lawndartleo
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Everything posted by lawndartleo
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Zeus Land Way-points do not work
lawndartleo replied to INF_MIke64's topic in ARMA 3 - TROUBLESHOOTING
I swear it worked for me the other day, Itchy... maybe I got lucky or did something different... or maybe it was Ares/Achillies (community to the rescue). Follow-up... It is, indeed, a result of using Ares/Achilles. I wish BIS would fix it, but thankfully a community mod has restored the functionality (and more... It really is a must have mod IMHO). -
Whats happened to this community
lawndartleo replied to gaz1971's topic in BOHEMIA INTERACTIVE - GENERAL
BIS is not in business to make you or anyone else happy. They are in business to make money. If they make you or anyone else happy in the course of business, all the better but the bottom line is ALWAYS the bottom line. Period. -
Thank you for Steam Workshop support. Makes MOD managing with friends much easier.
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R3F Advance Logistics [Unofficial] [ACE3] - BETA
lawndartleo replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Yes, I know it's not that hard to manage non workshop mods using the ArmA 3 launcher. Still, any chance you might consider adding DCG to the steam workshop?
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Never used DAC so cant comment directly to it's comparison with DCG. DCG does have some nice direct integration with ACE if that is in use. Aside from that it is a ridiculously easy way to run a dedicated server that chucks out different missions all over the map. Works locally, too, if just running a mission on your machine.
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Greetings, It's been a long time since I have played ACE 2 but I'll give it a try... 1) I don't recall if this is a ACE feature or a difficulty thing. I'll have to fire it up myself and look. 2) Could be UI size. Check your game settings. Requires a restart of the game to take proper effect. Might even have something to do with #1 3) I found mention of a module or two as well that I couldn't find in the editor. Worse yet I had missions that were missing them and it drove me crazy. Then I discovered there was an ACE 2 version 1.14 beta release. Installed that and the problem was solved. Sadly I do no know where this can be found publicly any more as http://www.armaholic.com/page.php?id=12155is a useless page with all dead links.
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Repair specialist available?
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large [SP/MP][COOP] Patrol Operations - Official Thread
lawndartleo replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello Roy, Is PO4 still under active development? It been a month since you last post and that usually means real life has taken precedent. Hope all is well. You have a legion of beta testers at the ready when you need us. -
Drag,, carry and load wounded?..... ACE 3 is your best bet. There are some revive/drag/carry carry scripts, Most do 2 out of 3 of their intended actions well but carry is usually wonky and load is non existent.
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Unless there has been some change that I am unaware of, R3F Logistics is a collection of scripts, not a mod. The item on the Steam Workshop by Madbull (http://steamcommunity.com/sharedfiles/filedetails/?id=332279165&searchtext=r3f) is a scenario that shows how R3F Logistics works. There is no @mod involved. The mission serves as an example of implementation and use... more of a user tutorial. Implementation is a matter of reading the manual (http://team-r3f.org/madbull/logistics/EN_DOCUMENTATION.pdf), adding the appropriate lines to your description.ext, init.sqf and having the R3F_LOG folder in your mission folder.
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I think you are correct.... the curator exists.... therefore the script would be true... I'll try that when I get home. Follow up... have not had time to upload it to our dedicated server but in testing this appears to have done the trick. Kinda feel dumb. All I needed to do was realize that the needs a true statement to run.... which brings me to my next question. Is it really even necessary to have that logic in there? while {true} do { sleep 5; if (1==1) then { zgm_cur addCuratorEditableObjects [allUnits,true]; zgm_cur addCuratorEditableObjects [vehicles,true]; }; }; Thanks again!
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So I used to use this little wad of script to add all object to Zeus... while {true} do { sleep 5; if (!isnil "zgm") then { zgm_cur addCuratorEditableObjects [allUnits,true]; zgm_cur addCuratorEditableObjects [vehicles,true]; }; }; I had a player slot with the name "zgm" and when taking that slot, you had access to Zeus. But I learned that #adminlogged can be used to make Zeus any particular slot that the logged admin is in. Problem is that this negates the above if statements function since "zgm" is no longer associated with a player slot. How can I recover the use of this script?
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No issues here, pretty simple implementation... you sure you have the item you want to be a factory init'd correctly? nul = [this] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf";
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ACE3 - A collaborative merger between AGM, CSE, and ACE
lawndartleo replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As I can't search on the term AI because it has too few characters, I have to reluctantly ask..... What setting must I adjust to make AI die after a reasonable number of hits? We've had engagements where we knock the same guy down a dozen times just to have him eventually get up and continue to return fire as if nothing has happened. We've headshot an AI repeatedly at point blank , waited ,watched him eventually go prone or get up and shoulder his weapon to fire, head shot him again numerous times and watched the same unfold... Again.and again. Help/guidance appreciated. Other than that thanks for ACE3... It's one of those mods that make the game great. -
It's a (server side) mod, Jus. You can use it on Tanoa but to get appropriate pacific units you have to do a bit of editing serverconfig.hpp.
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CH View Distance Script
lawndartleo replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, this is what I came up with... Comment this out of fn_init.sqf // player addAction [_actionText, CHVD_fnc_openDialog, [], -99, false, true]; // player addEventHandler ["Respawn", format ["player addAction ['%1', CHVD_fnc_openDialog, [], -99, false, true]", _actionText]]; Add this to an object nul = this addAction ["CH View Distance settings", CHVD_fnc_openDialog, [], -99, false, true]; Not sure if it is correct or without issue but it works.... so far. -
CH View Distance Script
lawndartleo replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump! Anyone? -
Question... Is ACE a dependancy or an enhancement? I've forgotten to remove @dcg from the server string a time or two when playing other missions and had tasks littered in. It's understood that the extra ace menu items are unavailable, but as far as mission generation it seemed to be working just fine.
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Very cool Senseii. Thank you for your effort. If you happen to make a new template... any chance I can convince you to make it DCG only (no extra scripts). Makes it easier to learn how mission is put together with all the intended DCG stuff. Then users can add desired scripts.
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To this point I can't say that we've noted any issues related to Tanoa. I've edited the unit pools to use the tropic variants, unit for unit.. No objective has been uncompleteable. Locations have Ben a bit wonky with repair objectives being deep in the jungle... Just exactly how did you get a hunter to this location, private? Aside from that,.... Success. How exactly to get independent forces into the action is my next task and I will happily share mission files and things I have learned, JC. If you come up with anything interesting as well, please post here.
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Not sure if it is as easy as replacing class names in the east pool... But it might be. I know that I didn't have much of an issue with making units specific to east, west and independent for apex classes. Wish I understood some of the previous post on unit pools, better. It would make life much easier. Hope Senseii is still developing this, DCG is such a great mission making tool. I probably don't use a quarter of its features and find it to be more than enough to keep things interesting. Adding ACE complicates things a bit but it's still great fun.
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Is there an officially maintained page for Apex units that is as useful as this page... https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST
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I may... but have to learn how to get all assigned item classes as well. Unit class name was enough for me but that page is far more in depth than I currently know how to resolve into contextual information.
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Save loadouts as part of respawn template
lawndartleo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Played a mission where the author had made the respawn template to pull loadouts from player saved arsenal. I've gone over the wiki and cannot see how this was accomplished. Guidance appreciated. A-ha! onPlayerKilled.sqf <withheld until I know who exactly to credit>