lawndartleo
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Everything posted by lawndartleo
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=BTC= Logistic [A3] - BETA
lawndartleo replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
apologies for the necro... but this script was working for fast rope up until recently, and that is all i used it for. It's the only one that I know of that worked with Bad Benson's Enhanced movement mod. Now, something is broken. The issue seems simple enough. A player uses fastrope, hits the ground, moves away and they are then snapped right back up into the helo. The first order of business would be... anyone know of a fast rope script (or mod) that DOES work with BB's Enhanced movement? If not... anybody have the motivation to help solve the issue? Assistance is appreciated. I cant find anything that would cause this... init of the script... if (BTC_active_fast_rope == 1) then { //Fast roping BTC_fast_rope_h = 35; BTC_fast_rope_h_min = 5; BTC_roping_chopper = ["B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","B_Heli_Transport_03_black_F","B_Heli_Transport_03_unarmed_green_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F","B_Heli_Light_01_F","B_Heli_Light_01_stripped_F"]; _rope = [] execVM "=BTC=_logistic\=BTC=_fast_roping\=BTC=_fast_roping_init.sqf"; }; and the nuts and bolts portion of the fastrope... BTC_fast_rope = { hint "Fast roping"; _unit = _this select 0; _veh = vehicle _unit; _unit action ["EJECT",_veh]; unassignVehicle _unit; _unit setPos (_veh modelToWorld [2,1,-2]); _unit switchMove "LadderRifleStatic"; _unit setDir (getDir _veh - 90); While {Alive _unit && (((getPos _unit) select 2) > 1.5)} do {_unit switchMove "LadderRifleStatic";}; if (Alive _unit && format ["%1",_veh getVariable "BTC_rope"] == "1") then { _unit setVelocity [0,0,0]; _unit playMove "LadderRifleDownOff"; if !(isPlayer _unit) then {_unit move [((getPos _unit) select 0) + 3,((getPos _unit) select 1) + 3,0];}; }; if (format ["%1",_veh getVariable "BTC_rope"] != "1") then {hint "The chopper flew away! The rope has been cut!";_unit playMove "LadderRifleDownOff";}; }; .... I can't see anything obvious. -
@Ares - Modules expanding Zeus functionality - Release Thread
lawndartleo replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just as we have the ability to drop Arsenal on an object... what about the ability to drop the code for the Creation factory part of R3F Logistics? I'm trying to figure out the code myself but its kind of above my ability at the moment. Maybe somebody has been industrious and done this already or perhaps I can inspire a scripter to take on the challenge. -
Nope... its not empty... its just... not there. It's a non object.
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What is the purpose of this item in the empty/ammo list? Seems to be an override of some sort. No documentation found in the Zeus wiki (or any for that matter). It's not a visible item.
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Deleted. Issue resolved for the moment. @Tall_Ollie... page 13 of the user guide PDF. Short answer... place an object and in that object init line... nul = [this] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; ... edit to your preference per the documentation.
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Satellite view (SATCOM) for ARMA 3
lawndartleo replied to chicago's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can... I believe that this is the way to do it... Throw this snippet on an object you wish to serve as the sat-com station. this addAction ["<t color='#ff0066'>SATCOM</t>", {call PXS_startSatellite;}, "", 0, true, true, "", "_this == player"]; And I would also suggest making Codings changes as above https://forums.bistudio.com/topic/168470-satellite-view-satcom-for-arma-3/?p=2831880 -
Satellite view (SATCOM) for ARMA 3
lawndartleo replied to chicago's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way to assign the satcom to a particular NAMED player slot? having 8 guys running around with a sattelite feed is kinda wierd. Thank you to Coding for the north fix! _a1 = [] execVM "pxs_satcom_a3\init_satellite.sqf"; sleep 0.2; //action [player, true] call PXS_switcher; EDIT... OK... maybe I was over thinking this. Apparently the word player needs to be just whatever the name is, no fancy crap Necessary. Will report back when its working completely. I have a weird lockup for some reason when I look at sat map. Can hit the ESC key to exit game but other than that it's not working. -
Learned this lesson long ago... never play missions in SP. Many scripts/mods are not designed to work in SP. Start a multiplayer game, choose LAN, play solo.
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Antony... Mods are independently downloaded, not from the game server but rather from places like Armaholic and Steam. Missions and their associated scripts are downloaded from game servers.
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Question: Virtual Arsenal Class Restrictions?
lawndartleo replied to FOX Dome's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bumping thread -
large [SP/MP][COOP] Patrol Operations - Official Thread
lawndartleo replied to roy86's topic in ARMA 3 - USER MISSIONS
The 2.9 community edit is borked, too? Oh we'll. I agree with the arsenal path but it has one great short coming and that is the class filtering. Keeps everyone from grabbing a .308 and sniping through the operation. Now if you can enlighten me on how to enable a class filtering system on arsenal, I'm all eyes. i want to have some flexibility with load outs but still control the situation somewhat. -
large [SP/MP][COOP] Patrol Operations - Official Thread
lawndartleo replied to roy86's topic in ARMA 3 - USER MISSIONS
Has anyone edited into PO3 the most current VAS gear box script?... With restrictions as intended by Roy86? If yes, please post advice or indicate a server to play on to get said edits. -
IgiLoad script - logistical support
lawndartleo replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I fear that Igi_pl has ceased development of this script. Anyone know if he plans on updating? -
large [SP/MP][COOP] Patrol Operations - Official Thread
lawndartleo replied to roy86's topic in ARMA 3 - USER MISSIONS
Greetings, Can you clarify what your difficulties are with the interface? Never had an issue that a few moments of experimentation didn't sort out. The vehicles you have at your disposal are interspersed throughout the base and have varying requirements for use. This is where the squad manager comes into play and allows the game master (admin) to grant permissions for use. A mix of gunners, AT, AA and medics... cover all the bases. Nothing really specific to add except be prepared to engage in a variety of situations. Plan ahead for the engagement by determining if its something that you are likely going into a hot zone or an ambush situation. Will it start hot or finish hot? Go from there. pitch your tent before engaging in a tactical situation in a location that allows rapid redeployment to the battlefield should you become a casualty. Better to spawn nearby in a sheltered location than have to halo in on a hot zone. -
ALiVE - Advanced Light Infantry Virtual Environment
lawndartleo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I realize that you have already done the obvious by changing the key binding... but is there any chance that you have a complex gaming keyboard such as a Logitech G510s or something similar that has a switch that disables certain Windows related keys during game play? If yes, make sure that switch is not set to on. If not... than I am not sure what the issue is. -
Add ability to launch other 3rd party apps prior to the launch of ArmA III. Example... I have CH joysticks... launch CHCM... and I have a Track-IR... launch Track-IR. I know I am not the only one with these things as well as a bad memory and the ability to do it myself without having to exit, take care of business and relaunch.
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A not so elegant workaround.... batch files. ECHO OFF CLS TITLE ARMA III LAUNCHER C: CD C:\Program Files (x86)\CH Products START CHCtlMgr.exe "C:\Users\Paul\Documents\CH Control Manager\Maps\ArmA.map" C: CD C:\Program Files (x86)\NaturalPoint\TrackIR5 START TrackIR5.exe C: CD C:\Program Files (x86)\Arma 3 Mod Preset Launcher START Arma3ModPresetLauncher.exe Mod to suit your needs. Still would be nice if it were integrated.
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ALiVE - Advanced Light Infantry Virtual Environment
lawndartleo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://feedback.arma3.com/view.php?id=24603 Vote me up so our fast roping gets fixed!!!! Its one of the more appreciated features of the command console (insertion) and needs some love from BI to allow it to work as intended. -
ALiVE - Advanced Light Infantry Virtual Environment
lawndartleo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure it is "standard behaviour"... For instance....In Zeus give the helo a command "this flyinheight <lets play with this number shall we>". It'll stop dead on the point at the prescribed location if unload cargo is selected, less precisely if other commands are used. If the altitude given is 50.... not a problem. if the altitude is set for 49 through 10... nothing, no affect. Set it for 9, 8, 7, 6, 5, 4, 3, 2, or 1 the altitude is properly assumed. This used to work just fine for different altitudes as I remember, but now there is a dead band between 50 and 9 or less. Seems like an issue with setflyinheight which I am sure is being used. OFPEC page seems to imply that 50+is accepted. BI Wiki offers little detail. I find that when setting the alt to 9 or less, I get what I expect. And of course, there's always 50... which is to flippin high. I hope you guys will consider the cargo unload option because of its inherent precision. -
ALiVE - Advanced Light Infantry Virtual Environment
lawndartleo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What am I missing about the insertion height when using ZLT's fast rope script? ZLT's is working but the helo is always WAAAAAY to high for a rope in. I have slid the height slider all over the place but the helo always hovers well over the rope length and it's certain death to use them. -
[Release] Anvil Mission Editor and Framework
lawndartleo replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Mecharius... I know a while back you were talking about the use of a different framework to drive Anvils mission making. Having seen what can be done with Warlords by Jezuro, I am wondering, what about making it modular for use in game instead of a 3rd party editor? What about an @anvil mod that introduced map placed modules that essentially do the same thing? -
Does the update in any way affect the sample mission? Not sure why it would. It's module driven so I guessing the answer is no but there may be a game breaker that I don't want to discover 30 minutes in.
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@Ares - Modules expanding Zeus functionality - Release Thread
lawndartleo replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I see all the Ares functionality that is supposed to be there... All the little helmets. -
@Ares - Modules expanding Zeus functionality - Release Thread
lawndartleo replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Adding filtered Arsenal... Filtering for only one side. Only primary, sidearm and secondary weapons available are those that the player started with. Tried all options to no avail, reviewed this page as well (https://github.com/astruyk/Ares/wiki/Arsenal). Am I not understanding something about this feature? -
Cruoriss, If I package it up as a @mod usable by Zeus with @Ares as a composition, will that do? I just muddled my way through X39's excellent post on creating an @mod for use in Ares and its all together now. All I really did was make one of the default compositions using NATO nets.