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About AZCoder

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    Sergeant Major


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    programming, games, cars
  • Occupation
    software engineer

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    Video games, software development, scca racing, guns

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  1. AZCoder

    S I R E N S (Prelude)

    A Redux Moschnyi? I'm ready.
  2. AZCoder

    S I R E N S (Prelude)

    I should hire you to do my screen shots. Yours are so good.
  3. AZCoder

    AZC Dogs

    Added a demo video above that shows the dog pack module with rabid option. I also updated the mod with increased lethality from dog bites, and increased pack size by 1.
  4. AZCoder

    AZC Dogs

    Dog Packs Single Dog with Handler Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2951683364 First things first, this is as much the work of JBOY as it is mine. I took the original JBOY Dogs and turned it into map modules that are easy to use. No complex scripting. Here is what you should know: 1) AZC Dogs converts JBOY dogs into a pbo addon 2) Cleaned up sections of the original scripting while adding in totally new functionality 3) Placeable map modules (one for solo and one for packs) that makes mission making easier 4) The option to create friendly packs or rabid packs New functions added by AZCoder: class DelayBark {}; class DogDrool {}; class DogVest {}; class GetDogPos {}; class GetNearestHuman {}; class InitDog {}; class InitPack {}; class LiveFeed {}; class PackAttack {}; class PackBehavior {}; class PackCleanup {}; class PackCreate {}; class PackFriends {}; class PackTrack {}; class PiP {}; class ShowDogSubtitle {}; HOW TO USE: 1) F5 -> Ambient -> picks one of two modules: AZC Dog Solo or AZC Dog Pack 2a) Dog Solo is intended to work with a handler which must also be specified. i. Handler should be either 'player' or left empty. You may also use the name of the player object. AI cannot command dogs. ii. If empty, this creates a single dog that will follow the Arma 3 engine rules and wander off eventually. iii. 'Use handler voice for commands' will use custom dialog that was created for my Dark Tides campaign. If you do not select this, then the dog will be used normal squad commands like 'form on me' instead of 'heel'. 2b) Dog Pack creates 1 to 4 dogs that will roam around the area of the module. If rabid is checked, they will attack anyone that gets near them, otherwise they will bark happily at the sight of humans and run around. Note that the rabid dogs may not be as dangerous as some players may prefer. I may adjust this later on with feedback. Players can identify rabid dogs because they drool and they tend to growl or howl at them. Friendly dogs will just bark and follow you around for a short distance before going back to their initial position. Rabid dog packs will try to kill you and anyone else around. A solo dog can be reference by simply putting a name in the module. For example, Variable Name 'SoloDog'. Then you can issue script commands to SoloDog, such as 'SoloDog distance player' in the debug console. If you have a dog with a handler, you can reference him by the variable 'vDog'. Such as 'player getVariable "vDog"'. How does one use that camera on the dog's back? There are 2 functions you need to know: AZC_fnc_LiveFeed and BIS_fnc_liveFeedTerminate. The latter one terminates the feed. If you want to give the player control over the camera (recommended), one easy way is to create a pair of triggers. This will work: trgCameraActivate = createTrigger["EmptyDetector",[0,0,0]]; trgCameraActivate setTriggerStatements ["true","",""]; trgCameraActivate setTriggerText "Activate Camera"; trgCameraActivate setTriggerActivation ["ALPHA","PRESENT",true]; trgCameraActivate setTriggerStatements ["this","[(player getVariable 'vDog'), player, 0] call AZC_fnc_LiveFeed;",""]; trgCameraDeactivate = createTrigger["EmptyDetector",[0,0,0]]; trgCameraDeactivate setTriggerStatements ["true","",""]; trgCameraDeactivate setTriggerText "Deactivate Camera"; trgCameraDeactivate setTriggerActivation ["BRAVO","PRESENT",true]; trgCameraDeactivate setTriggerStatements ["this","[] call BIS_fnc_liveFeedTerminate;",""]; You can place them in your init.sqf script, or create triggers on the map. Let's look at the paramters for AZC_fnc_LiveFeed: [(player getVariable 'vDog'), player, 0] The first part gets a reference to the dog, player must be player (don't change it), and the number is what visual mode you want to use. In daylight, use 0. Use 1 for night vision and 2 for thermal vision. Sorry I do not have an easier way to set the camera up at this time. If you come up with a better solution, please share it with me :) SPECIAL THANKS: JBOY for allowing me to build off of his JBOY Dogs suite of scripts. DISCLAIMER / LICENSE: I am not responsible for any damage caused by this addon. While the rabid dogs can be scary, it is unlikely they will leap through the monitor and harm you. Face protection is recommended while playing. This is completely open source. Please credit JBOY and AZCoder if you make changes, but otherwise do as you wish with it.
  5. AZCoder

    [SP] Evil's Last Will

    Thanks! It seems all I did was put in a 5 sec delay to overwrite the music with my custom menu music. Your solution is better! Anyway I'll fix my campaigns later, too busy playing Underdogs.
  6. AZCoder

    [SP] Evil's Last Will

    I had the same problem on my campaigns last year. Can't remember how I fixed it but glad you did!
  7. AZCoder

    [sp_camp] Shadow Fall

    Ok @SlovakianLynx it is fixed. Thanks, that would have been hard to find without the error.
  8. AZCoder

    [sp_camp] Shadow Fall

    Thanks! That's something I can fix.
  9. ArmaIII has yanked the Zone from the Workshop (again). I don't suppose anyone knows how to contact him? I'd be willing to upload it on my workshop but I don't want to get in trouble of course.
  10. AZCoder

    [sp_camp] Shadow Fall

    It was a lot of tedious work, but I updated the missions and released Gambit today, link in this post
  11. AZCoder

    [sp camp] Gambit Royale

    GR v2 has been released! This one is roughly 50/50 new/same. 3 new missions replaced old ones, a couple new scenes, and the others were all tweaked or altered to some degree. I tried to tighten up some plot points. Besides the addition of Western Sahara in 2 missions and a scene, Natalia of the GRU is finally restored (she appeared in the original A2 version of the campaign). I know it's mod heavy, but I carefully debated and tested mods for months before deciding on this set. I hope you have fun playing it!
  12. AZCoder

    [sp_camp] Shadow Fall

    I think you already proved it won't work. Sorry about that, but my understanding of the cDLC policy was flawed. Gambit Royale will also require GM and additionally Sahara DLC. In that one I actually use the map. I will not require any other DLCs for Dark Tides. Speaking of Gambit, release got delayed because the mod author of Sunset over Takistan changed all of the class names for the Ardistan faction. That means I have to manually update each one for the 3 mission files that use that faction... and I used their entire army. Sigh.
  13. AZCoder

    [sp_camp] Shadow Fall

    Interesting. I always wondered how it would play out, because once you own a DLC, there's no way to test a mission without it. Even if I don't "load" the GM dlc, everything still works with the compat addon. That's because BI didn't make it possible to test without properly.
  14. AZCoder

    Sunset over Takistan

    There's been a popup bug for awhile, just making sure you are aware. Pops up when mousing over Civilian class names.
  15. AZCoder

    [sp_camp] Shadow Fall

    Hey everyone, I just released v2! Thank you for your support and patience. I really appreciate everyone on here. I will admit that I put off releasing for a few weeks because I got burned out, but I found the energy today. I had to replace my cloud image service because they were choking hard, and I wanted to upload images. Please check the addons required. The GM DLC is required, or optionally the GM compat addon should suffice. I did not use the GM map so I think it's good either way. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=802767761