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About taro8

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    First Sergeant

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  1. Is there a way to have a full reset of HAL during a mission. Sometimes stuff breaks and the scripts cannot complete with results in battle stopping as units do not recieve new orders. It can be caused by missing units, waypoints and such. A bit annoying, but if there was a way to reset HAL and have it reasses situation it might fix issues like that. EDIT: it seems that what breaks the most often is the support stuff. It usually happens when the support targets die or something. RPT gets spammed with this: https://pastebin.com/q1cbf753
  2. UPDATE: v4 released * fixed group sides for OPFOR and INDFOR guerilla groups, they spawned on BLUFOR side in zeus.
  3. UPDATE: I have added groups made out random guerilla fighters to each FIA on each side. The groups come in few sizes: sentry, fire team and squad. DOWNLOAD: https://www.mediafire.com/file/g3nj95pufahvbhl/@taro_random_fighterV3.zip/file
  4. @ReptilienskiYeah, it should, the script is set to fire off when the unit is initialized, with should also work when getting spawned in the game.
  5. Yeah, I've been planning to do the groups as well. This whole script was mostly for giggles.
  6. Damn, I uploaded a wrong version. I'll post a new one right away. EDIT: V2 fixed version released
  7. Hello everyone! I made a small mod with adds a new unit to the Vanilla FIA factions on all sides. If you just place the "Fighter" down and start the scenario, then the script will randomize the gear based on hand made list. The soldier will have random weapons with ammo as well, with chance to have a launcher too. I really like the randomness of the gear, it can make your guerillas look more varied. The script was made with CUP in mind, but it will detect if CUP Units and Weapons are loaded and it will work without them and use Arma 3 stuff only instead. No, I do not plan making RHS version, it took me long enough to make this one. Each of the FIA factions (BLUFOR, OPFOR and INDFOR) have a new soldier called "Fighter". You just place him on the map and start the scenario. When the scenario starts the script will randomize the gear. If you change the gear in the editor using arsenal, the script will not overwrite your changes and leave the unit as it is. KNOWN ISSUES: * Some clipping between gear can happen. Changelog: V4 - current version * fixed group sides for OPFOR and INDFOR guerilla groups, they spawned on BLUFOR side in zeus. V3 * added groups (sentry, fire team and squad) made out random fighters to each FIA on each side V2 * now actually works, sorry about the mess up V1 - initial release DOWNLOAD: https://www.mediafire.com/file/cgh6vuakkiglynp/@taro_random_fighterV4.zip/file
  8. taro8

    Refraction blast wave

    No, when I first uploaded this mod there, people there behaved like complete dickwads, and I didn't feel like bothering with that again.
  9. This mod is so outdates its not even funny. It was more done for the lols and to learn how to work with configs.
  10. Hey folks. I was goofing around in the UI resources configs and I managed to change the default colors of the GPS info panel. I tweaked it to use my more readable map settings (check out my More Readable Map mod in my signature). I also managed to find the setting responsible for the initial zoom and the zoom out from speed. I changed the ground GPS (on foot and vehicles) to increase the initial zoom to 500m and lock it like that (ie. GPS won't zoom out when moving). I also changed the aircraft GPS, this time I increased the zoom out factor as well as changing the colors. The zoom settings are kinda eyeballed and might need some tuning. NOTE: The panel position is NOT a part of the mod, it's just my UI layout. If you want to change the zoom, then these config settings control that: speedCoefSpeed0 - initial zoom speedCoefSpeedMax - zoom out factor when moving, the higher the speed the bigger the zoom out DOWNLOAD: https://www.mediafire.com/file/6521cda7ua4zh3a/@GPS_tweaks.zip/file
  11. This is what returns both cargo and FFV. It's not CUP, the way Arma 3 does FFV is by making them into turrets. _crewCargoAndFFV = fullCrew [_veh, "", false] select {_x select 1 == "cargo" || _x select 4} apply {_x select 0};
  12. Hello! I would like to share a little mod I cooked up. I used the refraction particle effect (what you can see on jet engine exhaust effect) in order to create a visible blast wave that distorts the view. This is just a tiny little mod that is compatible with vanilla, blastcore and whatever you want. I know it might look a bit weird with the blast wave moving way slower than it should in real life, but I wanted to have it be visible. If you want a faster blast wave you just depbo the mod and change the "lifeTime" values to be lower, this makes the blastwave effect faster. DOWNLOAD: https://www.mediafire.com/file/uwv4ocnrvm5ordd/@Blast_Refract.zip/file Note: the video is a bit old, showcasing the testing I did. Since then I fixed the issues with the large explosion effects.
  13. A kind souls on discord offered me this code _pylons = getPylonMagazines _veh; _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _veh >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply {getArray (_x >> "turret")}; (...) //======================================== Restore vehicle to initial state { _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _veh; { _veh setPylonLoadOut [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; The second part is interesting, it basically removes the weapons by using the pylonWeapon value, the key line could be edited to get something like this: { _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach _pylonsToRemove; Then you just need to build _pylonsToRemove array and define what you want removed. This could run along setPylonLoadOut to completely scrub the pylon from the vehicle. EDIT: Ok, I cooked up something that nukes both pylon magazines and weapons from the vehicle, needs a failsafe in case the pylon magazine returns empty "". _veh = (vehicle player); private _allPylons = "true" configClasses ( configFile >> "CfgVehicles" >> (typeOf _veh) >> "Components" >> "TransportPylonsComponent" >> "pylons" ) apply {configName _x}; _pylonsToRemove = getPylonMagazines _veh; _vehTurrets = [[-1]] + allTurrets _veh; { _weaponToRemove = getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon"); { _veh removeWeaponTurret [_weaponToRemove, _x]; } forEach _vehTurrets; } forEach _pylonsToRemove; { _veh setPylonLoadOut [_x, ""]; } forEach _allPylons; I learned that removeWeaponGlobal does not work for pylon weapons, only the removeWeaponTurret actually worked.
  14. CUP's UH-1H Gunship and others, I just use the clear all pylons and all of the weapons stay with 0 ammo, able to be chosen and no pylon models shown (no matter what combination of weapons). It looks like there is some issue with the script not removing the weapons just the magazines. I doubt its CUP issue as I set up the pylons for the UH-1H myself and there wasn't anything put of ordinary there. Also there isn't any scripting magic in CUP pylons, it just uses the vanilla setup. The ACE rearm works fine with all helicopters even the Huey Gunship. EDIT: Ok, so the (vehicle player) setPylonLoadOut ["pylon1", ""]; Leaves the weapon on the vehicle if you remove all the instances for the weapon (ie. remove all DAR launchers from AH-9). This means that you need to do something extra to properly remove the pylon without leaving any leftovers. Ok so, if you use the setPylonLoadOut then it does remove the magazine, it is reported as just "" . The issue is not with the magazine, but with the weapon staying on the vehicle. I also just checked, the weapons do stay, I used the setPylonLoadOut on both of the AH-9's pylons and the DAR launcher was still there with 0 ammo. The pylon magazines are gone, but the weapons command still shows that the helo has the DAR launcher weapon EDIT 2: I see how ace is doing that, the script that changes the pylon checks if on removal the pylon is the only source of the weapon, if so then it removes the weapon. You can check what weapon the pylon uses by checking pylonWeapon value
  15. Hello. For some odd reason the pylon weapons "stay" on the craft, even if they are removed or replaced. They have 0 ammo, but they are still remain in addition to whatever new pylon weapon gets mounted. Is there any way to fix that?