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pilotbaxter007

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About pilotbaxter007

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  1. pilotbaxter007

    @A3MP - ArmA 3 Map Pack

    Mcc console and arma 3 map pack dont work - mcc console gets all screwed up. Removing a3mp fixes it.
  2. Mcc console and arma 3 map pack dont work - mcc console gets all screwed up. Removing a3mp fixes it.
  3. pilotbaxter007

    Arma 3: Community wishes & ideas- DISCUSSION

    Request #1: Allow rifles to be equipped in both the primary and secondary slot It would be nice to allow the launcher slot to be used to hold a secondary weapon, not just a launcher. I.e. a special operations force having a SMG and a longer range rifle at the same time. This would work like ACE2's weapons on back system, except that switching could be done from the "mouse-wheel menu" (don't know what it's called). The weapons would have a set mass, and carrying heavy weapons would fatigue the player. This system would be useful for missions where two different weapons are required, or for special operations/diving missions, whereby one could use the underwater rifle when diving then switch to a "normal" rifle on land, with the option to discard the underwater weapon (still able to be retrieved later). Request #2: Why not have the option to carry an underwater pistol, like the HK P11? In real life, special operations units can carry their "normal" weapon such as the m4 or mp5 on their back when diving, for use on land. In game, just like real life, the underwater rifle is inaccurate on land, and using STANAG's only helps a bit. http://en.wikipedia.org/wiki/Heckler_%26_Koch_P11 If we had the option of a weapon such as the p11 for underwater use and then a "normal" gun for land use it would be great. A dive knife would also be a useful addition, as well as underwater explosives and mines. Although some of these next things have already been mentioned, we should also have the capability to reload while swimming and shoot whole moving, although the shooting should be inaccurate (just like standing/fatigue). I have been caught reloading by enemy divers, even though in real life you would be able to move to get out of the way - you won't reload nearly as quick, but at least you wouldn't die. We also need dive lights and glowsticks, both for the player and the option to colour code teams through the command menu and have the divers use chemlights specific to that assigned colour would be nice for night ops. This has been mentioned, but we should get NVG's for the divers, at least in inventory for land use. You could even create another type of diver, so you would have divers w/ and w/o NVG's in the editor. I do think it should be standard that they have NVG's at least for land, but there are water-useable NVG's in real life, but they are limited to depth (another easy thing to implement, just have them start to black out when you go below 20-30 m). http://feedback.arma3.com/view.php?id=5367 Finally, any eta on feints underwater diving module? This go deep with no deco diving is so unrealistic.
  4. pilotbaxter007

    Will Arma 3 Have Better Medical Equipment Like ACE2?

    Even a similar med menu to how americas army does it, w simple diagnostics and tx. It tells ya what to do but properly simulates aspects of care under fire. Make it an option in the mission editor or in the difficulty settings for singleplayer. That way the hardcore mods such as ace could build off the framework and make it as complex as they wanted to. Running normal saline wide open through an iv while pushing meds AND not trying to get shot would be cool. Look at how ace 2 does medic but expand it so that if the mission maker enabled the option the module would be scalable. Drugs could be one size fits all like ace or a specific dose that you give depending on how the mission maker set up the module. Screwing up could kill your patient and the tolerance for error would be adjustable. Whether you just have to put a bandage on to heal anything or yoh want to go to the epic level of managing a critical patient on the battlefield with vital signs meds iv/blood infusions and trauma care would only be restricted by how in depth YOU want to go instead of an engine limitation.
  5. First, this may sound weird since it is not the exact intention of MCC sandbox, but since i'm a bit of a singleplayer/custom mission geek: 1. Is there any way to save what you have done in mcc sandbox into a normal editor file, then open it up in the editor? I would love the ability to use the editor for some things, (like player units and AI units/waypoints) but then go switch to mcc and do some of the editing using mcc (3D editing, scripts and briefing/objectives stuff). If I have to do some file editing outside of arma its no problem. -I've realized that if there was a way to save the mission as a proper editor mission then mcc sandbox would have become that 3D editor that all of us have wanted. Mcc must save a mission file somewhere, so where is that file so i can try copying it into the editor? 2. Is there a way to merge the player unit (the 'mission maker') with any of the mcc generated units/groups to get a squad that you can command? I.e. place groups/units in a zone, and link them to your player like you would in the editor. If the MCC was expanded to allow SP mission creation that can be saved and opened in the editor it would be awesome. For example, if i want to make a mission (lets call it TEST.mis), I would love to be able to place some of my units and other stuff in the 2D editor, then hit preview and use mcc to set up the scrips, cas, ammoboxes, convoy's .etc. If there was a save option that would save it either as TEST.mis or if you can't overwrite the existing one then TEST2.mis. All you would have to do is go back to the 2d editor, open up TEST.mis or TEST2.mis and your changes would be there.
  6. Any chance of implementing EW weapons such as the CBU-94/BLU-114/B "Soft-Bomb"? Basically weapons that are designed to take out electrical substations and shut down the grid? These currently exist, and one could extend it to include EMP weapons (implemented in a realistic way and enabled only by the mission maker).
  7. pilotbaxter007

    help with ACE 2, weapons on back

    Thx, I had disabled the stamina system in ACE 1, and that disabled rucks, wehich disabled weapons on back. They've really gotta fix that so u can disable stamina if u want w/o disabling the ruck system.
  8. pilotbaxter007

    help with ACE 2, weapons on back

    Can you give me a step by step to add gun X to a player's back. I'm a n00b @ the editor, and i've looked at some of the rucksack stuff w/o understanding any of it. thanks
  9. I added a weapon to a soldier's back (I have ACE 2) using: this setvariable["ACE_weapononback","M110_TWS_EP1"]; The weapon shows up in the player's gear window, but the button to switch a weapon on back for the one in your hands and vice versa is grayed out. Thus I can't switch my G36-SD for the sniper rifle and vice versa, which i should be able to do. Thx so much 4 all the help, I'm a total n00b. P.S. Plz don't move this post, or flame it. If you want to post, please help me with this problem. After I get it fixed, then u can cut up my posting style & location.
  10. how would I set up triggers to follow this sequence of objectives (this is my first ever mission, do detailed explanations would be appreciated so I can figure out why this all works): 1. Infiltrate compound (this means i need it to detect when the player is inside the fence of the AB and set a task to DONE, plus give the player around 500 pts.). 2. Eliminate the Officers (I have two ppl i need dead, one russian general and one insurgent commander. I need to have a trigger that doesn't fire until those 2 have met their journey's end.), plus give player around 2000 pts 3. After bad guy 1 & 2 have resigned from their military careers permanently, i need to create an intel object (just a briefcase) which i can place anywhere i choose (in the editor), and set a trigger to check if that has been picked up by the player (this is a "kill the target, retrieve intel and get ur a*s out of there mission. Give player around 1000 pts 4. Now it's time for the get ur a*s out of there part - I need to tell the whole squad to move to a spot, then call for exfil using the comms -radio menu. Give player around 500 pts 5. MISSION COMPLETE!!! BTW, I added a weapon to a soldier's back (I have ACE 2) using: this setvariable["ACE_weapononback","M110_TWS_EP1"]; The weapon shows up in the player's gear window, but the button to switch a weapon on back for the one in your hands and vice versa is grayed out. Thus I can't switch my G36-SD for the sniper rifle and vice versa, which i should be able to do. Thx so much 4 all the help, I'm a total n00b. PLEASE HELP ME!!!! :)
  11. "The problem is _unit, not anything ACE-related. If it's in the unit's init line, you should use this to refer to it, not _unit... Though I strongly recommend using a more reliable loadout script, as changing gear in the init line can occasionally cause problems in multiplayer. " I TRIED THE FIX, and now it works, but the button in the gear menu to switch the gun on the back for the 1 in ur hands is grayed out. i.e. i have the gun but can put it into my hands through the gear menu like i should be able to. PLEASE HELP!!!!!
  12. Thanks so much. I'll try a different script if i ever port 2 MP, but right now it's SP (it's my FIRST ever mission). BTW, how would I set up triggers to follow this sequence of objectives: 1. Infiltrate compound (this means i need it to detect when the player is inside the fence of the AB and set a task to complete, plus give the player around 100 pts.). 2. Eliminate the Officers (I have two ppl i need dead, one russian general and one insurgent commander. I need to have a trigger that doesn't fire until those 2 have met their journey's end.) 3. After bad guy 1 & 2 have resigned from their military careers permanently, i need to create an intel object (just a briefcase) which i can place anywhere i choose (in the editor), and set a trigger to check if that has been picked up by the player (this is a "kill the target, retrieve intel and get ur a*s out of there mission. 4. Now it's time for the get ur a*s out of there part - I need to tell the whole squad to move to a spot, then call for exfil using the comms -radio menu. 5. MISSION COMPLETE!!! Thx so much 4 all the help, I'm a total n00b.
  13. I have ACE 2 and I'm trying to add a "M110_TWS_EP1" to my soldiers back in a mission, typing the following into the init box (where u add guns to the unit) in the unit dialog box: _unit setvariable["ACE_weapononback","M110_TWS_EP1"]; It returns a "Local variable in Global space" error if i try to hit ok, thus resulting in my inability to add the gun to the guy's back. I got this command from the ace 2 features page: "To add a weapon to a units back : _unit setvariable ["ACE_weapononback","ACE_M72"]; This will add an M72 Law launcher to _unit's back. Ammunition is added in the normal way and takes up the same slots." Plz help me, as an AB infiltration mission requires both an AR and a sniper rifle (at least mine does, don't flame the post plz). PLEASE HELP Thanks
  14. Srry about the dev stuff, it was that specific mission. W/ the HUD, i want the no of clips, the ammo meter, and the health bar back for singleplayer.
  15. Hi How can i mod ACE 2 for my own use so that I get back the normal ARMA 2 HUD, disable the "developer" stuff in the gear menu and the info about each object I point my gun at, Disable the soldier fatigue, and change the key for the Self interaction menu (the one that allows you to select different medic stuff), and restore the ARMA 2 UI load screens to normal, instead of ACE 2? I love what you guys have done, But I'd like to "dial it down" a bit (my personal prefs), while still keeping all of the new equipment and most of the new features. Please help me Thanks a lot in advance PS. If there r duplicate threads, delete the other 1, not this 1.
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