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FrankManic

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Everything posted by FrankManic

  1. Sometimes when players are A.) Prone B.) Using one of the weapons introduced with Marksman and C.) reloading they will freeze and be unable to move or control their character in any way. We've been able to fix it by either shooting the player and reviving them using INS Revive or having the player reconnect. I was wondering if anyone else had experienced this bug. The server I play on runs a lot of mods and I wanted to check if this was an issue with other players using vanilla or other mod setups before we go through all the mods one by one to see which one is causing the problems. So, again; Has anyone experienced a bug where players using Marksman DLC weapons reload while prone and are then unable to move or control their character?
  2. FrankManic

    Female character models

    BIS - Please create a female character model. The lack of any female models at all is glaring, unrealistic, does not reflect the composition of modern militaries, and significantly limits modding and mission creation. Seriously, please. Just make a head, an underwear body, one female military uniform body, and one each civilian T-shirt and shorts and civilian pants and blouse. We can handle everything else. I know people are trying, but frankly we're not the original artists and the resulting models are all a little off looking. Women are an important part of militaries around the world right now and will likely be more so by 2035. And the lack of female civilians really just seems odd. So, request? Female head Female body in briefs and undershirt female generic BLUFOR military uniform Female civilian casual clothes - t-shirt and shorts Female civilian business casual clothes - blouse and pants That framework would give modders a strong base from which to expand and handle everything else - OPFOR uniforms, reporters, more civilians, helicopter pilots, whatever. I know it's a lot of work to make a new model entirely from scratch. Y'all are much better suited to do that work than the community, though. Don't even worry about voice packs or anything, I'm sure there are women in the ARMA community who could be tapped to help with that if we can get the models. BIS had time to make Karts as, more or less, a joke. Please find the time to address this limitation on the game. TLDR; There are no girls in the future and that's really weird. Additional thought - I have no idea what the legal situation regarding ownership of assets is between BIS and Rocket, but I do think it's worth mentioning that DayZ has fully functioning female character models. I know DayZ and ARMA3 aren't running on the same engine branch, but still - It's not impossible, and someone in the BIS family has already worked on it. PS - Karts is hilarious and you should get it.
  3. So I've got an array, and I want to randomly choose one entry from the array and display it as a hint. _myarray = ["fred", "dave", "tom", "dick", "harry"]; _myRNJesus = _myarray select floor random count _myarray; hint "_myRNJesus"; I've got a trigger that calls that script set up, but nothing appears on screen. Unfortunately I don't know enough to figure out what I'm doing wrong. Any help would be greatly appreciated. My ultimate goal is to use the whole random array thing to choose random markers as spawn points for mission objectives to give my missions more replayability, so any comments on how to do that would be appreciated as well.
  4. Update: My server admin and I were trying to sort this out today. We eventually settled on AGM weapon rest as the most likely culprit. I suppose it makes sense, now that there's native resting there's no reason to have AGM weapon resting as well. So far we haven't been able to reproduce the bug since removing AGM weapon rest from the server and the clients.
  5. I'm always happy to have new terrains and that city looks like it could be fun once you put buildings on it. Best of luck with your project!
  6. FrankManic

    Zee Identity Pack

    I'm glad to see a release on this. I'll keep following the mod. Thank you for your hard work!
  7. Super psyched for this mod. Good luck moving forward!
  8. FrankManic

    International MaxxPro - Deja Vu?

    I'd like to voice support for this. Your mod is looking very cool and it's definitely something I'd like to have for mission making. The small seating capacity of the Hunter is something that is consistently an issue in missions and having a beefier, more proper MRAP vehicle will help out a great deal for simplifying player logistics. Add to that - It looks great. I'll be keeping an eye on this one waiting for release!
  9. Nothing to say except general encouragement. This looks awesome and seems like it would make tank play much, much more fun. Just the improvements to driver visibility would be a massive change for the better!
  10. FrankManic

    Briefing image getting cut

    On a related note - Anyone know how to make a briefing or load image appear properly once the file has been packed into a .pbo? I have an image that appears just dandy when I look at it on my PC, but once I pack it to .pbo and send it to our dedicated server it no longer appears. Any ideas? I figure either .jpgs don't work when packed or I have the path wrong.
  11. I'd like the players to start "Undercover", dressed as civilians, and remain "Undercover" until one of them fires a shot. So far I've gotten as far as figuring out how to get "setCaptive true" to work using a trigger linked to the set objective mode module. So now I need to figure out how to use the eventhandler to determine if a player fired and, if true, remove their captive status. Basically If any player fired then Setcaptive = false for all players. Thing is? No idea how to do that. *facepalm*. If anyone could help me out? I found an old Undercover script http://www.kylania.com/ex/?p=98 but I have no idea how to use it. : p Help me Obi-Wan Kenobi! You're my only hope (of finishing this mission).
  12. I would like to create an "IED" that detonates when 1. Blufor is present in the target area AND 2. an Opfor unit named SPOTTER is alive. Basically - I want to have a remotely triggered IED that is being watched by a spotter. If the players kill the spotter then any bombs he "controls" are no longer a threat. So far I haven't quite been able to get it to work. I've been trying "this AND alive SPOTTER" in the condition field of a trigger with the usual "bomb="M_Mo_82mm_AT_LG" createVehicle (getPos IED); deletevehicle IED;" in the On Activation field. Unfortunately this causes the bomb to go off immediately when the mission load. I'm not sure how to restrict the trigger to go off only when "alive SPOTTER" AND "Blufor Present" are true. Could someone help me figure this out? I'm sure there's a simple answer, but after an hour of paging through different threads about IEDs and bombs I can't find it. : ( If someone can help me get it working I'd also like to try to use it to make a poor-man's disarmable IED by switching the "SPOTTER" unit for a live mine of some kind. The intent would be that the mine would show up on a mine detector and could be removed normally, but if it detonated it would also set off the IED. If anyone has other suggestions for creative triggers for IEDs that players have a reasonable chance of locating and either avoiding or disarming I'd love to hear them. Thanks!
  13. I am trying to create a parent task with nested child tasks in order to reduce clutter on the tasks screen. My problems are - I don't know where to place the task script. As in - Does it go in description.ext, init.sqf, mission.sqm? I'm not sure where to put it so that it is actually created in mission - I'm somewhat unclear on how to actually use the BIS_fnc_setTask function So far I have a test mission with a few markers. I simply want to create a task "Task_Parent" with child tasks "Child1", "Child2", and "Child3" to figure out how to do this. Could anyone help me along? This is what I have so far. Admittedly not much. [[Task_Parent], true, ["This is the parent task", "Parent Task", "Marker_1"], Man1, "CREATED", 1, true, true] call BIS_fnc_setTask;
  14. I'm putting together a quicky mission. Real simple - A small CSAT team is trying to escape the city with vital intel. Run them down and stop them before they reach their escape vehicle. Thing is, this is sort of a 'Hide and Go Seek' mission, and I thought "Wouldn't it be cool to rachet up the tension by displaying how close, in meters, the AI are to their objective? The idea being that as the AI close in on their escape waypoint (and a mission failure) a counter on the player's HUD is ticking down the meters to zero. The thing is? I have absolutely no idea what so ever where to even *start* with such a thing, or if it is possible. I assume it would involve creating a script that would check the distance between the AI and the objective marker at intervals then display that to the player's screens somehow, but it's sort of beyond my abilities right now. If anyone would care to advance an idea as to how it might be done I'd love to hear it! It's certainly not necessary for the mission, but I think it'd be a fun feature.
  15. Thank you! I'll get to work. : )
  16. FrankManic

    Female character models

    I was not aware. That is pretty cool. : )
  17. FrankManic

    UAVs: Feedback and wishes

    I'm very fond of the UAVs. The little quad-copters are a massive asset, albeit *extremely* vulnerable. For forward spotting, though, they can't be beat. I'd like it if they could be made somewhat harder to spot and engage, but I'm not sure if that would be realistic. I'm not quite as enthusiastic about the Stompers. They're still useful, but they lack the utility of the Darter - The Darter can fly and spot enemies for you, while the UGV mostly amounts to a heavy weapon turret. I'd like to see more robots in the game. Specifically - A small scale robot armed with a rifle or automatic rifle that could be packed up and carried, then deployed as a "point man", scout, or point defense. - A small scale EOD robot equipped with a mine-detector and the ability to disable and disarm explosives - Something I saw at university - A small robot in the shape of a cylinder, essentially just a pair of wheels stuck on either end of a camera. Soldiers could throw it over walls or through windows then connect to it and steer it around, looking through it's camera to check for ambushers or traps. The whole package was a cylinder about a foot long and six inches wide, making it very compact and easy to carry. - A UAV equipped with a rifle or other light weapon that could be used for to provide limited fire support to infantry or deployed as an autonomous sentry. - Stationary robots equipped with visual, audio, or seismic sensors that could be placed and used to observe a position. Bonus points if they can be tied to explosives and used to confirm a target before setting off a satchel or claymore. I understand Bohemia is facing severe time and resource constraints, so this is just a wishlist.
  18. FrankManic

    Female character models

    The long and the short of it is that the "Western" uniform is just fatigues, while the CSAT uniform is some kind of advanced environment suit. If we re-texture the fatigues uniform to another camo pattern it can stand in for the uniform of just about any military, including CSAT - Their officers apparently wear normal fatigues with HEX camo patterns. On the other hand the CSAT uniform, with its distinctive AC unit and other features, cannot be swapped to NATO MPT without being very obvious, nor can it be readily texture swapped to represent various contemporary military units. Basically - The "western" fatigues are just easier to apply to a wider variety of military forces. Which isn't to say I wouldn't love to have a properly modelled CSAT female environment suit, but if I am only going to ask for an absolute minimum then fatigues are the most widely applicable uniform type. Again, my hope is that with properly rigged and animated female heads and bodies it would be relatively easy for the community to fill in the gaps - Convert the CSAT armor to a female variant, for instance, or handle wet-suits and helicopter coveralls.
  19. FrankManic

    Female character models

    Again - I do not care whether anyone thinks it is "appropriate" to have women represented in military roles. I really, really don't. That's your problem that you need to resolve. I don't want unique animations. Everyone moves about the same way when they're carrying 70lbs of armor and weapons. I don't want voice acting. It's not particularly important to gameplay and it's something the community can do themselves very easily. I don't want every piece of gear tweaked. I'm asking for one rigged head, one "underwear" body, one "western uniform" body, one shorts and t-shirt body, and one pants and blouse body. That's it. That is all I am asking for. That will create a base of assets that can be expanded on as needed by community modders.
  20. So. What i'm trying to do is add an action to a unit. When you activate the action it calls (I think?) a script which removes teh action, disables the unit's MOVE and AUTOTARGET ai, sets a variable to false, and then adds a new action that calls the same script. If you use the new action the script sees that the variable is false, unlocks the unit's MOVE AI, removes the action, flips the variable, and adds a new action. basically - It's an addaction that tells an AI unit to stop in place and then start moving again. Obviously it's not working at all and I don't have nearly enough experience to figure out why. This is what's in the init field of BOB the rifleman Bob addAction ["Hold Still", "scripts\StandStill.sqf"]; And this is the "script" //DEBUG Check hint = "At least it started"; _subject = _this select 0; _caller = _this select 1; _id = _this select 2; //define "hold still" as a variable if (isnil "hold_still") then {hold_still = false;}; //remove action _subject remove Action _id; // Make the AI hold still. first check if it is already holding still. if (!hold_still) then { _subject disableAI "MOVE"; _subject disableAI "AUTOTARGET"; sleep 1; hint "subject is holding still"; //Make hold_still true hold_still = true; _subject addaction ["Start Moving", "scripts/StandStill.sqf"]; }; //AI is now immobile and script knows it is holding_still. A new action has been added. if (hold_still) then { _subject remove Action _id; hint = "Telling subject to move"; _subject enableAI "MOVE" _subject enableAI "AUTOTARGET" sleep 3; hint "subject is moving again" hold_still = false; _subject addaction ["Hold Still", "scripts/StandStill.sqf"]; }; hint = "DEBUG: End of script" If y'all can help me figure out what the hell I'm doing wrong I'd appreciate it. Ultimately I'd like to make a hostage rescue script that uses an action to join the hostage to the players group. When the hostage crosses in to a "rescue zone" trigger they're removed from teh group, assigned a waypoint to get in a rescue vehicle, and a "Hostages Rescued" value is incremented for scoring purposes. This is... kind of my first step to figuring out how to do that. I've been pulling apart lots of other hostage rescue scripts like Naught's to try to figure out how it all works, but I'm afraid I just don't really understand the language well enough to do this by myself. I'd very much appreciate help and commentary.
  21. FrankManic

    Female character models

    As stated - I don't care about voice models. That's easy for the community to handle. I know US Army soldiers who could read the lines and professional sound technicians who could handle the capture. They can use the same animation set and the same skeleton - Everyone pretty much moves the same under 70lbs of armor and weaponry and crap. Models and textures are the most difficult thing for the community to produce. I would very much like it if BIS would take this on. PS - I did some more searching after the initial post and found the rest of this discussion. Please don't turn this into a discussion of whether women "belong" in ARMA. You're free to not use female models if you don't want to.
  22. Dear BIS, I wouldn't be so tweaked out about this if ARMA II, ARMA, and OFP weren't amazing, as yet unmatched games. And they are. So please, please, when you get to working on ARMA III 1. Reasonably accurate fire control on tanks and aircraft. And adjustable sights on firearms would be nice. ARMA is one of very, very few games where you might actually have to engage someone at 500+ meters, and it's difficult to do that effectively when you can't jimmy the sights just right. 2. Flashlights. Please? Flashlights? Hand held flares? IR strobes? Please? 3. FLIR. IT's just a pain to try to fly at night, spot targets at a distance, and so forth. 4. Working wire guided weapons, and a better sim for other guided weapons. 5. Reasonably realistic armor for vehicles? And troopers, for that matter? It would be really nice to see a revamped vehicle damage system in your next release. Also, infantry body armor is part of modern warfare. Modern armor will usually stop a 7.62 round and a few 5.56 rounds, so please model that into the infantry sim. We're always loosing people immediately when the AI opens fire through a bush a half a mile away. If realistic target aquisition by the AI isn't possible then please impliment realistic countermeasures. Seriously, this game is amazing, and quite unlike anyhting else on the market. Please polish out the few glaring omissions that detract drastically from gameplay.
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