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infiltrator_2k

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Everything posted by infiltrator_2k

  1. I understand where you're coming from, but the item "ItemMap" is openly available in player's inventory and in VA and VAS, so all a player has to do is remove the map from their inventory to trigger the task complete. I've basically created an deep sea task that requires a player to dive and retrieve an item - preferably the briefcase - so they can return it to HQ and trigger the event. I know Iceman77 helped in creating a laptop recovery mission that used the addaction and deleteVehicle on decorative items, but I don't think it works in MP, or at least that's what I assume as these scripts seem to seldom support MP. If it does work MP then it's perfect for what I need.
  2. I've successfully managed to get a triggerActivation condition with an empty object's classname using the below code by grouping the object with the trigger and it also works in MP. However, this is only if I place the object in the trigger area before the mission starts, as if I carry the item into the trigger area in-game it doesn't activate. Why is this? Can someone please provide me with a method of getting a MP triggerActivation with an empty item please because it's driving me nuts try to achieve this. An object's name would be preferred to a classname to prevent cheating. handle = getpos thistrigger nearobjects ["Item_ItemMap",50];count handle != 0 Cheers
  3. That great, it works perfectly, although I've since discovered that the items I want to use i.e. briefcase are for decoration only and cannot be carried. Of course the items that can be used are available in the VA and VAS so it's a bit of a flaw as people can cheat on the task by placing down a readily available in the trigger area. Can I edit that code to change it from item classname to item name? Cheers Ian
  4. I'm currently using MapBuilder and I've noticed it gives me access to an abundance of objects that aren't currently available in the stock editor. Why are there literally hundreds of objects that can't be accessed with the stock editor? Is this going to change? Is there a reason behind it? I'm bloody annoyed to be denied access to so much content! :mad:
  5. infiltrator_2k

    Limited Access to Objects in Editor?

    That's great Moricky and thank you for the reply BTW. It does see a shame that devs have put so much time and effort into creating so much content and I look forwards to the new editor :) If I could recommend a feature for the new editor it will be its own mini search engine that uses a process of elimination based on keywords. If for example a user inputs "UAV" the results produced are all the classnames of the UAV drones, terminals and backpacks together with the category they're in and obviously an animated illustration of the items.
  6. I've placed enemy units in buildings before by means of waypoints so that the enemy ai are situated on all levels in buildings. The only trouble with this method is they just stay at their designated waypoints and when confronted they simply lie there on the ground dumb returning fire. With that said, how can I get the ai to randomly patrol all levels of buildings and when engaged move around as they would on the ground. I'm currently using DAC so wondered if setting up an infantry zone with a _setBldgBeh configuration would achieve the best results.
  7. infiltrator_2k

    ASR AI 3

    Does ASR Ai run ok with DAC? Is there any conflicts? Does ASR Ai conflict with DAC's behaviour configs? I'm using DAC and I'm wondering if I can run ASR Ai as well and how they work together.
  8. infiltrator_2k

    Wireframe

    I remember back in the day editing in Delta Force and using the wireframe feature to accurately place objects within a precise distance to one another. Why doesn't Arma have this feature? I'm currently putting together an ammo dump and it's a ball's ache having to keep restarting the mission to check the distances between objects and repeatedly tweaking it.
  9. infiltrator_2k

    Wireframe

    BIS must have this in the pipeline for its devs. It's just so practical and makes life so much easier when editing. An official version is well overdue IMO.
  10. infiltrator_2k

    Wireframe

    OK Bad Benson, tonight I've tested out MapBuilder and although it takes a while to get use to I can confirm it rocks! :cc: A must have for any mission maker! NeoArmageddon you're a star!
  11. _set0 = [20,[b]2[/b],0,30] Thanks Savage. I did a Google, manual and forum search but the answer was right under my nose :rolleyes: I edited that value to '1' but still no change. The arty works fine on the flat where the units can see the enemy, but as soon as I put the arty in a remote location I get the same error over and over. DAC is pretty overwhelming when initially configuring it, and finding the right balance is definitely key. I'm trying to make a dynamic CQC mission in Kavala which is proving to be challenging in such a built up area Getting the Ai to enter and search buildings and balanced firefights has got to be key. (tips appreciated.) Cheers Ian
  12. What's this error and why am I getting it? I know "reason 10" is when there's no artillery available, but I don't know what reason 2 is :/ "Call arty support [East] aborted - reason 2"
  13. infiltrator_2k

    Wireframe

    I think the wireframe is a massively overlooked feature in the editor. Hopefully the devs will add it sooner rather than later. It just seems ironic that an old game's editor had this feature over 15 years ago :crazy:
  14. But how do you change the mortars to heavy artillery?
  15. How do I go about making an artillery unit used by the AI with the scripted version? I've read what I can of the manual and I understand the 3 conditions that must be meet by the AI infantry units and their behaviours setting, but the example mission is for player called artillery.
  16. I like to think I do things to make it easy for others to understand no matter what it is I do. So when a public server's description is "[uK] British Armed Forces" and describes the only '2' addons required to join (the clue's in the name and the other being essential for any addon/mod) it isn't blo*dy rocket science! Seriously, it's so irritating when you see so many players attempting to join your server only to be kicked for not having the right addons or running the wrong ones. It really doesn't inspire confidence when players cannot understand something so simple. BIS' launcher is pretty much idiot proof (so we thought). It's like players need some kind of description field to read with an explanation and links :j: Overall it's pretty demoralising when there's people like myself who contribute so much of their free time and energy into Arma, whether it be creating content, mission making or hosting dedicated servers, yet players still cannot grasp something as simple as an understanding of how to join servers running addons/mods. There are those of us who like contribute towards Arma, and then there are those who like to simply take what Arma and its community has to offer, yet they still can't do that properly FFS FPDR
  17. infiltrator_2k

    What kind of speaker/headphone do you use?

    Logitech G35 7.1 headphones with wirelessly attached TrackIR Pro Clip mod ;)
  18. Like Dslyecxi I'm in awe of Arma in all of its glory. But annoyingly it just seems like it's the petty things that let Arma down. Only recently did I add a bunker whilst editing a mission only to discover a player couldn't access the upper level. Not a problem I thought, I'll just add a ladder... errr scrub that... but I at least wanted to see what it's like to stand on top of that bunker, so I spawned an unit above the bunker only to discover the unit spawned in the levitating/jogging action Moving on I proceeded to add a speedboat to the mission only to find that if the boat so much as touched a grain of sand on the beach it's beached with no way of un-beaching it unless you ram it with something like a tank, when realistically a unit's shove would have done the job. As petty as these issues are, it amazing how much of the shine such petty flaws take off Arma and it begs the question why the devs haven't fixed these niggles. :j:
  19. infiltrator_2k

    Absolute Brilliant Game Just About The Silly Flaws

    It's not much of a sandbox/open world then :icon_neutral:
  20. infiltrator_2k

    =BTC= Revive

    Thanks for the reply. Unfortunately the edit displays the same first name in the array multiple times of the "BTC_objects_actions_west = [name1, name2];". i.e. Move to "name1" Move to "name1"
  21. infiltrator_2k

    =BTC= Revive

    I'm using the BTC Revive version that ships with the latest version of I&A, but when I add an additional MHQ location the add action does not give me the correct MHQ names. It just gives me the same "Move to mobile respawn" twice, or whatever I've named the MHQ oppose to the correct multiple names I've added in the object name's array. How can I fix this guys? Edit. Scrub that I'll just download the newer version as I'm sure it'll work just fine, regardless of the I&A edited version.
  22. We've had the idiots team killing everyone. But what's the solution and people's take on the players who do this sh*t? Do I just ban them? Do they deserve to be added to the Arma 3 Banlist for excessive malicious team killing? I guess people's attitudes and actions on minimising team killing will vary, but I'd like to hear other admin's views on this behaviour and what they've done to act on it.
  23. infiltrator_2k

    End Game MP Mode - Feedback

    I can only speak from experience, but being an ex-army grunt as far as I can remember when on the battlefield we're taught to administer field dressings, morphine, tourniquets, perform CPRs etc.. My point being a soldier doesn't necessarily have to be a medic in order to save his comrade on the battlefield.
  24. If someone created an addon and used a space in its name instead of an underscore what problem(s) will this cause? For example: will this mean the addon will need to be enclosed with quotation marks in the start up parameters? There's obviously a good reason or reasons why people use the underscore in the naming process and I'm wondering what issues it will cause in Arma by using spaces oppose to underscores.
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