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jgaz-uk

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Everything posted by jgaz-uk

  1. LSValmont Any chance of taking a look at the problem? Would really like to get this back to how it was before the last Bis ArmA 2.00 update please please.🙏
  2. Just discovered with "false" set not only will the AI not react to the dog, but in Coop Multplayer the dog wont attack enemy, just follows the dog handler around.....
  3. Turning to false will get rid of visual bug but, then AI will not react to the dog which is a pity. Just have to hope LSValmont will find a way to fix the bug.
  4. If the visible bug can be fixed & the "false" turned back to "true" AI should I think react, they did before.
  5. I hope LSValmont will take a look at the new bug, as the script had the dogs being able to be detected & shot by enemy AI by attaching an invisible unit, which now after update 2.0 can be seen! Any chance of taking a look at the problem sir?
  6. Hi do you know how to get an AI to turn on the new CUP searchlight? players can turn it on but the AI dont turn the light on.

    1. Gunter Severloh

      Gunter Severloh

      Cupdate, lol i like that, its very fitting.

    2. Alwarren

      Alwarren

      Hehe yeah we came up with that after repeated saying "CUP Update" on the discord 🙂

    3. jgaz-uk

      jgaz-uk

      Hi I found a way to do it & with triggers also its

       

      this turretUnit [0] action ["SearchLightOn", this];       In the light init.

       

      And named instead of "this" works in a trigger, as it the alarm goes off the searchlight comes on Yay!

       

      light1 turretUnit [0] action ["SearchLightOn", light1];    in a trigger.

    4. Show next comments  12 more
  7. YAY sorted it! I un pbo'd the example PatPgtips sent me & eventually found what as different & found a way to fix it. If you have the same problem, the visual bug, check the init script of each player or AI who has the dog script in the init, & change the true to false e.g. null = [this,"Alsatian_Random_F",1,false] execVM "vScripts\vDog\vDogPatrol.sqf"; (will fix the bug) If like me you see the bug then your dog handlers init script will read null = [this,"Alsatian_Random_F",1,true] execVM "vScripts\vDog\vDogPatrol.sqf"; just change the true to false & problem solved. The colour not needed, just used in this post. Dont know why the ArmA3 2.00 update caused this to happen? & not exactly sure what the true/false refers to?
  8. Same problem its not the dogs that are upside down, but some of us are seeing a "Survivor" AI unit stuck upside down in the dog & moving around with it. This only started after the last Bis A3 update to 2.0, was fine before??? https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Tested the mission you sent me, running all the usual addons & that worked fine just like previously! Tried a different mission with the Dogs in (without the Horses Addon in it) right after testing yours & still the same problem? Weird or what? https://steamcommunity.com/sharedfiles/filedetails/?id=2264093489 I'll un pbo your mission & try your scripting to see if that will fix it. Thanks for your time.
  9. Anyone know how to fix the problem? https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893
  10. Senoj, That started this week with the ArmA 3 update to 2.0 previously it was working fine. I have used the dogs in half a doz missions this year with out a problem. hope it can be fixed.
  11. Yes GM was loaded, I'll try it without. Only get that error with the CUP C130 & Dakota C47 aircraft. Thanks for your answer..
  12. First, thanks for all your hard work! Dont know if its been mentioned, but all of the C130 Hercules aircraft give the "Hit point error" when used in a mission. dont suppose there is a way to fix this?
  13. jgaz-uk

    3CB BAF Equipment

    Could this be added to CUP British as standard?
  14. jgaz-uk

    Enhanced Movement

    Be warned there seems to have been an update I had to reset the settings now using "Enhanced Movement Rework" to set keys instead of the previous EM addons option.
  15. jgaz-uk

    Enhanced Movement

    So would I lol There is a fix on steam that helps fix EM problems; https://steamcommunity.com/sharedfiles/filedetails/?id=2034363662
  16. jgaz-uk

    ASR AI 3

    Its still working. If you make a small test mission with 2 opposing squads with MGs, armed vehicles, etc. Test with & without Asrai running, & your self as a Civ spectator, there is a real difference! As in Vanilla & the AI will shoot after a while, & not much else, with Asrai, all weapons will be mounted & used, cover taken, & a real fire fight will take place. Try it.
  17. Tested 1.9 version & all works fine, but need to make sure other radio triggers are not Alpha or Bravo & still; Playing as Blueforce (with no dogs at all) & with AI enemy Opforce guard with guard-dog script (has a dog) player will see the dog radio commands in his Blueforce Radio list, but the enemy's dog will not obey the commands, if given by Blueforce on the radio. So it does work 🙂
  18. Dont know if anyone has mentioned this, there seems to be a radio problem or two. As in; if there's already other radio triggers (supply drop scripts ect) the dog commands overwrite them. also enemy AI guards had the guard dog & player can see the attack commands in the radio list if they have a radio trigger option. just updated to previous version. not tried 1.9 yet
  19. jgaz-uk

    Enhanced Movement

    For me EM has worked perfectly for ages, but as of today the "Hands" option to sling your rifle over your sholder (to move faster) has stopped working? does nothing other than if you are holding a pistol it swaps back to the main weapon. any one else getting this? I wonder if there has been an animation name change?
  20. jgaz-uk

    co10 Escape

    We seem to be getting a problem with Admin time selection, select normal time speed midday & its 04:00? usually dark? Are we doing something wrong?
  21. jgaz-uk

    SHK_Fastrope

    Removed, as bug fixed
  22. jgaz-uk

    Helicopter fastrope script

    Hi have the script working fine, but when the transport Helo moves to base1 it cant be deleted at all? so if someone JIPS they are stuck at base1 if the transport Helo could be deleted jipers can start where ever placed in the editor. Is there some way please of removing/deleting the transport Helicopter after it returns to base (the base1 marker) .
  23. jgaz-uk

    GF Cargo Airdrops Script

    YES! That works for custom, maybe an update that caused a Bug? For some reason the random still worked, but thee never seemed to be much in the crates. Thanks for working that out H34dup! I added some rucksacks to the script the same way & that worked also; e.g. //Backpack { _cargo addBackpackCargoGlobal _x; } forEach [ ["B_Carryall_oli", 4], ["tf_rt1523g_bwmod", 4], ["B_ViperLightHarness_ghex_F", 4] ];
  24. jgaz-uk

    GF Cargo Airdrops Script

    To drop a crate with Custom gear wont work, going to try h34dup's solution.
  25. jgaz-uk

    GF Cargo Airdrops Script

    Me again; Cant get Custom loot to work?, random loot no prob, but get this every time: https://steamcommunity.com/sharedfiles/filedetails/?id=1927804243 with custom. I've gone over the scripting but don't see any errors, may be it might just be a name change problem.
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