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-ami- mofo

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Everything posted by -ami- mofo

  1. -ami- mofo

    Enemy occupation system (eos)

    I've just tried this out and it's fantastic. I have two questions that I don't know if may be possible or not? 1) Once you've triggered the spawning of the enemy groups, if you take off in a helicopter they all disappear once you get about 10m above the ground level. Can you set it so that doesn't happen and they stay there as long as you're within the radius of the area? Basically not have it height dependant. 2) Is it possible to set the patrolling speed of the vehicles to limited? That's about it, thanks :)
  2. @ Grumpy old man: thanks mate I just didn't know how to incorporate that into the existing script (it's actually more simple than I thought) maybe my fault for over thinking it. But you're right it works fine lol @ Oktyabar: I'm also going to try what you've suggested as the stock AI patrols seem really basic and stupid, lots of "derrr there's a building what now?" kind of thing with vehicles just useless around towns. Hopefully using EOS the patrol behaviour will be more realistic. Thanks.
  3. If that's the most basic thing I'm screwed.
  4. Hi all I was about to buy a new 5.1 headset as the cheap one I have now is only stereo and I'd like to experience better sound direction in Arma 3. But from some of the older things I've read it seems like Arma 3 (did not) or does not support 5.1? Stereo sound (was) or is the only option. Can anyone please confirm whether or not the game now supports 5.1 before I go and possibly waste my money. Thanks.
  5. -ami- mofo

    5.1 sound question re new headset

    Thanks guys. Sounds like at least for now I'll save my money. Arma 3 is the most awesome yet most face palm game I've ever played. I don't know how BIS manage it.
  6. -ami- mofo

    5.1 sound question re new headset

    I thought this would be a question that most could answer as most would probably have 5.1 headphones these days? Anyone who's using their 5.1 headphones does the directional sound work properly? Ppl have reported that using 5.1 they can hardly hear the front or rear, just either side.
  7. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    Thanks Tonic
  8. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    Just a little question as I've never used the mod before and am hearing all the sounds for the 1st time... The gunner sounds when fired in the more armoured type vehicles ie tank/ blackfoot are much quieter than in the non armoured vehicles ie hmg hunter/ ah9 Is that normal? I guess it kind of makes sense but just wanted to know.
  9. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    Yep my bad thanks mate it's working now.
  10. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    Hey you're right, 3rd person is fine! So hang on how did you fix it?? I've not had any earlier versions of JSRS on, this is my 1st go with it .
  11. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    Seems to be the NATO weapons that are the ones not working properly, even though some of the other side's weapons aren't that punchy either. I have a second PC with arma 3 on so tried it on there thinking maybe it could be a creative soundcard/driver issue but still the same result so can't be that. Have a listen to what I'm getting.... http://members.westnet.com.au/scott_k/not%20much/arma%203%20JSRS2.0.mp4
  12. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    I adjusted my mod line to just CBA and JSRS alone and still the same. I checked the CBA folder and it's the latest version.. beta 4. FFS why do I always seem to have the weird issues with arma. I also noticed I get no reload weapon sounds at all either. Can anyone else offer any suggestions please?
  13. -ami- mofo

    J.S.R.S. 2.2 Soundmod

    I just d/l it and installed it as per instructions, @JSRS2.0 is in my Arma 3 folder. Shortcut modline reads "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -mod=@CBA_A3;@JSRS2.0;@JayArmA3Lib;@ACRE Also changed the audio sample rate to 128 like it says. Problem I'm getting is the weapons sound very 'tinny'. Not hearing any base sound like a bullet fired, actually they sound more like air fired weapons. I'm sure the problem is me, something I've done wrong?
  14. OK mate thanks for that I'll give it a go!
  15. Thanks Bullet Hmmm I join the team speak public server and create a temporary channel so I have no authority to do that though. Besides having to rent my own TS server to then have the permissions to do that is there another way to be able to do this?
  16. At first it seems to work fine but then I keep getting this error from Team Speak..... Action currently not possible due to spam protection. Please wait a few seconds and try again. and ACRE permanently stops transmitting any sounds even though the transmitting icon shows up bottom right of screen. I have TS3 version Could someone please help? :confused:
  17. Mate I just found that out 3 minutes ago when I found a you tube vid on it. I was in the wrong userconfig file >.< Everything seems fine now. I also found out that you need to call the mod command line from the desktop shortcut and not the STEAM launch option as that didn't work.
  18. OK I have it working now. Only one thing remains which is changing the default CAPS LOCK push to talk key. I opened the acre_keys file and put in '75' which is the numpad 4 key but it still only works with CAPS LOCK. Tried another random key but still only CAPS LOCK will work. Any help please?
  19. For some reason (probably a simple one) I can't get it to work. D/L from the ACRE DEV link on the main page of this thread (even though it says for Arma 2?) Copied the @mod folders to my main arma 3 folder Moved the two .dll files to the TS3 plug in folder Checked TS3 plugins... ACRE box is checked Modified my Arma 3 steam launch option to read -mod=@CBA_A3;@JayArmA3Lib;@ACRE Oh.. and have TS3 and Arma3 compatibility tabs checked for "run as administrator" I then jump in TS3, start up arma3 editor and place a dude on the map. I press capslock and nothing happens though, plus CTRL-shift-X doesn't bring up the radio. I've never used ACRE before so please tell me I'm missing something simple? :confused:
  20. -ami- mofo

    simple spawn script not working

    Hey mate didn't work, thanks anyway. ---------- Post added at 11:40 AM ---------- Previous post was at 11:35 AM ---------- Got it... Trigger should read.... _null = [] execVM "scripts\spawn1.sqf";
  21. hi all I got this script from (I forget) when the game was in beta and it worked but now it's not working. trigger, activated by blufor with null0 = this execVM "scripts\spawn1.sqf"; a marker called 'spawn1' .sqf file in my scripts folder with GroupOne_X = [getMarkerPos "spawn1", EAST, ["O_Soldier_F", "O_Soldier_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units GroupOne_X; mrapSpawn = [getMarkerPos "spawn1", 0, "O_MRAP_02_hmg_F", EAST] call bis_fnc_spawnvehicle; MRAP = mrapSpawn select 0; MRAPcrew = mrapSpawn select 1; MRAPgroup = mrapSpawn select 2; {_x allowFleeing 0} forEach units MRAPgroup; Any ideas as to why it's not working? I'm not a scripter so I honestly don't know. I did check to see if the class names were still correct though and they are. Thanks.
  22. Scripting noob here.. Am I right in reading that this problem of no uniforms can only be fixed if you're running a dedicated server? And if you're running a local MP server for you and a couple of friends then there's no fix?
  23. Hello guys, I'm up to making my third mission and now want to spawn soldier/s and vehicle/s via triggers rather than just pre-placing them on the map. I don't know scripting one bit so I searched on you tube and found this which is very simple (needs to be) and which spawns an enemy soldier on a marker (named spawn1) via a trigger... You just put this in the triggers on act and set detected by blufor. GroupOne_X = Creategroup EAST; "O_Soldier_F" createUnit [getMarkerPos "spawn1",GroupOne_X,"this allowFleeing 0",random 1, "Private"]; Now I worked out how to spawn multiple soldiers on the marker but I have no idea how to modify the line to spawn a vehicle. I tried GroupOne_X = Creategroup EAST; "[b]O_MRAP_02_hmg_F[/b]" createUnit [getMarkerPos "spawn1",GroupOne_X,"this allowFleeing 0",random 1, "Private"]; but that didn't work, nothing spawned at all. I also tried changing the createUnit to createVehicle but that just gave me an error. Remember I'm totally guessing as I have no clue. Derrrrr Could somebody please show me the amended code for getting the vehicle to spawn? Thanks very much.
  24. Ah thank you mate I'll try that. You're a scripting legend!
  25. Excellent thanks so much kylania that works perfectly :) May I trouble you with one more question? I though "why not try doing this from a .sqf file in my mission\scripts folder"... So I added a spawn1.sqf file to my mission\scripts folder and put in the same code that worked in the on act of the trigger. Then I just changed the wording in the trigger on act to null0 = this execVM "scripts\spawn1.sqf"; But nothing happened. So did I do something wrong? Or is this type of code only suited to calling directly from a trigger? Thanks again.