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Everything posted by -ami- mofo
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hi guys I opted for the arma dev build a few days ago just to check out the new huge map and noticed that now when you get revived you stand up rather than staying on the ground after revival. I'm using the same version of the 0.93 revive which I downloaded a month or two ago so should I be re downloading it?
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I remember with ACE 2 that the view with NVG's was somewhat grainy, like proper NVG's. Is there an addon like this that anyone knows of?
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How do I create a stealth mission?
-ami- mofo replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HAHA!!! yes mate my grammar rather failed just then :P -
How do I create a stealth mission?
-ami- mofo replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I remember removing NVG's from them in Arma 2 and we could get real close as long as we were nice and quite. That was using ACE 2 though so I'm not sure whether that changed things. -
How do I create a stealth mission?
-ami- mofo replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How bout just remove their NVG's? -
Giallustio I found out the reason why I get the error... It's because I spawn my players with no weapons or kit at the start of missions, but the culprit which actually causes the error is no primary weapon. Spawn with a primary weapon and it's fine, but without a primary weapon and I get the error. So I guess my question is... is there anything I can do about it? besides having to spawn players with a primary weapon which I don't want to do unless I have to?
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Stable for me mate. I only got that error once I updated to the 0.93 version of revive. Other than that it's great. Any ideas on how to get rid of it?
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I've found the area of text in the functions file that is giving the error for me... _mags = magazines player; _magd = magazinesDetail player; //diag_log text format ["%1",_r_mag_d]; if (_r_mag != "" && _r_mag_d != "") then {_mags = _mags + [_r_mag];_magd = _magd + [_r_mag_d];}; if (_h_mag != "" && _r_mag_d != "") then {_mags = _mags + [_h_mag];_magd = _magd + [_h_mag_d];}; BTC_compile_count = 0; _mags_g = []; _array_class = []; _array_bullet = []; { But I have absolutely no idea what's wrong with it. I may as well be reading an alien language. I don't know if Giallustio is around or away on hols so does anyone have any idea on what needs amending? Thanks.
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Hello Giallustio, I just used the BTC_back_pack_weap = (_gear select 6); fix and it's worked a treat thanks ;) I've only got one error now, the one I mentioned before (below). Do you know how I get rid of that? Thanks.
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What would be great is for an AI to be seated but gets up and springs into action when fired at.
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I'm using the 0.93. Game is stable build. I always get this error at the start.... http://members.westnet.com.au/scott_k/not%20much/BTC.jpg Sorry I can't post the whole error up, I don't know what you do to see the whole thing so I just took a screen shot of it. Anyway to get rid of the error?
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Helicopter won't land now, but it did before (the beta)
-ami- mofo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys I had a mission working fine before (the beta) where a MH9 would pick us up and drop us off at set waypoints. We just tried playing the mission then and it picked us up and followed the waypoints but then just kept on flying past the LZ. I have a MH9 called mh9 and the group is called alpha. I have an invisible helicopter pad with two waypoints, the first is an unload waypoint with mh9 land "get out"; in the on act. The second is a move waypoint with ({!(alive _x) || _x in mh9} count (units alpha)) == 0; in the condition field. Now I know this was working fine in alpha as I tested it and we played it and I haven't changed anything in the mission since. But now it won't land and let us out. The strange thing is it lands and pick us up at the start of the mission using a very similar method. wtf? I'm befuddled :-/ -
Helicopter won't land now, but it did before (the beta)
-ami- mofo replied to -ami- mofo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fixed. For some reason I have to now set the LZ unload and move waypoints combat mode to "never fire". Otherwise it ignores the LZ and keeps on flying to the enemy base which is pretty far in the distance but which is just visible from the LZ. This wasn't needed in the alpha but maybe they've adjusted the AI detection range in the beta? I dunno. -
Oh well hopefully it will get fixed soon. Thanks guys.
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Ambient Radio Chatter
-ami- mofo replied to Clarkey1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK mate thanks I will try that. -
drag bodies works fine for me. Using 0.93
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Is it possible at all the get the AI to sit in the chair but if fired at get out of the chair and fire back? ATM you can fire at it and it doesn't react at all.
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Ambient Radio Chatter
-ami- mofo replied to Clarkey1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since the beta I've gotten this error on startup... http://members.westnet.com.au/scott_k/not%20much/radio%20error.png (1115 kB) It still seems to be working though. Are you updating the script to suit the beta Clarkey? -
ArmA3 Classnames - no discussions
-ami- mofo replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
m?! You know I tried a few letters but not "m". Thanks kylania. -
ArmA3 Classnames - no discussions
-ami- mofo replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably a newb question but what's the class name for the TRG silencer? Can't find it anywhere. -
I'm using 0.93 and revived players are often not able to use their weapons at all, no fire no zoom / optics. Totally unresponsive to the mouse (mouse is still working though). The thing is, is that I start my players with no kit at all and they get their weapons from a supply crate.. a supply crate running a script with classnames that I made during the alpha. I understand that the weapons name's have changed a bit since the beta? Could this possibly be the reason why I'm having this strange trouble?
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It's just a backpack. I'll bet they've slightly changed the name of it like they did with the vehicles that I mentioned. Can be fixed like I said.
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Since the beta update I had same thing with a hunter and ifrit so I created a new dummy mission and put a hunter and ifrit in it and saved it. Then opened the new mission.sqm file and the original mission file with the vehicle content errors. Then replaced the the names of the vehicles in the original mission file with how they now appear after the beta update in the new mission file I just created. Now it's all good.
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Will do, thanks guys.
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I'd like to try this addon out but I'm reading a few recent comments that the official released 0.92 is somewhat broken. ? Can anyone tell me which version is best to use at the moment? And if not 0.92 then post up a link to whichever version is the most stable. 0.91? 0.93? Cheers chaps.