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Freebie

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Everything posted by Freebie

  1. @ Bigshot: I put that in the init line of the man. The suitcase has the addAction line in for the case.sqf file. I found out that the ALICE module doesn't work unless it's over an actual town with a name on the map. I didn't know it doesn't work over non named settlements lol >.< Do you have to place a module over every town you want? Or is there a way to just place one module and with a little scripting have several towns spawn civvies?
  2. Thanks very much for your help guys! That worked a treat. :) And I just added a seperate addAction to the briefcase for the open briefcase / hint "whats inside blah blah" thing. Ok if I can push my luck a little I have one more question... I'd like to use the Ambient Civilian module/s in the editor to place civies around a takistani town. But after searching I see quite a few using it, but no explanation on how to implement it properly. I tried just placing the modules over a town and even tried a couple of extra things that seem to be vaguely mentioned in one post but still no luck. I'm afraid my lack of experience just can't fill in the necessary blanks :o Is there any chance that you could explain (in a newbie way) how to get these modules to actually work. That would be great :)
  3. Freebie

    AI?

    What often kills the immersion for me is the AI. They often behave in a non logical, totally unhuman-like manner that's quite frustrating to watch, and don't even mention them controlling vehicles. FPDR To me the number one main improvement A3 needs is smarter AI.
  4. Freebie

    Arma 3 Officially Announced!

    Fantastic! :bounce3: And I sure hope Arma III has improved AI behaviour, particularly when they're in vehicles. Ya hear that BIS? :D
  5. Wow nice! Must've taken you a long time to do this mate, good work, thanks :) ps- How did you get those illuminant towers to work? I'd like to use a couple in another map. Cheers. Edit- NM sorted :)
  6. I tried the attach to command first as it looked the simplest method and it worked! I can still access the ammo crate in the rear of the truck.. I just had to get it in the right spot to do so. My problem is solved and I learnt something new. Thanks guys :)
  7. Hi all, I have an ammocrate.sqf file with all sorts of goodies in which fit into a normal ammocrate. The thing is, is that I'd rather have a supply truck with all these goodies in. But it seems that the supply truck can only hold so much till it gets full and some of the goodies don't show (or have a reduced number show up). So basically my question is... is there a way to fit as much in the truck as I can in the ammocrate? ps- I loaded the ammocrate itself into the very back of the truck using the setpos height thingy which worked. But that's only good if the truck stays stationary. If you want to drive the truck (which I do) it just leaves the ammocrate behind in midair. :confused_o: So that was my fail attempt in trying to get it to work. I'm sure a lot of you are smarter than me and will hopefully have some sort of solution. Thank you!
  8. Use your mouse wheel to zoom right in on an object and when you zoom on enough you will see the ID number of that object
  9. Freebie

    M1151

    I've noticed that a few vehicles (not just these but vanilla ones too) have very low side windows and you can't see out of them properly. Is that just a BIS muck up to do with the modelling?
  10. This is really strange, but I hopped into a previously recent made and tested mission of mine tonight just trying something out and noticed that the AI soldiers were using heaps of smoke grenades. I've noticed in the past that the AI occasionally pop a smoke grenade but this was ridiculous... There were white clouds everywhere. No I don't use any AI mods like Zeus, I don't use ACE either. I do use a little of the GL4 mod but not the AI stuff and no I haven't made any changes to the AI game mode difficulty settings. This just suddenly occurred out of the blue :confused: Firstly has anyone else ever had this weird phenomenon happen to them? And secondly is there a way to disable the AI throwing smoke altogether anyway as the way they do it is unrealistic anyway. Thanks
  11. Hi, I'd like to know if it's ok to put all of your addon/mod files in just one @folder? will this cause any conflicts? Or should you split them all up into different folders? Plus if you should split them up into different folders then would the order in which you arrange them in your -mod target line have any effect on how they work? Thank you
  12. Freebie

    @ folder/s

    Thank you very much gents :) I have an @Mods folder in which I have about a dozen small addons like vehicle radio chatter, Shactac HUD, NVG adjust, etc... just minor stuff like that. So sounds ok to leave those particular one's together. However if I ever try ACE or some other major mod then six updater it is :D
  13. Freebie

    AI throwing lots of smoke?

    Hi Gunter, No it isn't that as I'd noticed that before, but am not using that mod anyway. I found what was causing it. It was to do with me not having the GL4 system initialize module in the mission. Even though I'm only using the radio chatter addon part from the GL4 mod which works without the module it seems that you still need to add the module as otherwise the AI start acting a bit different. Throwing heaps of smoke and leaving their posts even before they sense danger. The reason I hadn't noticed it at 1st was that when I did my initial testing I had the module in, but noticed that the radio chatter still worked without it so I then didn't bother to put it back in again. So my fault really :o
  14. Thanks for all your help neokika, there's a lot to learn about scripting! It's very interesting though :)
  15. Ah thank you neokika, that did the trick. Plus what a great little script! Now I don't need to abandon vehicles that have their tyres shot out! :) I still have a couple of questions if you don't mind please? Firstly re the handlers. Now that you pointed it out I've noticed other scripts that I'm calling from unit's init lines do have them too. The one's I've copied/pasted before have nul, whereas you specified nic. Will any word do? or are these set words that you must use? And secondly in your readme text file it says that the line that goes in the mission's init.sqf file [] execVM "scripts\NEO_tireFix\init_functions.sqf"; Needs to "run on all machines". I'm not exactly sure what you mean by this? It sounds like your saying that everyone playing in the mission needs to have this line in order for them to fix the tyres too? and yet to my (very basic) knowlege it can only go in the one init.sqf file which only exists on the server host machine. Can you please clarify this to me? thanks.
  16. I'm a noob... I've followed the installation instructions but when I place the [_vehicle, _tiresInCargo, _maxCargoSpace] execVM "scripts\NEO_tireFix\init_vehicle.sqf"; into the vehicles init line I get a "Local variables in global space" error. Can anyone please help? And please explain in layman terms :o
  17. @ Bigpickle and Fruity Rudy.... You have to also leave the GL4_System.pbo in as well. The FX won't work without it. Plus put the "GL4" folder in your Arma2 main directory\userconfig folder if you already haven't done so. Fire up ur mission map and place the Group Link 4: System (initialize) & Group Link 4: Special FX (initialize) modules on ur mission map. Now it should work. What I also noticed was that although the majority of the mod isn't active some of the FX that don't require the .pbo files are. We're not really talking that much from what I could notice but a couple of things had me messing around in the userconfig\GL4_Local.sqf file in order to turn them off... I removed the \\ from in front of the appropriate line under "GL4 Player Map Marker:" setting as I hate being able to see where I am via a marker on the map. Plus I also removed the \\ from the appropriate line under "Weapon FX Impact Sparks Change: ( Bullet )" line as I noticed that sparks would fly from MG rounds when they hit the dirt which just isn't right. Having background radio chatter in cars, armour, heli's and planes is great! :D
  18. I use the vehicle radio chatter addon from the GL4 mod
  19. Oh ok thanks then Mando now I see what you're saying. Sorry I'm still pretty newb at this stuff. :o I'll give it a go :)
  20. Not nowadays, but I think that that used to happen when I was using the NVG mod a ways back by itself before I was using it in ACE 2. It's weird how the green FLIR bug only happens after you've already been in at least one vehicle. :confused: Hopefully Mando may be able to sort it.
  21. Mando this is a night mission so I need NVG's. What I've discovered is that the problem is some sort of conflict between Mando's and the ACE NVG's. If the chopper is the 1st vehicle you get in then all is ok. However if the chopper is the 2nd (or more) vehicle you get in then the bug shows up. That vehicle can be any other one or even the chopper itself if you get in, get out and then get in it again. Only way to stop it is either don't turn the NVG's on at all before you enter the chopper or remove these files... ace_sys_nvg.pbo and ace_sys_nvg.pbo.ace_b332.bisign Hope this info helps you possibly find a fix for it? :)
  22. Hi Mando, I'm not using that but I'm just about to do a Yoma update which has the latest version of Mando's so I'll let you know if maybe that clears it. ---------- Post added at 09:53 PM ---------- Previous post was at 09:51 PM ---------- OK the update is done and the problem is still there, the FLIR can't be used as the camera view is still being processed through NVG mode. Any other suggestions Mando?
  23. Hi Mando, I saw this mentioned ages ago in this thread but didn't see an answer... It's a strange "bug?" with the FLIR where if you have NVG's on and switch to the hellfire camera (I did this in a Cobra) then you still get the green vision which you can't turn off. Even turning the NVG's off before you switch to the camera doesn't stop it. Then when you switch on the FLIR it washes the entire camera view out in bright green light and you can't see anything. What makes it even more weird is that if (in the editor) I place myself next to the heli and then preview the mission and hop straight in the heli with NVG's on it's fine. But if I play the mission from the start which means I only get in the heli 20-30 mins into the mission then this "bug?" happens. Are you aware of this? Any idea what causes it or how to stop it? Thanks :)
  24. Thanks Mando! And this is a fantastic mod if I haven't already said so. :)
  25. Thanks Mando all sorted now :) BTW the readme file says that the Longbow AH-64D has Sidewinders but I don't get that option when scrolling through the weapons. Just hellfires, remote and nav.
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