr. Shuko did a lot of neat things in A2. Your guess good as mine if they work in A3. (pulled from my big list of potentially useful script bits) http://derfel.org/arma2/scripts/SHK_buildingpos.sqf http://forums.bistudio.com/showthread.php?113641-Hostage-in-random-building http://forums.bistudio.com/showthread.php?92018-SHK_moveobjects -
Virtual Ammobox System (VAS)
r.flagg replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Agreed. And yeah, I had to put on my old-man reading glasses to use this. Guess I can't fault you for my aging though (can I?) What about opening backpacks and adding/removing weapons and items from them? Is that in your plans? Would be a nice feature. -
The best Mission Editing & Scripting tutorials.
r.flagg replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sir - just wanted to say thanks for the uber-friendly tone of your post. It's a great idea - and most importantly, not discouraging or insulting the newer-est faces. I've been doing this very-part-time for couple years now, and I still have to search and search and eventually ask for info. Anyway, to attempt to contribute, I always did a quick drive-by of Kylania's site when I needed something in A2: http://www.kylania.com/ex/ I know it's not (yet) A3 specific, but maybe still one to keep an eye on. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
? StatusUpdate module ? <-- it's probably right in front of my face, but... where's the StatusUpdate module? The getDamage thing was just supposed to make the tower easier to destroy. If you are talking about static objects-towers that are built-into the map, than you have to define them first. The part you need is the part you see in the pallets I placed. Drop any random object down, and use that to 'define' the thing you want by using its ID number. Very commonly done, for blowing up bridges and whatnot. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Off top of my head I'd say to make a trigger with condition !(alive tower1) AND !(alive tower2) AND !(alive tower3) and then sync that to a Set Task State / Succeeded module , and the module for Create Task that created the task in the 1st place. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I agree, it does still seem a bit buggy here and there, and the 'new task marker' bit is one example. I also had issues with sync-ing the tasks to all players (as was indicated to us earlier in this thread), because when I did that it gave me the tasks twice - sort of. But I still love the idea of being able to do it this way, and I hope they continue to dev it further. It would be nice to get away from the old 'pencil and paper' method of doing it, GUI seems so much more 21st century! ;p Sorry about that. I forgot I had a few mods running. But, we can consider that a quick test of the alpha :p , with unfortunate results. If you're editing/previewing a mission while mods are active, they become 'baked in' to the mission, and users will have to have same mods running to play the mission - even if the mods have nothing at all to do with the mission. Same as in Arma2. Anyway, what you can try is opening up the mission.sqm, and just delete everything between the paranthesis of the two addon sections, and then fire it up again. Ex: addOns[]= { }; addOnsAuto[]= { }; If you still have trouble, let me know and I'll throw it up again. ---------- Post added at 09:07 AM ---------- Previous post was at 09:04 AM ---------- There is an "ID" button in the editor. Hit it and all kinds of crazy ID numbers for static items in the map will show up. Sometimes the one you're looking for is obvious (all alone by itself), other times you have to do a trial and error of a few bunched up numbers. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I always seem to learn mo' better if there is a sample demo. So, see sample demo linked below. (note: I did it slightly diff than he did, I used ID# instead - check the objects/pallets I added, and see how it defines the tower as CT1) There is an example of this in the demo template I'm linking to here; https://sites.google.com/site/rflaggtoc/arma3-wip-missions/TaskTemplate.Stratis.7z?attredirects=0&d=1 Use the bombs you're equipped with, or use the handy truck parked nearby. Tower is task1, pickup truck is task 2. You can probably keep right on chaining one task after the next. All I've done is used what was posted in this thread, and tinkered around a bit. Credit goes to those who've posted before me. -
Tutorial: How to use the Task Modules
r.flagg replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, this is way cool. I love having it built-in editor style. Thank you Zipper. I have it *mostly working for a enemy unit, and a radio tower that was already in the map as a static object. Still working out some of the details. Is there a way to rearrange their order in my tasks list - after they have been created? Like if after creating mission I decide that i want to change around which task comes first or second? (without redoing the whole process of course) -
I have a feeling this is going to be an embarrassing question, but clearly I'm doing something wrong. I have downloaded demo missions for scripts (BTC revive, and SLP spawn), and I have placed them in my /documents /Arma 3 Alpha / MPMissions folder, yet I don't see them when I try to launch the MP Editor. I think that's the same process I did in Arma2... :o
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Correct way to launch MP Editor?
r.flagg replied to r.flagg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh fer cryin' out loud. Yes, that was it. I forgot that I was trying out new profiles to check things out. Thank you for clearing up my mistake. -
Seems the most common problem is your credit card company trying to protect you from fraud, and stopping the transaction. Give 'em a call, and tell them it really is you buying from the Czech Republic.
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I just now finally got supporter edition from bi.store (12 1/2 hours after starting my mission ;p ) Nothing to complain about though, I expected their site to be slammed. And then when I did get close earlier today, my credit card company stopped the transaction, as they apparently didn't believe it was me making the purchase. Eventually got that cleared up. Downloading from Steam now. Time to start making missions - wondering if norrin's revive will work! (how to activate forum badges?)
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Order Confirmed Message But apparently No orders.
r.flagg replied to Kirkwood364's topic in ARMA 3 - BETA DISCUSSION
Yeah, I don't know what to do now. I have got as far as entering credit card info, getting an OrderID number, but apparently there was an error in processing my purchase, so it said 'to try again click here'... and then failure. But, now what? It's not showing an order for me to complete. Not sure what I should do next. -
Arma 3 Beta Release thread - Prices, times, regions etc all questions here.
r.flagg replied to SocialDiscord's topic in ARMA 3 - BETA DISCUSSION
Ditto. -
Same here. Been absent for awhile, but I'm back and ready to roll.
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script "blah.sqf" not found but it is
r.flagg replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm.. Sorry, I don't know anything about dedicated servers, nor do I have access to one (also couldn't even guess what "fromk bank" meant). But the rest of what you said sounds exactly like my problem. http://forums.bistudio.com/showthread.php?142143-RPT-Error-sqf-file-not-found-yet-it-is-in-my-mission-folder However, I have a theory about my thing, wondering if it's same as yours. I kept seeing mine on Lingor. Lingor has this deal where when I exit the mission, it shows this outro clip deal where the camera is placed on my character at his spawn point in the island. So it (I guess) spawns my character and just has the camera sort of rotate around him. Just makes it look neat as you're exiting the game. But here's the thing; my character has a call for a script (or two) in his init line, and those are the ones that pop up in the error message(s) when exiting. I guess because the outro-camera-trick isn't actually accessing my mission folder, it's just taking my guy and placing him there - but the script call is in his init - thus the script not found error. So, I figured out how to remove that script call from my init line and put it on a trigger instead. Error went away. But then I added a chopper to my spawn point, and it also has a script call from it's init, and whaddya know, same thing returned. When exiting, the camera spawns the chopper and me, and now I get same thing, error message saying the script being called from my chopper's init line can't be found. Now my desire is to find a way to disable this outro-camera-effect business. If none of this is related to your issues, sorry for wasting your time. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
r.flagg replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Hi. Thanks for this neato toy. Much appreciated. Just wanted to say that I used it to give my guy a backpack, and got an error message that went a little something like this; No entry 'bin\config.bin/CfgWeapons.US_Backpack_EP1' but then I went to the loadout.sqf file, and I removed it from the weapons portion, and left it alone down where it says 'addbackpack', the message went away. _s1playerweap = [ "M16A2", [color="#FF0000"] "US_Backpack_EP1",[/color] <-- "M9SD", "Binocular", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch" ]; _s1playerammo = [ "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" ]; s1 addBackpack "US_Backpack_EP1"; (unitBackpack s1) addmagazineCargo ["10Rnd_762x54_SVD",2]; (unitBackpack s1) addweaponCargo ["SVD",1]; Granted I've never written a tool or utility in my life, so i could have imagined the whole episode. But just relaying what I think I saw. Also, I have a PMC medic, and was messing with different loadouts, and when I wanted to clean the slate and start fresh, I hit the 'default' button, and it gave him rifle that popped up as 'ACE' required (I don't use ACE). Obviously this was easy enough to work around, just sayin' is all. Finally, and this one is really a stretch, but for whatever reason, after LEA placed itself a line at the very top of my init file, I noticed a very long delay in the initializing of my DAC sequence. Strange, I know. And nobody else seems to have mentioned that, so I'm a bit shy about whether it's just me or not. But when I demoted that LEA line a bit lower down in my init file, LEA still worked, and my DAC resumed it's normal quickload. But again, I am completely not understanding proper init layout/formatting, so maybe it's just me, but I figured what the heck, might as well mention it. Thanks again for a great utility. I plan on using it from now on. Very kind of you to share. -
RPT Error - sqf file not found, yet it is in my mission folder
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I get error messages in my RPT file, as well as popup dialog boxes, telling me certain files are not found when in fact they are in my main mission folder. The ones I'm seeing right now are scripts I'm calling from my unit's (s1) init line. And the scripts (such as loadout.sqf) are working because I'm getting the loadout it calls for. What am I doing wrong? Is it the arrangement of my init.sqf file? I never really understood how to arrange that file, I just keep adding things to it as I add various scripts to my mission. execVM "briefing.sqf"; [slick1,escort1] execVM "scripts\heloGoTo\heliTaxi_init.sqf"; NORRN_noAerialTaxiAtStart = true; //this section is for Civ Kill Count by SHK SHK_DeadCivilianCount = 0; SHK_DeadCivilianLimit = 3; SHK_EndMission = false; [] spawn { waituntil {SHK_EndMission}; cuttext ["Game over. Unfortunately, you killed too many civilians.","PLAIN",2]; sleep 10; endmission "END2"; }; SHK_fnc_deadCivilians = { hintsilent format ["Civilians dead: %1",_this]; if (_this >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; }; SHK_eh_killed = { private "_side"; _side = side (_this select 1); if (_side == Resistance) then { SHK_DeadCivilianCount = SHK_DeadCivilianCount + 1; publicvariable "SHK_DeadCivilianCount"; if isdedicated then { if (_this >= SHK_DeadCivilianLimit) then { SHK_EndMission = true; publicvariable "SHK_EndMission"; }; } else { SHK_DeadCivilianCount call SHK_fnc_deadCivilians; }; }; }; if isserver then { { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", SHK_eh_killed]; }; } foreach allunits; } else { "SHK_DeadCivilianCount" addpublicvariableeventhandler { (_this select 1) call SHK_fnc_deadCivilians }; }; [] spawn { waituntil {!isnil "BIS_alice_mainscope"}; waituntil {!isnil "bis_fnc_variablespaceadd"}; [bIS_alice_mainscope,"ALICE_civilianinit",[{_this addEventHandler ["killed", SHK_eh_killed]}]] call bis_fnc_variablespaceadd; }; if(!isServer) then {waitUntil{!isNull player}}; DAC_Zone = compile preprocessFile "DAC\Scripts\DAC_Init_Zone.sqf"; DAC_Objects = compile preprocessFile "DAC\Scripts\DAC_Create_Objects.sqf"; execVM "DAC\DAC_Config_Creator.sqf"; call compile preprocessFileLineNumbers "SLP\SLP_Init.sqf"; enableSaving [false, false]; ["ca\missions_pmc\data\ui_gps_ca.paa",-0.05,0.16] call bis_fnc_customGPS; server execVM "revive_init.sqf"; [] execVM "player_respawn.sqf"; FUNKTIO_3DTEXTA=compile preprocessFile "3dText.sqf"; s1 setVariable ["NORRN_taxiHeli", slick1, true]; -
RPT Error - sqf file not found, yet it is in my mission folder
r.flagg replied to r.flagg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for the replies, and I apologize for the delay in responding. First of all, just to show that I'm more than willing to cooperate with such generous assistance; https://sites.google.com/site/rflaggtoc/wip-missions/Roaming20Lingor202012.lingor.7z?attredirects=0&d=1 that should be the link to the file on my google storage. However, the last thing I want to do is waste anyone's time, so I should say that I now think my problem is not the mission, but rather some sort of issue with Lingor, and/or some weird combo of Lingor and Arma2 launcher, or something like that. Because I get the same weird type of error messages if I don't even touch that WIP mission of mine, and load something like the Lingor demo mission for the Module Improvement Project; http://forums.bistudio.com/showthread.php?116246-BIS-Module-Improvement-Project So while I still don't understand what the issue is, I don't think it's that specific mission, and I probably should have posted this thread in another section. Guess the reason i was confused was because the first messages I was seeing was for those lines in my unit's init, which made me think it was something in the mission. I will continue to try to troubleshoot this. I've been doing things like redownloading Lingor, updating my CBA ( I was away from Arma2 for some months), etc. Thanks for the responses. Love this place. (Just as an aside, I love the old script I found just recently which enables me to order two of my squad to deploy and then DisAssemble static weapons in their backpacks with ease (kylania). And I still use at least a handful or more of Proper addons when I play (kju) - can't thank guys like you enough.)