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jgaz-uk

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Posts posted by jgaz-uk


  1. On 3/10/2024 at 7:08 PM, evrik said:

    I can only assume there is a conflict between the two sets of scripts for determining loadouts. If you manually select loadouts on non-3cb units (i.e. you start with a vanilla unit and select their kit via the arsenal) there is no issue upon mission load. The unit will have the kit you assign it. We've not experienced the problem, nor had it reported before, so I don't know what to suggest.

     

    OK Tks for your time.

    Was using a single set of .sqf  for each type of unit;  MG, Medic, sniper commander, etx,etc executed in a unit's init,  old school time saver, for quick mission making.

    will work something out. cheers.🧐

     


  2. All 3CB units. have the option (with tick boxes) to disable random units, &  the set 3CB loadouts. But there is not those disable tick box options for vanilla or say CUP units etc, & so we have found

    that 3cb is changing a scripted loadout for those when one is set. So was  hoping for a script to disable that, other than not loading the 3CB mod.

    • Like 1

  3. When editing using None 3CB units with scripted loadouts, & 3CB is running on the server, 3CB will override that loadout, adding extra stuff.  Medics are a particular problem.

     

    Question is there a basic script that will disable those changes for when using other mods & default units; say for the units init or even in the mission init?

     

    3CB has some really good features, as in units, etc & wouldn't not want to use it, but it really does seem to override a lot of vanilla, & other mods, exceed its remit so to speak.

     

    Asking so basically the mission maker can dictate what gear/equipment a unit has & not 3CB.

    • Like 1

  4. Bis in your next update how about adding some female Civilians?  to finally bring some reality to the the Gay world of ArmA 3,.

     

    There where females in all the previous 5 versions of ArmA, & they have always been in Dayz, so why not add them to A3 as a tribute to your loyal customers, as a 20th anniversary gift

     

    Also Rolling back Thermals to previous version, or the option to run older version, would be very welcome also! 😍

     

     

     

    • Like 1
    • Haha 1

  5. Edited AIS_SETUP to     AIS_MEDEVAC_STATIONS        =    [];

    So medivac heal only is disabled, that removed error messages I got  as I didn't create a medivac object.

     

    And that last beta update fixed it YAY! :hyper:

     

    Original problem with classname in the SOG DLC seems to be now fixed, as when tested it worked with vanilla firstaid & the  SOG firstaid nice work sir!

     

    Many thanks Psychobastard.

     

     

     

    • Thanks 1

  6. 1 hour ago, Psychobastard said:

    Hey guys,

     

    didn't read every post due to time issues but have added the new DLC classnames roughly to the last official version.

     

    Download is avalible as a beta test version. A3 isn't installed actually so i can't test the functionality and i dind't use this DLC.

    https://drive.google.com/file/d/1c3AJwODSnEeSZDj1tnNxsuQiL0qYcpWY/view?usp=sharing

     

    chnages made only in:

    core/fn_setVariables.sqf

    system/fn_allowRevive.sqf

    system/fn_removeFaks.sqf

    system/fn_restoreFaks.sqf

     

     

    Please give me some feedback. If it works i will update the steam data.

     

    Hole architecture needs a freshup since new event handlers and possibilities (script commands) rise up over the last 5 years.

    So please don't blame me for not showing "state of the art" sqf-scripts. 🙂

     

     

     

     

    thanks!

     

     

     

    As it was only the S.O.G. Prairie Fire, where your revive wouldn't work (different firstaid class names) I tested your beta update using that.

    Did a quick test using an AI squad  with  DLC: S.O.G. Prairie Fire,   did NOT get the usual "stabilise" option on injured units. not tried with other players yet.

     


  7. It is strange how from the very beginning of the ArmaA series for the PC there was  perfectly realistic Thermal version,  taken directly from the original IMS Military training software sold to US, GB, & Australian Armed forces. (VBS1)  For Bis to remove it for the current crap version, I suspect is just for commercial reasons, such as making  ArmA 3 available for the Xbox & other similar platforms. As it is certainly obvious to all veteran players the change is NOT an improvement.

     

    NO SENTIMENT IN BUSINESS 😟


  8. On 8/12/2023 at 2:56 AM, panther42 said:

    @jgaz-uk not quite certain why you'd want to edit the mission.sqm everytime, but to each their own. 

    You did restore my interest to this wounding system, so I went back and made some edits to the last version published by @Psychobastard.

    Based on AIS release 30072018

      Reveal hidden contents

    1. Corrected ais_InitHost check: if (!isNil {_unit getVariable "ais_aisInit"}) then... - would not run AIS_Core_fnc_setVariables for new units due to the logic of statement (single player at least); changed to: if (isNil {_unit getVariable "ais_aisInit"}) then...
    this affected fn_findAIHelper as the side for unit variable (ais_side) was never set via AIS_Core_fnc_setVariables - ended up being civilian due to default getVariable and no civilian groups in mission, etc. (psycho stated civilian due to setCaptive, but the variable is never set to anything other than starting side in AIS_Core_fnc_setVariables)

     

    2. Added simple S.O.G. (fak/medikit) checks for AIS_MEDICAL_EDUCATION in fn_allowRevive (this is players only), fn_removeFaks, & fn_restoreFaks


    3. Removed check for player's group in fn_AIselfCheck to allow AI in player's group to take care of wounded; decreased delay a bit to find helper.  Remove the comment marks if you'd rather player group was not part of AI healing and want to do it via player.


    4. Added variable to AI, ais_isHelper, to allow selection of next available AI to help - used in fn_findAIHelper, etc.


    5. Added checks in fn_findAIHelper to sort via distance (within squad & near groups if selected - AIS_REVIVE_INIT_UNITS) and qualifications per AIS_MEDICAL_EDUCATION selection (S.O.G. added).  Will check for next available if selection is busy (ais_isHelper)


    6. fn_handleHeal - set up separate spawned file from fn_handleHeal, fn_handleHealreviveAI, as HandleHeal Event Handler is fired from action (Heal, HealSoldier, HealSoldierSelf) - if engine heal action directed via AI team leader or self heal by AI, no use to run the AIS fn_ReviveAI (animations/attach/detach,etc.);
        fn_ReviveAI still run for AIS handled units (not ordered via action Heal, HealSoldier, HealSoldierSelf)


    7. Added AISFinishHeal to fn_handleHealreviveAI to deal with AI only groups healing more than the AIS damage of .89 (if not medic) - unit will only be healed to .89 damage unless they self heal or healed by another team member when unit ais_unconscious variable is false.


    8. Moved fn_restoreFaks call from fn_handleHeal (EventHandler) to fn_handleHealreviveAI - this makes sure faks are not restored prior to lengthy AIS revive time process


    9. Added check for medic trait in fn_ReviveAI & fn_handleHealReviveAI to heal 100% if helper is medic - was only if(AIS_REVIVE_HEAL) but changed to if (AIS_REVIVE_HEAL || _healer getUnitTrait "Medic")


    10. Set p42_debug = false; in Core >> fn_preinit to get rid of diag_log info added by me

     

    test mission link: p42_AIS_test  *** this is with SOG loaded and set on Cam Lao Nam ***  you could take the files and place in your own test mission

    Two squads next to each other, your squad, and AI squad.  I have set AIS_MEDICAL_EDUCATION = 2 (medics only) and removed medic from AI squad.  You cannot stop AI leader from sending AI team member to heal, but the above changes I made should leave unit with .89 damage until they self heal, player heals, or another team member heals while the unit is not ais_unconscious = true.

    Shoot at members in AI squad, or your squad members (preferably not medic) to test.  Can test multiple medics in your squad helping other squad if you shoot multiple members of the AI squad.

    Made one small change for anyone who did download the above test mission.

    If no one is found as a helper via fn_findAIHelper = objNull (all unconscious or busy helpers), I added a check after delay to kick the sequence back to fn_AIselfCheck and check for helper again.

    Replace in System >> fn_findAIHelper the following (should be line 121):

      Reveal hidden contents
    
    
    if (isNull _helper) exitWith {diag_log format ["############## %1 ############## - AIS findAIHelper helper isNull", missionName]};
    
    With:
    if (isNull _helper) exitWith 
    {
    	if (p42_debug) then {diag_log format ["############## %1 ############## - AIS findAIHelper helper isNull... searching again", missionName]};
    	private _acc_time = (diag_tickTime + 10);
    	[{diag_tickTime > (_this select 1)}, {_this call AIS_System_fnc_AIselfCheck}, [_injured, _acc_time]] call AIS_Core_fnc_waitUntilAndExecute;
    };

     

    And... if anyone is questioning, when AI is ordered to Heal via AI team leader, they will repeat the heal action over and over until the built in timer expires for injured unit to be restored to consciousness.  Just something to live with, unless someone has a better option intercepting HandleHeal EH

     

    For a mission maker it takes about 30 seconds to open the mission.sqm in notepad, & do a simple find & replace all the vn medical items with the default ones  (FirstAidKit. & Medikit) & save the changes.


  9. On 9/20/2013 at 9:52 AM, galzohar said:

    Since the mission is only downloaded after it is selected and server finishes loading it, of course you can't see the image. It's kind of a silly oversight by BIS, implementing a feature that simply can't work (or I guess it does work when you host the server non-dedicated, but who uses those for anything important? And even then, if it doesn't work for dedicated servers the interface should have been adjusted to not just give out errors and leave blank spaces).

     

    galzohar has it right. if you start & then cancel the missions & then select it again you will see the "overviewPicture", as it will (if there is one) have downloaded on first selection.. Bis bug for  basic client created missions. Overview picture, jpg or paa doesn't matter, all the same problem

    The DLC missions I believe already have the Overview pictures on the servers so you will see those.

    There might be some complicated scripting solution, but I think as long as there is a loadscreen pic what does it matter?


  10. Anyone know the vehicle classname for the SOG vehicles,

    the helicopters in particular.

    The  Script for Rearm, Refuel, Repair, that has, & does work with Vanilla, & other mods, wont work with SOG,

     

    _vehType = getText(configFile>>"CfgVehicles">>typeOf _veh>>"DisplayName");     "helicopter" or "plane" using  SOG helicopters or planes, are not recognized?

     

    Would adding VN_VIET in there somewhere work?


  11. Hi,

    used your co10 escapes for years on the HOC server, inc latest Version .10, & again also  "still just as enjoyable" there's a BUT. This year the little bird that sometimes follows escapees around used to have just pilot & co pilot on board, but just recently it now has 6 AI, 3 each side snipers, MG, etc, & players cant move around at all out in the open without getting blasted! even with easy selected.

     

    Has anyone any idea what's changed? is it a RHS, CUP, or Bis update that's altered things?


  12. Players should NOT have to mess with ReShadePreset preset, just to make thermals look more realistic!!

     

    Looks like Bis decided to just ignore their loyal customers, & for long enough, for them to just give up & forget about it.

     

    They might just move on to other games......

     

    Bis please dont treat those " loyal customers" with contempt. At least give them the option to roll back thermals to the previous original version.

    • Like 2

  13. Q. Is there any way to get the overviewPicture to show on a dedicated server when selecting a mission, & yes it is set up in the description correctly, in a picture folder & is a .paa image. Always works if hosting on own PC, but on a Dedicated server always it says its missing. There must be a way as the vanilla missions that come with the DLC can do it?

     


  14. OK, but with all the other DLC compatibility mods like vn players who dont have the full version of that can still join the server via steam servers list,(obviously not play those missions) but can get on the server that way, but with the W S compatibility addon installed they can't join via steam Servers list.  it might be a server problem? I put a ticket in for it.

     

     


  15. W_Sahara_still_missing.jpg?width=1194&heRE; the Western Sahara - Creator DLC Compatibility Data for None owners with that installed on a dedicated server player who dont own the full WS should be able to do the download Addons & join on the Steam Servers list, but even with that installed & running on the server they get A "Full version Required? message & cant proceed? All the other DLC none owners addons work but not the WS

     

    Yes I do have the full versions of all the DLCS. It's just new players these days think ArmA3 days are numbered, & dont want to invest in new DLC, even if its less that a couple of Beers!!

     

    Any idea why the WS compatibility mod wont work, & all the others do. Cant contact the mod maker no access to him.

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