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hajimoto

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Everything posted by hajimoto

  1. hajimoto

    Roadside IED Script

    I am having a difficult time understanding your question/problem. In an attempt to better understand your issue, can you read through the following instructions/questions and offer responses? What version number of ARMA3 are you running? Are you approaching the junk/trash piles in walk mode (W+S keys default)? When you are literally 1 meter from the pile and looking at it, roll your mouse wheel looking for DISARM as an option. Are you checking all of the piles, as the script places decoy piles in an attempt to hide the IED. IE; if all trash piles are IED's the element of suspense and surprise is lost. Let me know :) ---------- Post added at 08:31 AM ---------- Previous post was at 08:30 AM ---------- A few weeks ago I was fortunate enough to get some much needed help from Kylania on this IED script and it was determined that the script worked perfectly in preview but failed on a dedicated server. I have been very busy scripting on other fronts of my perpetual mission which is a heavily modified A&I AHOY World creation and have finally come back to the IED issue. Is it possible that either Mantls and Kylania can look at this script again now that we are in the full release and offer some suggestions how to correct the issue of the DISARM option not showing on an IED (sometimes) yet when the player run away BOOM! I shared my full mission with Kylania back then so we could work through the issues but unfortunately Kylania's schedule has prevented him from looking at this issue. If not, I would like to make a request to the community to either look at this one again or share a better script that randomly places IED's alongside roadways throughout the island with a marker placement variable allowing the designer.builder to have control where they are born. Thanks guys!
  2. Has anyone successfully been able to either modify by script or HEX editing a BI PBO to allow the DOT to be the default first map marker?
  3. hajimoto

    Change default map marker

    I see that BI has many requests for the DOT to be the first map marker or at least to allow the user to select which is default. Looks like I will just have to wait. :(
  4. hajimoto

    House Patroul Script?

    Take a look at SpunFin's AI SPawn Script Pack. Read about it over at Armaholic HERE There is another running conversation here on BI Forums where SpunFin speaks to his creation. In particular the Fillhouse.sqf fillHouse.sqf Fills nearest building, OR all buildings in defined range, with soldiers. You can define side of soldiers, will they patrol or not, how will they patrol (only inside of building or also outside), spawning percentage, area radius, AI skill levels, and other stuff. Good luck
  5. hajimoto

    TAW View Distance Script

    Now that ARMA3 is released, I am cleaning up mission scripts and one lingering issue that i have to address is on player losing the addaction menu of scripts upon death. When they leave and return to the server, the addactions are regained. Please advise on additions to the INIT.SQF or other parameters to eliminate this issue. Thank you in advance.
  6. Retail retail release broke this somehow. If the script entry that you provided is added to the INIT.SQF the mission loads at 12 midnight and things like =BTC= Revive are not functioning. Any ideas?
  7. hajimoto

    =BTC= Revive

    WOW Giallustio, you pounced on it like a cat on a mouse! Thank you!
  8. Two things; Pergor was asking the very same thing that I was asking which was how to change what ACRE calls the default radio. The code in ACRE swaps the default vanilla ARMA radio in the ItemRadio slot perfectly but there a lot of users that do not like the limited performance characterists associated with the PRC343. Again, whatever the reasons are for the user to not want the 343 is not the issue here, making sure that the 152 is in the ItemRadio slot on JIP, respawn or mission launch is the desired end result. As posted earlier, I have not found a way yet that works to remove the 343 from the users ItemRadio slot and insert a 152 without any adverse effects including but not limited to: Multiple 152's in the inventory of the user. Loss of the 152 when using revive scripts. JIP scenarios effecting the redistribution of 152 to all active players. The hack method I offered is the only way to date that I have seen that allows an admin or mission creator the ability to guarantee the desired design intent of asset distribution on a player as it relates to the ItemRadio Slot. So those that want to come forward and challange the method offered with solutions that effectively equal the functional result of the hack, please do as there have been years of posts asking the basic question "how do I change what ACRE calls the default radio". OUT!
  9. Yes you can edit the ACRE files and I just did it and now all my default radio is the 152. Here is what I determined. Hex edit the file acre_sys_radio.pbo Do a search for offset 00010CAA It will have a value of "5F 50 52 43 33 34 33 22 3B 0D 0A 7D 3B 0D 0A 0D 0A 47" Simply change the value to "5F 50 52 43 31 35 32 22 3B 0D 0A 7D 3B 0D 0A 0D 0A 47" And save. Essentially you edited the 343 to 152 as the default radio or changing the test result in the PBO from GVAR(defaultItemRadioType) = "ACRE_PRC343" to GVAR(defaultItemRadioType) = "ACRE_PRC152" Down side is that you all user will need to be supplied with this new hacked acre_sys_radio.pbo Hope this helps
  10. I think when I tried this method in the past, I ended up with players either JIP or respawned that had either duplicates of the 152 in their inventory or they would have the 152 in their inventory but never in the radio slot. Once I get home I will try this and see if i have that 152 in inventory issue still. Thank you for the road map and verbose explanation of your design intent.
  11. I have searched through the threads and did not find an answer. I am looking to find someone to can tell me where in the ACRE script it replaces the ARMA default radio with a 343, any other effective method that does not duplicate radios upon respawn or JIP scenarios. I want the 152 to be the default radio that all soldiers receive when logging into the server. The 343 just does not have the range to communicate with other members that are out on maneuvers somewhere on Altis.
  12. Moved to ACRE Thread. Forums would not allow me to post a reply to that thread earlier. *** MODERATOR PLEASE DELETE ***
  13. I saw a post earlier that worked on enemy counts and this thread got me thinking as it relates to the enemy calling in reinforcements to supplement their efforts. What I want to happen is when the enemy unit count within the AO goes below a defined limit, a chopper is called in and 8 paratroopers are added to the mix. I have successfully created other scripts that work perfectly utilizing !Alive variable initiator but this query dynamic variable is something I need help with. Here is what i have for variables and syntax, please evaluate and advise on the best way to accomplish this goal Thank you in advance guys
  14. I will send you a link privately to the entire mission. I have said it before I know, but thank you so much for the help on this.
  15. Well I made the changes and for the most part once I reduced the enemy below the threshold, two errors pop up every 300 secs. They are: http://i.imgur.com/Pm13EwW.jpg (208 kB) http://i.imgur.com/MhGyPze.jpg (228 kB) The reason I have the < number so high was for play testing, I HALO Drop into the AO as a Captive and test. The error that is generated by "heliParadrop.sqf" is strange because I have had the 50% reinforcement call in place for weeks and it works perfectly. Here is a screeny of the line 912 to help narrow things down. http://i.imgur.com/SVCQxVU.jpg (216 kB) Thank you again for the help.
  16. It certainly is a Domination type script. It is a heavily modified early release of AW Invade & Annex. I have listed the section that I need help with and respectfully request that you look it over and advise accordingly. I am very new at scripting this deep and am way over my head on this one. Any help that can be shared is appreciated.
  17. @KevsnoTrev - This is will not work for me as i need to have the sequence continue to check the AO and if it is below the limit again and the tower is still up... send more reinforcements. I plan to use a % generator so that it may check every 30secs but the % generator will minimize the frequency of the chopper call in. I think i will have to have another sqf that helps handle what it is that want to achieve. Ok my mind is mush now.... going to try again tomorrow. Thank you for the help
  18. Has anyone discovered if there is a CfgGroupSubs for AIR assets? I have look through the most recent 6 Config Browser but it is not up to date and only lists up to V0.70 for A3.
  19. <------ Hangs his head down in sadness.... Thanks Kylania
  20. hajimoto

    How to? Hostage situation

    Can I second the motion for a request to an updated link to the zip file that contains the example SQF? ;)
  21. I always assumed that exitwith was an SP command and stayed away from it. Thank you for the clarification and concise resolve. I will try and implement this and report the results accordingly.
  22. Moved to separate post so as not to hijack this post http://forums.bistudio.com/showthread.php?163341-Enemy-reinforcement-based-on-amount-of-remaining-forces-chopper
  23. I assumed because I was receiving a "0" count when entering a marker name that the command "BIS_fnc_inTrigger" was only for triggers only. Thank you Kylania!
  24. Question: Is there an equally powerful command like " BIS_fnc_inTrigger" to determine the amount of enemy units that exist within a given marker?
  25. hajimoto

    =BTC= Revive

    @Giallustio - Because some of the vehicles in the game are not absolute zero as it is related to speed some vehicles that are used for MHQ will show "MHQ is moving" while looking at the map. Might I suggest changing the following in =BTC=_Functions.sqf: CHANGE FROM: CHANGE TO: Let me know what you think. I edited my version that is on my dedicated server and it is working as expected.
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