-
Content Count
341 -
Joined
-
Last visited
-
Medals
Community Reputation
40 ExcellentAbout kromka
-
Rank
Staff Sergeant
Profile Information
-
Gender
Not Telling
-
Location
Everon
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Virtual Arsenal with ACE3 stuff only when player has this mod
kromka replied to kromka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Solution is using this script: { [_x, 0] call RHS_fnc_VirtualAmmoBoxUSA ; if (isClass(configFile >> "CfgPatches" >> "ace_main")) then { [_x] execVM "scripts\addAceGearToContainer.sqf"; }; } forEach arsenals; private ["_obj", "_items", "_magazines", "_weapons", "_backpacks"]; _obj = _this select 0; // sets _items = [list of items]; _magazines = [list of magazines]; _weapons = [list of weapons]; _backpacks = [list of backpacks]; // add [_obj, _items, false, false] call BIS_fnc_addVirtualItemCargo; [_obj, _magazines, false, false] call BIS_fnc_addVirtualMagazineCargo; [_obj, _backpacks, false, false] call BIS_fnc_addVirtualBackpackCargo; [_obj, _backpacks, false, false] call BIS_fnc_addVirtualWeaponCargo; Maybe not super elegant but it works.- 1 reply
-
- 1
-
RHS Escalation (AFRF and USAF)
kromka replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I may found possible bug. Thing concerns functions virtualAmmoBoxXXX (where XXX is faction name). At the very end of the function I see //adding stuff ["AmmoboxInit",[_ammoBox]] call rhs_fnc_arsenal; if(_type == 0)then{ [_ammoBox,_rhs_weapons,true] call BIS_fnc_addVirtualWeaponCargo; [_ammoBox,_rhs_items,true] call rhs_fnc_addVirtualItemCargo; [_ammoBox,_rhs_backpacks,true] call BIS_fnc_addVirtualBackPackCargo; }; [_ammoBox,_rhs_magazines,true] call BIS_fnc_addVirtualMagazineCargo; Problem is rhs_fnc_arsenal initialize object as an arsenal (and adds action "Arsenal"), and BIS_fnc_addVirutalXXX are called like [_ammoBox,_rhs_items,true] which means fourth argument is treated as default (true in this case). As a result second action "Arsenal" is added to the container. Source: https://community.bistudio.com/wiki/BIS_fnc_addVirtualWeaponCargo Probably it should be: //adding stuff ["AmmoboxInit",[_ammoBox]] call rhs_fnc_arsenal; if(_type == 0)then{ [_ammoBox,_rhs_weapons,true, false] call BIS_fnc_addVirtualWeaponCargo; [_ammoBox,_rhs_items,true, false] call rhs_fnc_addVirtualItemCargo; [_ammoBox,_rhs_backpacks,true, false] call BIS_fnc_addVirtualBackPackCargo; }; [_ammoBox,_rhs_magazines,true, false] call BIS_fnc_addVirtualMagazineCargo;- 16574 replies
-
- 1
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Virtual Arsenal with ACE3 stuff only when player has this mod
kromka posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a mission with MCC and RHS. There in init.sqf I have Virtual Arsenals with RHS stuff connected to custom box with this command: { [_x, 0] call RHS_fnc_VirtualAmmoBoxUSA } forEach arsenals; I don't want to force players to use ACE3 but I wan't to add to the same arsenals additional stuff from it when player has this mod on. I try to do this in init.sqf with if (isClass(configFile >> "CfgPatches" >> "ace_main")) then { { [_x, true] call ace_arsenal_fnc_initBox; } forEach arsenals; }; But when mission starts, nothing happen. I've noticed this ace_arsenal_fnc_initBox isn't present on the list of available functions, probably because I didn't add ACE3 to the mod list. However I don't wan't to do this because I want to allow players play this mission without ACE. And so on. What to do with this? Maybe I should add this detection to initPlayer.sqf? -
Hello @whiztler Its been a while. I think I found possible problem in the first mission. In the script I see: private _waypoint = (group (driver _vehicle)) addWaypoint [getMarkerPos "mLand", 0]; _waypoint setWaypointType "TR UNLOAD"; _waypoint setWaypointBehaviour "SAFE"; _waypoint setWaypointSpeed "NORMAL"; _waypoint setWaypointStatements ["true", "this land 'LAND';"]; waitUntil {sleep 1; isTouchingGround _vehicle}; mots_3 = true; I understand it like: wait until chopper will touch the ground and then set some mots_3 which make some progress. Problem is we today met a situaton when chopper didn't landed, just hoover above landing pad. Reason could be he was warned because unfortunatelly we have been involved into some small firefight near the enemy special ops camp. Can you make some workaround to this? Eg. add some timer that will check if chopper is still above the base longer than minute and if yes, spawn target manually and move chopper to another waypoint? This will be ugly, but it should prevent mission to stuck. Also we have problem in mission with radios. In chest near the church there are to few of them.
-
I can't agree with statement backpack are not important on the beginning of the mission. When I don't have backpacks I have to push bullets for machine gunners and RPG missles to the vests. Of course I can live with that, but it is quiet odd. But what if I want to put additional charges or mines for ambushes to subordinates? I can try to equip them after the start but usually it takes plenty of time and such missions have some kind of "counter".
-
"Fireworks" I didn't found in briefing any info about possible russian air support. This info would be very helpful because Kamov is true pain. But of course it is possible I missed it. I also would consider if info about rank of soldiers is needed at all as a separate option in the menu. This information can be found in map info also icons are present during mission next to the soldiers names. If it is possible I would consider discreet promotion during the mission instead of after the mission. Summary is also not so neccessary in my opinion. I've finished campaign. Good job. There were som minor issues but even in this form it was playable. Really addBackpackCargo/removeVest doesn't work? I saw backpacks in many init pools. In which file you form init pool? I will try to help if I can.
-
Yes I noticed. But why as a player I have to turn this on? Why it can't be turned on by default? I know you mentioned in readme it doesn't work properly but anyway it works somehow. What will happen if I will turn it on in the middle of the campaign? Progres will be counted from the middle of the campaign or not at all?
-
I tought it is not working now. Can I activate it manually somehow?
-
When I read what you write I have conclusion it would be wise to add section which describe all those details (eg. map>"Technicals" or something similar). I remember original Resistance and I know equipment pass but I never was aware of detailed rules how it works. Especially I need some truck. In my opinion everything passed what belonged to the team at the end of the mission. But you are creator than I believe you are right. Back to the stuff pool. There are too many uniforms, vests, bandanas, hats. They are completely useless and force player to scroll the list. There are no backpacks. For machine gunners and RPG they are essential. Also modern first aid kits are present. Has CUP some more suitable stuff for this period of time? Also now I am confused. Despite limit bar on the bottom looks like pool is full i can move stuff freely. Then now I don't know if there is any limitation. "Information" If I would be Victor, I wouldn't dare to sneake to the manor at this time. There is definitelly to bright. I would consider postpone mission about half an hour (no matter of original time). Technically problably it will have no impact but will get rid of impression of suicide mission. "Occupation" AI precision: 70. In my own Arma dictionary, this mission is "alone against whole army". And to be honest this is one of the worst experience in Arma. I don't know if my approach is repateable but this I met it twice on two attempts. Right after passing Mirov I encountered enemy group supported by BMP. My AI team was involved in firefight (in line formation and "danger") and in a meantime I destroyed incoming BMP. It took me about 20 sec and BMP didn't shot even once. Then I back to elimination of the infrantry. But during this short time my squad had been reduced to 3-4 men. Then twice I stormed chateau with only few men. After chateu I left by myself with support of Alpha armoured team. I found suitable position and decimated enemy garrison hovewer it wasn't pleasant experience (bare save-load). Propositions: - increase my own squad to at least 12 men, - increase my subordinates rank, - decrease enemy rank (or add them shaking hands), - add some small (5 men) reinforcement if player will arrive to chateau with less than three man. "Counter attack" I don't know if tank attack trigger is connected somehow with infrantry attack repel but for mission gameplay it shouldn't. I choosed variant "tank against tanks" and I just massacred first wave of enemy AI. Hovewer one guy slipped to the base. I detected him accidentally in tactical view when I moved my BMP. Because I waited quiet long and enemy tanks appeared right after death of this last enemy soldier I have impression there is connectivity between them. It may lead to not necessary delays in mission. Thing to considered. I also proposed this to w0lle when I tested CWR basic campaign: sometimes (always?) it is worth to add trigger "enemy in area less than 2 or even 3". Second worst experience in Arma is to look for last AI hidden in nowhere to push scenario 🙂 cutscene after "Counter attack" Shooted/dead man moves slightly his head when Victor checks his pulse.
-
In "Scrap" I've done all repairs and rearm but but I've forgot barrels can be used to refuel. Agree, cistern would be more noticeable and there is no need to move a tank one by one to barrel - you can operate with a cistern. This "out of fuel" message means reserve in fuel tanks (I've checked all of the tanks in "Fileds Excercises" personally). Practically it allows to pass "Field Excercise" and even "First strike" then it has no significant meaning, it just disctract. Is it possible to use "force regroup" for selected unit? I didn't tried this. I tought this is general option. Good to know. I also noticed the staff pool between mission is very limited. After "Scrap" I can't add anything from my personal inventory without taking something from there first.
-
Yes I am Pole. But I don't remember such details. I play OFP/Ax in EN. Then I have additional question. Do you "translate" this campaign 1:1 or do you do some own modificiations. I understand there is hudge difference between engine of OFP and A3 and some things have to be changed to keep gameplay on proper level. But do you add some details on your own? What stuff is passed between mission? I remember in original there was a equipment. But what with vehicles? If some veh has my crewmember will it be moved to the next mission? Probably in original campaig I didn't figured this out (because I didn't expect it may be possible) then this situation is little bit suprising for me. "Scrap" 1. Enemy AI awareness. It is immense. AI involved in firefigh with me even when I choosed alone variant and shoot to tank crewmembers from 0,5+ km. I was in ghille but in plain terrain. In this situation AI patrols on the opposite slopes just detected me quickly and started firefight. My skill setting for AI is set to 50. 2. Refueling of the tanks. In this specific mission this is not a problem, I can go to the base using those remnants in fuel tanks. But on the very beginning of the "Field excercise" mission crew of one of the tanks make a call "no fuel". I didn't noticed any remark about refueling and I didn't saw any tank truck. "Field Excercise" https://www.youtube.com/watch?v=d3uIuvW8xL0 1. There were 10 men instead of 11. 2. Tanks are refueled (fuel in OFP was probably irrelevant) and rearmed. 3. Lack of fuel on the very beginning makes one of my tank useless. I don't know it is only my case or general rule.
-
Thank you for this release. This is long waited completion of whole CWR3. Nice you preserved passing equipment between the missions. I remember this micro management was quiet enjoyable. I just started playing. If you don't mind I will give you here some feedback. I glad you don't mind 🙂 My AI setting is: skill 50, precission 70. "No turning back" Those RPGs in crates should be used against incoming tanks are really annoying. Of course it is possible to use them hovewer this sight is so small it is very hard to handle this weapon. Is it possible to change it to something more "playable" (standard RPG-7 or something similar)? I met a situation when one of my subordinate stucked in the tent. This fact leds me to discover in menu there is an option "force regroup". General idea - as I understand it - is good but in my opinion is too general. Reason is when some AI unit will do some stupid thing - mainly will be stucked - and I will use regroup after I will dispose all other AIs all of them will be reseted to my position. More elegant and purposeful would be turning on an option present in A3 called "team switch". This will allow move only one specific unit without touching other ones. Also this gives new gameplay possibilities without breaking any balance. "Ammo low" In the second part of the mission, after disabling the convoy, QRF come. The dialogues suggest making of some ambush using satchels or mines. Hovewer AI don't want to come. I tried this part couple of times. Always T72 and BMP wandered about 300+ meters around ambush place and never came to the place. It means stationary ambush is practically not possible. In one case I've used enemy T72 from convoy and damaged incoming tank. Rest was an RPG fight, hovewer on open space it is very hard. This is just FYI. I know in original campaign this dialogue also was present but I don't remember how tanks acted. Also I have additional question. OFP Resistance introduced also SP and MP missions. Do you have in plan add them? Or maybe @W0lle already add them to Cold War Rearmed III Missions?
-
1 and 2 Then instead of solid fill of zones there should be coloured shape lines (however I don't remember if it is possible)? 3, Its pitty. It would make the mission much more interesting. Anyway I believe you are righ about complexity. 4. This version may be also OK. 5. Well that kind of fancy stuff is always simplification, then I see two ways. a) there is a depot (on the side of airfield) with all those necessary trucks b) trucks are handled by AI and comes to the player (radio call) in the area of the airfield. One thing I am not sure: is this effect worth of effort? Especially you indicate this is rather training mission. 6. Ok. I have to try it once again. I had impression it is active only during stop. In the tutorial movie (about 12:18) you also say about it: stop and refill will start.
-
Desert OPS Run - Tactical Arena v1.30
kromka replied to Gunter Severloh's topic in ARMA 3 - USER MISSIONS
Got it. Just FYI, I don't have any performance problems. My spec is Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz 4.00 GHz, 32 GB RAM, SSD, Radeon RX 580 Also I didn't noticed any performance drops on dedicated. As a summary I can say only that progress between curent version and first I played is very impressive. Mission is better playable, more interesting, more demanding, (despite some small problems) more stable. -
Desert OPS Run - Tactical Arena v1.30
kromka replied to Gunter Severloh's topic in ARMA 3 - USER MISSIONS
Yes I watched video. I proposed limitation of shooting to AI becuase I have experience often single AI hit me and there may be temptation to kill him just after revive. But this is of course matter of player itself. Ah, you are right. I forgot about lack of crate in the office. Thank you for tips with description.ext. I have observation about bug 1) I've noticed as you've written there is a problem once per some time with the time of reviving. On the very beginning I tought it indeed prevents reviving, but recently I noticed this is just a matter of time: if I will wait about 45 sec process ends successfuly. I don't understand this delay but indeed it happens. In case of the rest it may be unproper place of side switching command. I am not sure what happen precisely when player go to the state of revive an go outside this state. Especially if eg initPlayer.sqf is launched. I had a problem when I added teleport option to the flag in my mission. After the players revive, teleport option sometimes gone for such player then I assume some kind of cancelation of states was done after or just before revive. Hovewer I didn't solved this problem. Maybe this fact is somehow connected with yours - you just missed some critical place where side change should be added. I am not too good with A3 scripts. Or maybe this is a data propagation problem?