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hajimoto

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Everything posted by hajimoto

  1. @Tonic-_- Thank you for an awesome MOD. I am in need to solve an issue I am having with my community of Arma3 players. We use the Task Force Arrowhead Radio MOD and when VAS saves loadouts I need to stop it from saving the radio of the player. My community is not the only group dealing with this issue but it is easier for me to eliminate the option rather than to get 40 players to NOT SAVE YOUR RADIO!! :) Can you help me with a custom edit that allows me the mission creator to toggle the abilty to save the players radio as a part of their save loadout? Thank you
  2. hajimoto

    Squad system SQ-1

    I will try to explain. I invite a friend to my Squad. I invite another friend to my Squad. I invite another friend to my Squad. All friends accept invite. 4 people are now in Squad and I am leader. I want to give Squad Lead to friend in my group. Currently all players must leave Squad and rejoin the new Squad. I want to transfer Squad Leader to a player already in the squad. Understand?
  3. hajimoto

    Squad system SQ-1

    Because I am not familar with the syntax of applying partial variables to addAction calls, can you give an example?
  4. hajimoto

    Squad system SQ-1

    JTS_2009 - First thanks for sharing a great MOD. I have 2 questions: Is there a way that you can add the ability to select a squad mate and simply pass leader to them Is there a way to stop the Squad Menu option to show when walking towards a door or other item in game. Thank you!
  5. hajimoto

    TAW View Distance Script

    Tonic-_- are there any known issues with this MOD since the release of the Zeus DLC?
  6. hajimoto

    Generic Vehicle Service

    Thanks for the great mod JacMac. A question as it relates to the sounds during repair. Is there a way to localize those sounds only to the general area (within 5 meters) of the source? I and my mates are hearing the "Jerky Boy" sounds across the entire base :) Thanks again
  7. hajimoto

    =ATM= Airdrop [A3] - Beta

    As always PokerTour, on point. Thanks for keeping your MOD fresh and adaptive!
  8. @nkey - First I would like to thank you for sharing your work with the ARMA community and congratulate you on a very useful and well design mod. Now for my question. Is there a way to utilize a radio as a local load speaker? I want to have an on base loud speaker system so players at base can listen to pilots on incoming traffic or in theater activities for my dynamic persistent co-op mission. Thank you in advance
  9. hajimoto

    =ATM= Airdrop [A3] - Beta

    Nice work Pokertour....As usual :) Thanks for sharing
  10. Looking to see if anyone has successfully added a script to the Supply Drop Box? I am looking to attach VAS script to the box that is being dropped or select/direct which box the supply drop module calls. What I am trying to do is eliminate the need to script box contents for the drop box and be able to call a script that already has box contents listed. I have tried inserting the typical "this addAction["<t color=#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf];", into the Crate Init area and it was was a fail. I have pasted a complete list and the items show up in the box but shortly thereafter the box reverts back to the default contents. Thank you in advance for any responses!
  11. I can confirm that the amount of boxes that are dropped is never consistent in an MP game / Dedicated server. It appears to be a bug that BI is aware of and the issue is captured in the report 0015228. For now, it seems, we wait.
  12. @TPW - First and foremost, thank you for making such a awesome set of mods. These mods/scripts bring Altis alive. Question: The new release v20131008 is causing me to receive "TPW CIVS incorrect/no config, exiting." hints when loading into my previously functional mission. I am loading the script version of CIV which is on a trigger (See Image) http://i.imgur.com/aZv7KsY.jpg (114 kB) . Out of desperation I added the new userconfig/TPW_MODS/TPW_MODS.hpp and still receive the error. What am I over looking? UPDATE: Found my error, I never had the "SPAWN DURING COMBAT" variable set. Sorry for the noobness :) I do have a new error that I am tracking through my RPT. The repeated error entry is: Error Undefined variable in expression: tpw_ebs_active File C:\Users\Hajimoto\Documents\Arma 3\missions\ECWC_DOMINIFICATION_V4_0V9.Altis\scripts\tpw_civs.sqf, line 426 Error in expression <_civarray,count tpw_civ_houses]}; Any help with this one TPW?
  13. @ JuggernautOfWar - You place the crate.sqf in to the mission folder and then add "null = this execVM "Crate.sqf";" to the INIT area of the ammobox. There is a step by step slideshow that was posted by JDANEK on post #20. Click HERE to see that post. ---------- Post added at 10:41 AM ---------- Previous post was at 10:24 AM ---------- Sorry if this information is listed elsewhere but I have not been able to find it. Where and how is the respawn variable set and executed? Does the respawn happen based on timer or if box is destroyed? Lastly, do you (or anyone reading) have a revised RESOURCE based on ARMA3 Version 1.0 (release) or 1.02? Thank you JDanek for the awesome script / utility!
  14. @David77 (Iceman77) - Is there a way to re-post the original tutorial so I can review the PDF to start to get an understanding of the variables of a dialog construction process? I am an ultra noob as it relates to Dialog and want to better understand the concepts so I can create more intuitive interfaces that don't look and feel so Armed Assault-ish :)
  15. Absolutely the most incredible thing i have witnessed in ARMA in a long time. Take a bow John_Spartan and SAUL, this is epic work!
  16. hajimoto

    =ATM= Airdrop [A3] - Beta

    Pokertour, I know that you were back to your studies and wondered if you could communicate if you plan any revisions to this script anytime soon? Thanks for such a great script.
  17. LONG LOAD TIMES - VAS hasn't finished loading A few things that we have done on our dedicated server that produces consistent VAS results. Player #1 and #2 Player #1 logs in and starts a mission. Player #1 instantly gets VAS menu. player #2 now joins the server and receives not finished loading. player #2 Gets option after 3-13 mins. Next Test. Player #2 login in server and loads mission. Player #2 gets VAS menu instantly. Player #1 joins the server. Player #1 is now delayed and unable to get VAS menu for minutes. The two most glaring things that we have noticed are: First player on a newly loaded mission, gets the VAS menu instantly. All subsequent players are delayed. Most long wait times seem to be AMD users. Most Intel i5/i7 users wait 3 mins while the AMD users wait upwards to 25 mins. I know none of this is solid information but we have been beating our heads against the wall to solve this and are about to do without the SAVE/LOAD option as it is so inconsistent that it is actually easier to just use the old method and be done with it. Please do not misunderstand what i am saying here, VAS is an excellent mod but because it is acting so flaky, it is causing severe administrative activity. Anyone have any same experiences or solutions to this/these issues?
  18. hajimoto

    Roadside IED Script

    The only other thing i can offer you is to share your mission script with me and i will review to see where things may be going wrong for you.
  19. hajimoto

    Roadside IED Script

    The only added script is in the init.sqf that defines the IED markers. What are you using as a marker? Copy the marker called CENTER and paste it and then rename it center1 to see if that works.... The multiple markers have always worked for me. Are you testing this locally or on a dedicated server?
  20. hajimoto

    =ATM= Airdrop [A3] - Beta

    @Pokertour - Suggestion, that you adjust the way the script looks at the status of the player as it relates to the parachute. Because most servers/missions that are perpetual, or running some sort of reviving script. That being said if a Halo Jumper dies before boots are on the ground, they are stuck with a parachute back pack and lose all their equipment that was stored in their original back pack. Is it possible in the next iteration to have the original back pack return whether the jumper is dead or alive? Thank you
  21. hajimoto

    Roadside IED Script

    Simply add as many IED markers with unique names as needed, Example: null = ["center", 10, 500, "WEST" , 1] execVM "IED\ied.sqf"; null = ["center1", 10, 500, "WEST" , 1] execVM "IED\ied.sqf"; null = ["center2", 10, 500, "WEST" , 1] execVM "IED\ied.sqf"; null = ["center3", 10, 500, "WEST" , 1] execVM "IED\ied.sqf"; Will fill 4 markers named center, center1, center2 and center3 each with 10 mines within a 500meter radius armed to kill BLUEFOR and will clean up after the explosion. You will of course need to place markers with the names center, center1, center2 and center3, on the map which will be the center point of the radius. ---------- Post added at 12:49 AM ---------- Previous post was at 12:44 AM ---------- For some reason this script will not consistently produce IED's that present the user with a DISARM option. The user will have the Mine Detector in their inventory and slowly approach the trash pile and get no option... Then when he goes to run away BOOOM! I have asked for others to test and advise if they are experiencing the same issue. I have also requested that the modding / Scripting community look this over to see if they can improve or offer a better way to to achieve the goal of randomly placing IED's through the island alongside roadways that can be disarmed, so far........ Nothing! :)
  22. hajimoto

    Sidemission Script Package

    Is there a way that the briefings can be in the Diary so you can be much more verbose with lore/story?
  23. hajimoto

    Roadside IED Script

    Please note that the DEMO is not a mission per se. The VAS and ACRE entries are just left over code from a previous project and have zero effect on the script's ability to produce IED's. The DEMO is simply a vehicle which allows a user to spawn, Slowly approach trash piles to determine if they are in fact IED's and disarm them, again as a DEMO of the IED script not a true mission. The intent of my IED DEMO was to be used as a tool by the community to help Mantls (and ultimately me if it was fixed) to have a complete and functioning IED script. Again I ask the community, if you have another more efficient way to achieve the desired result, please assist.
  24. hajimoto

    Roadside IED Script

    For clarification =KCT=BlackMamba, this was tested on a dedicated server? It runs perfectly local but as soon as I put it up on the dedicated server the DISARM option is fleeting. Out of 8 IED DISARM may show 4 times.
  25. hajimoto

    =BTC= Logistic [A3] - BETA

    Giallustio or anyone else that can help answer this question: I have an issue with my mission that whenever I have the following script section active your lift radar will not display. Once I commented this section out your lift radar works as intended. [] spawn { scriptName "initMission.hpp: mission start"; ["vid\ECWC_LEADIN.ogv", false] spawn BIS_fnc_titlecard; waitUntil {sleep 0.5; !(isNil "BIS_fnc_titlecard_finished")}; [[1864.000,5565.000,0],"US Forces have captured and taken control of the Stratis Airbase. The people of this Island are frightened and unable to defend themselves. It is our mission to liberate this Island and restore a sense of normality to this beautiful island. Your squad leaders have been given their assignments so lets gear up and get to work soldiers!"] spawn BIS_fnc_establishingShot; titleText [WELCOME_MESSAGE, "PLAIN", 3]; }; Thank you in advance for any help I receive on this :)
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