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jdmt

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Posts posted by jdmt


  1. Name: Tyson

    Steam: http://steamcommunity.com/id/tdiniz/

     

    Looking for a small unit, or even a startup that plays light infantry coop. I play with ACE3/RHS/CUP-Terrains/TFAR/ALIVE(ALIVE is not a deal breaker, but the rest are important to me).

     

    What can I bring? I have a pile of missions, I have 7 years of ArmA experience, I have dedicated server management experience and currently am renting one.

     

    I do have a weird schedule:

     

    Week 1: Available Mon/Tue, Fri/Sat/Sun

    Week 2: Available: Wed/Thur

    Repeat week 1 and 2

    • Like 2

  2. Sorry to double post, but now that I have the correct version, I have an issue with it randomly not loading the script at all, no changes to the mission, it just sometimes works, sometimes doesn't and there is no error in the rpt.

    EDIT: It only initializes once after a game restart, it's only one mission, my other one works, and I have showscripterrors on, and nothing pops up.


  3. EDIT: I had an out of date script version.

     

     

    I'm having issues with the patrol stopping after one loop around the town. I have the marker set on Pusta using CUP Terrains. 

    [_lead] join _g>
    23:29:18   Error Missing ;
    23:29:18 File C:\Users\Tyson Diniz\Documents\Arma 3 - Other Profiles\Diniz\missions\Operation_Steel_Fist_A3.Chernarus_Summer\scripts\upsmon.sqf, line 775
    23:29:19 Error in expression <Speed;
    _lead setSkill skill _npc;
    _lead setVehicleInit _initstr;
    [_lead] join _g>
    
    nul=[this,"pusta","random"] execVM "scripts\upsmon.sqf";
    

  4. any reason people can think that respawn isn't working for me..

    I'm using v0.97 with ALivE/CBA, the revive is in my mission in a mostly unedited state (I've only removed other faction objects/respawns by leaving an empty array), I've placed and named a mobile respawn vehicle(mobile_west_0), i've placed and named an object(BTC_base_flag_west), I've placed and named a marker(respawn_west), I've got the init call in place (regular, not lite) and the respawn and include entries in description.ext.

    Now other features seem to work, I can teleport to mobile from the flag and when I get killed I get the spectator dialog, but when I hit respawn I'm not getting the respawn dialog (i.e choose from base/mobile) and my character simply awakes on the floor where I died unable to stand or interact with anything (although I can crawl)

    NOTE: Having just tested the included default mission (switching the init call to the regular version from lite) the same happens, so is this a bug with the regular version?

    I'm having this exact same problem, I've triple checked everything too.


  5. Got a few more mission ideas for you:

    Underwater demolition

    Deliver an ammo HEMTT to a town/fortification, either fighting on your way in, or fighting to get out

    Destroy a radio tower

    And some other suggestions:

    I don't know if I suggested this earlier, but destroying the downed Ghosthawk should be a requirement to complete that mission.

    Can you add a parameter that allows us to pick between 1-x missions to do, instead of the set 6.


  6. After revival the ammunition disappears, in a backpack there is a large number of hours.

    I have this same issue, but my backpack is filled with watches and not hours. :P

    Anyways, I can't figure out what the difference between the Tripwired and Unleashed versions.

    EDIT: How do I re-add the parameters in the CfgAISkill.hpp file?


  7. you put this part

    
    // Maximum values for skills
    _skillSet = [
    0.25,        // aimingAccuracy
    0.45,        // aimingShake
    0.6,        // aimingSpeed
    05,        // endurance
    0.4,         // spotDistance
    0.4,        // spotTime
    1,        // courage
    1,        // reloadSpeed
    1,        // commanding
    1        // general
    ];
    
    
    
    
    {
    
    _unit = _x;
    {
     _skillvalue = (_skillset select _forEachIndex) + (random 0.2) - (random 0.2);
     _unit setSkill [_x,_skillvalue];
    } forEach ['aimingAccuracy','aimingShake','aimingSpeed','endurance','spotDistance','spotTime','courage','reloadSpeed','commanding','general'];
    
    } forEach (units _grp); 
    

    under the part which is above it in the code i included that to make it a little bit more obvious, should be in like lin 32 or so.

    Basically after the group and its units have been created.

    I guess I should've checked for duplicate code, going to try just the skill stuff, thanks for the help.

    EDIT:

    10:53:28 Error in expression <["_newX", "_newY", "_testPos"];
    _newX = _posX + (_maxDist - (random (_maxDist * >
    10:53:28   Error position: <_posX + (_maxDist - (random (_maxDist * >
    10:53:28   Error Undefined variable in expression: _posx
    

    That is repeated constantly in the RPT after I put that in, and the enemies no longer spawn.

    EDIT2: Got it, I had to remove _grp


  8. in the spawn_XXX.sqf files.

    example:

    _n=0;						
    while {_n < _grpSize} do {
    
    	_unitType=_pool select (floor(random(count _pool)));
    	_unit = _grp createUnit [_unitType, _pos, [], 0, "FORM"];  
    	_n=_n+1;
    sleep 0.1;
    };
    
    
    // Maximum values for skills
    _skillSet = [
    0.25,		// aimingAccuracy
    0.45,		// aimingShake
    0.6,		// aimingSpeed
    05,		// endurance
    0.4, 		// spotDistance
    0.4,		// spotTime
    1,		// courage
    1,		// reloadSpeed
    1,		// commanding
    1		// general
    ];
    
    
    
    
    {
    
    _unit = _x;
    {
     _skillvalue = (_skillset select _forEachIndex) + (random 0.2) - (random 0.2);
     _unit setSkill [_x,_skillvalue];
    } forEach ['aimingAccuracy','aimingShake','aimingSpeed','endurance','spotDistance','spotTime','courage','reloadSpeed','commanding','general'];
    
    } forEach (units _grp);
    

    that should do it. I didnt test it tho, just came up with it in the forum text edit thing, so excuse possible syntax errors or the code not working.

    cheers

    Still a little new to this, but I think I got it, I just put that in "Spawn_Infantry.sqf, under the important stuff, and give it a run?


  9. If you are running a dedicated Server i'd check out ASR_AI or that AI skill mod from Terox. Other than than that you can always run these commands setSkill_array over every spawned unit.

    I'm having the same problem as the other guy, the AI are very accurate. Would ASR_AI actually override the script? I used to run ZEUS AI in ArmA II and it wouldn't override the script. How do I use the setSkill_array on every spawned unit?


  10. This mission is amazing, keep up the great work.

    My only problem is I couldn't rescue the pilot, we tried everything, is there a certain slot you have to be in to rescue him? I don't know if it's required, but you should add that the chopper must be destroyed too.

    Since your inspiration came from TFOR, the only thing missing are random patrols and IEDs.

    EDIT: Enemy reinforcements would be cool too, if you are attacking an objective, there should be a small chance that reinforcements show up.


  11. Wow (Jaw drops to the floor). Keep up the good work and what kind of weapons systems will be mounted in the first version . CROWS's, M134, MK19, TOW, M240?. It would be nice to see a M240 mounted on it, Not many people like those on them but to me its better in certain situations than somthing heavy like a M2 or Mk19

    Also? Is this type of MRAP Used by the Marine Corps? Im making a mission with U.S. Marines and I need some good well done MRAPS for it and I think i found one.

    Would I be getting my hopes up if I was hoping for a route clearance mission?

    Also M240 RWS holds like 1000 rounds of ammunition, that's the benefit.

    Sent from my Samsung Galaxy Tab 10.1 using Tapatalk


  12. Is there any issues using this with UPSMON ? as when i activate this on our Dedi UPSMON does not seem to spawn any units in , take it off and they spawn in again , but when i test it on local host it all works great !?

    Anyone using this on Dedi with UPSMON ?

    Other than a lot of smoke, I really didn't have any major issues.

    Sent from my Galaxy Nexus using Tapatalk


  13. Hey can you please tell me how this works. Been annoying me for a while. havent found any info on it.

    Sorry for the offtopic.. You can write me a PM :)

    Might as well help everyone else out too.

    First, put a mine on the map, either using the editor, or do it yourself.

    Then grab the AN/PSS-14 from the box, and turn it on with the self interaction key.

    When the detector part is right over a mine, it will beep. It must be either on or extremely close to the mine.


  14. That can be done without ACE or any other mod... Either with the MaxxPro, or the Caiman (or both), if you hit a landmine or satchel the crew/passengers survive, but the vehicle is often disabled.

    Right, but if it takes an RPG, and has no cage armour, it just shrugs it off, because it's a hit points based system.


  15. I'm looking at trying to add something like the AN/PSS-12 Mine Detector. However, I'm absolute shit at modeling and wouldn't even wanna touch on attempting to animate said object/character if I even got a working representation in-game. It makes my head hurt thinking about it. ;)

    http://browser.six-projects.net/cfg_weapons/1551378

    ACE has an AN/PSS-14, if it helps you at all, it currently detects mines, I haven't tried it on the ingame IEDs.

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