r.flagg
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Everything posted by r.flagg
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Grimes Simple Revive Script
r.flagg replied to KC Grimes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Indeed. I hope Mr. Grimes some day has the time, and desire, to implement this. Would be wonderful for those of us who spend our time playing offline solo. -
ARMA 3 Addon Request Thread
r.flagg replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Android app for these forums. -
revive A3 Wounding System (AIS by Psycho)
r.flagg replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. Just curious if you'd made any further discoveries about this, as I've recently ran into it myself. Was gonna try and investigate further, but first wanted to ask if you had any further info that might help me and/or save time.- 914 replies
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GLT Respawn Template Fix
r.flagg replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, it was very frustrating how they gave us a feature, we liked it and started using it, and then they take it away. Very frustrating. Which is why I was very happy to see this fix from you guys. Thank you Legislator and sxp2high, much appreciated. -
I'm curious about the change made that I believe is dating back to 3/28; "Added: MenuInventory and MenuPosition respawn templates will now force respawn at the scenario start". Was there a problem with respawnOnStart = 0 ? Was it added to fix a problem, or was this just a design decision of some sort?
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Respawn ticket change since Zeus update
r.flagg replied to Planetar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, this is a bummer. I too have been using respawnOnStart = 0 with MenuPosition. Forcing the respawn on start wouldn't be quite as annoying if it at least took my whole group/squad with me, but it doesn't even do that. Seems as if it's always couple steps forward, one step back, isn't it? ;-P -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is just fantastic. Can't wait to get to my gaming machine to try it out. Thank you again for being you.- 5767 replies
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Looks very cool! Thanks guys :)
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I agree w/Gliptal , that tablet version Mr. Tao showed a sneek peek of is the one I was looking forward to. Good luck 1212PDMCDMPPM ! I hope you can get that tablet look/feel to it. Would make it feel more like something from this century. ;)
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script snippet - downlad data from a laptop
r.flagg replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would you consider having the dialog go away and focus automatically returned by the script once the download is complete? Or a second or two afterwards, once the hint and/or task completion animation is complete. -
cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
r.flagg replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really awesome mod, thank you for creating and sharing! Yes, yes! An 'App Store', of sorts. Where people could add new icons to the CTab or androids, that do other functions added by other community modders. Another gentleman for example released a script recently for a mission he was working on, where you locate an enemy laptop and download critical data from it. What if that could be added as a icon on C-tablet screen that says ~"wifi detected, click to download data". Other folks have released various CAS scripts, or mortar support scripts etc. -
ALiVE - Advanced Light Infantry Virtual Environment
r.flagg replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just want to add my 'thank you!' to the chorus. Really wonderful tool you folks have brought. Thank you to everyone involved. -
script snippet - downlad data from a laptop
r.flagg replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is just perfect! Very kind of you sir, to share you time and talent to help like that. Thank you very much. :) -
script snippet - downlad data from a laptop
r.flagg replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Neat script. Thanks for sharing. I was hoping to use it in a slightly different manner, but I can't figure out how to do so. I'll try to explain best i can. What I was hoping to do was not assign it to a specific Task, but simply fire a trigger when done Uploading a file - and then sync that trigger to a new MenuRespawn respawn position. I know how to place a respawn module, and sync it to a trigger to get it to show up in mission. No problem there. But when I tried to simply place respawn module position and sync it to the trigger in your example mission, it didn't seem to work. Anyway, my desire is to be able to use it over and over again all across the map. So everywhere I go and upload 'data' to certain laptops, a trigger is fired and a new respawn point becomes available there. Just thought it would be neater then simply walking into an area and having the respawn point activated. If anyone is interested in helping this happen, I'd be very grateful. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That sounds very cool. Can't wait to get time to try 'em out. As always, thanks for all your efforts!- 5767 replies
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Any revive scripts support AI & MenuRespawn?
r.flagg posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thread title pretty much says it all. I'm a big fan of the new MenuRespawn system. Being able to attach areas to triggers and once cleared you can use them as respawn locations is wonderbar. But as busy as I have been in RealLife recently, it's hard to keep up with all the various scripts that are available these days. I would like to know if there are any revive scripts/mods that allow humans and AI to revive each other, but if you should have to respawn they take advantage of the MenuRespawn method available in A3. -
Any revive scripts support AI & MenuRespawn?
r.flagg replied to r.flagg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply Queleab, but as far as I can tell ( I did download and check it out ) that system doesn't do the MenuRespawn thing. Good luck Grimes, as it sounds like you and I are after the same thing. Short of that, if I ever locate something, I'll pass it on. Please do the same! :) -
norrin's ArmA2 scripts ported to ArmA3
r.flagg replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^^ what he said.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Goblin - I do like X script, and I have been using it. Also, I have been aware for years that you can run multiple scripts at the same time, and I always do. Also, I wasn't speaking of ambient combat, but nonetheless, I'm aware of the script you mentioned, and I've even spoken about it to him in his Armaholic thread, months ago. I'm not sure what about my post led you to the assumptions you made. I was simply stating how close this mod is to being an 'all a new/casual player ever needs' kind of thing. As in 1) buy A3 2) install TPW 3) ? 4) go play- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Once again Mr t, continuing with the theme of "If you give a mouse a cookie, he'll want a glass of milk". Reading this, I couldn't help but imagining if you took this Mod of Mods one step further, and ( Optionally of course! ) included combat. What I mean is, if you were to incorporate Shuko's intercept script into this package, right outta the box. With a handful of helpful optional parameters to boot. The beauty of the intercept script is that it can be set up such that no matter what map you place your player (or group), no matter where you spawn, or what direction you travel, you will intermittently run into bad guys to fight with. I find this to be the perfect match for your total-package mod. Imagine sir, a new or new-ish player, unfamiliar with the editor or scripting, who wants to fire up any map, at any time, and have it full of life, complete with a firefight every so often - and he doesn't even have to learn how to make a mission or anything. All he has to do is install TPW_MODS, and tune the Config Knobs to his liking. For the casual once-in-a-while player, it could be the only mod he ever needs. Perhaps you had 0/1 options like -spawning enemy foot patrol - spawning enemy vehicle patrol - spawning enemy armor patrol - time between spawns etc and so on Just a thought. BTW - thanks for the update on the civDeath EndMission feature. Both the 1-popUp Hint option and the 2-endMIssion option seem to be working just fine. I did see an undefined error message on the 2-endMission, but it didn't say anything about your script, it seemed to be pointing directly at BIS-fnc-EndMission (or whatever its called, I'm typing that from memory).- 5767 replies
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norrin's ArmA2 scripts ported to ArmA3
r.flagg replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You were right norrin, I had it set up wrong. I did in fact still have the mobile spawn option enabled. Now I understand what I did wrong. My apologies for the false report. After fixing that, I did get a popup error message concerning undefined variable. '...r; if (speed player == 0 && _c == 0 && !|#|NORRN_camo_net && !(surfaceIsWater (getP...' Error Undefined variable in expression norrn_camo_net File ... \revive_sqf\mobile\mobile_spawn.sqf, line 16 BUT, you mentioned you haven't switched over to dev build yet, so if you don't want us posting those yet, that's cool too. Thanks again sir. -
norrin's ArmA2 scripts ported to ArmA3
r.flagg replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much for the new build norrin! I seem to be having a problem getting the 1st respawn point to show up as an option when I am waiting to be revived. For example, if i have this; // RESPAWN OPTIONS _no_respawn_points = 3; _Base_1 = "pier"; _Base_2 = "soccer"; _Base_3 = "Quarry"; _Base_4 = ""; I won't see the "pier' point as an option when I am in-game. I'm using; today's dev build of A3 0.6 build of revive SP editor/preview -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
tpw, Just a reminder, when using tpw_civ_casdisplay at 1 or 2, I'm still not seeing either a popup warning hint, or an ending of mission. today's dev build yesterday's tpw build sp editor/preview all tpw mods turned off except CIVS also running; CBA norrins 10/23/2013 revive (just to be thorough in my bug report - but had same results a week or so ago w/o revive) Don't mean to pester (I had reported this previously), I even waited some time before reposting because I know you're busy. Just a friendly reminder. As always, thanks for all you do.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
r.flagg replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just fyi sir, So far, with basically same details as yesterday (today's dev build of A3, today's build of your mods), I'm still not seeing an endmission when i have civcasdisplay set to 2. Just to test further, I set it to 1, and I'm also not seeing a pop-up hint message. At the moment, I'm trying to ponder what i might have set differently than yourself as to why this might be. I've tried it in a pre-built test mission of sorts, I've tried it by simply opening new mission, placing my player and nothing else and just jumping in. I checked to make sure, and my file does say 20131016 on it. I am NOT seeing the same undefined error message I reported yesterday, so that shows some change (my point being I think I have the right build of your mod). Still wondering if it's something on my end, but if so not sure yet what it is. Just fyi.- 5767 replies
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