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Everything posted by Skagget
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Under Teleport, could you take back Zeus Teleport. Its often the Zeus that uses the Teleport-self often, or at least me and the ones that I know. As is now, you have to go through the Teleport, list down, take name of yourself and poof. Would be nice to have a insta Teleport Zeus without the fade effect -module. So if some strange things have happened in the game; you could get there fast.
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Cant see or select rolles in Multiplayer (EDEN EDITOR)
Skagget replied to Danish_Ice [NBG]'s topic in ARMA 3 - TROUBLESHOOTING
Hello, Got that problem too, so in Eden I did get all roles checked to "Playable" and exported to MP Mission. When run on a dedicated; I as a admin came into the lobby but it was all black, no slots no nothing. And the rest of the players couldnt log in cause to "no more slots". So couldnt play that Eden mission at all. So Im not the only one with that problem, some comfort at least ! :) -
Zeus is a playstyle certain groups uses as a norm for their missions or as a asset to their games. You can as a GM enter Zeus, put up some more enemies, change where the AO is, call in a mortarstrike, maybe spawn some animals or whatever.. so its a tool that some use for whole missions or some use just to spice it up. So what you could do with Zeus and this SAM/AA pack is that you could do a sidemission to take out an AA before calling in the heli-extract as an example, then go in Zeus, populate a village with some civs and enemies and then put up the AA that the enemies are guarding.. My bugs Ive found: People in the AA (do you want the exact ones, or is it a WIP?) die but dont collapse, so people think that they are alive and empty a mag into them again and again =P Some of the CUP people you are using is just placeholders and are CSAT and not real CUP units so to say. For some reason when I have your modpack installed; all players start crouching randomly.. is there a script somewhere that are suppose to make AI setunitpos "middle" or something like it ? -- could be an interference with other mods for sure =) I think aswell that the SAM missiles are alil bit to fast, I mean the turret turns and you get the lockon sound in the air, but by then the missles are almost away and it takes just a sec or two before impact.. so no time to react or to change route to flare etc.. if you get the lockon now, you might aswell just dive down and lick the ground even more =P Major cuddos for the modpack, its superduper =) Keep the ideas and working going, in a phase that you dont burn the energy out ofc ;) Cheers !
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This will be so much fun for my group, we are going for a QRF feel as a team. And this really makes it soooo much harder and fun =) Thanks man ! I msg you my PBO as a pastebin, so you see the easypeasie work that needs to be updated for the Zeus to work =) Take care man, and thanks once again for the mod !
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hcpookie >> If you want, I could post a small fix that makes all the units availible in Zeus, I did one for my own group. And its really easy to just add or substract units that you dont want to have in your Zeus, easy to update in future releases too. But only if you want to have it posted that is. And BTW regarding the CUP; there are some units/factions that the CUP havent done already, its just a placeholder. So there are a lot of units/vehicles in this pack that is maned with normal CSAT as those are the placeholder that CUP has chosen. FYI. I personally like that there are CUP, as my group is using it.. or I have made our repo and group to use it =P But its all up to the modder; if he/she wants to have a mod that uses RHS CUP or MASSI for that matter; its all up to them.. no need to bash or so; if you dont want the mod for its dependencies; dont use it; no need to come to the forums and whine about it. hcpookie>> your a rockstar that have been working your butt of with all this, porting from A2 to A3 is a feat on its own right ! Grats !
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
Skagget replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
After latest update, it seems like my updating dont sync with ftp server. It wants to upload all files/folders even tho its on the server. So if I add one file, it wants to upload everything. Didnt have that in the version before the new one that rolled out. Then it sync to ftp for a very long time and then just updated the change. Now it goes straight to upload the whole repo-folder. Everything is the same, regarding the logins etc.. is there a new box I missed checking or something =P -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Skagget replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cant praise MCC enough for what it has done for the community and endless players/GMs all around. It has really elevated the gameplay for its easy to use and fast insertions of units etc. What I do want to talk about is the route it seems to be taking and what Im wanting to see. When I started to use MCC it was for its easy to use (when you learned it) way of tweak the gameplay for the players. It was its way for me as a GameMaster to really change and add/remove things, that caught my love for MCC. From the way it was easy to build camps, fobs, patrols, ambushes on the fly etc.. made missions something new. What I see now is that MCC is taking a slightly diffrent route. Now I see a more AltisLife/DayZ/Survive -mod going on, where you get food, player added interactions, keybinds for shoutings etc. But I dont really like the idea its making, I want the focus to be on missionbuilding and not the player-interactions towards a survivalmod. There are so many diffrent mods out there that does it and communities use with MCC so that MCC get bloated with to much actions. What I mean is that; speaking for myself.. my group uses AGM for its almost ACE feel. And thats a great mod for just that, altering the players interactions and battle awareness. But AGM and MCC together gets kinda bloated, in AGM you have the ability to take people prisoners, move objects, load vehicles etc.. and then get MCC to do that too.. it gets to much. And yes; I hear you already " dont use AGM and try use only MCC ", right ? - Well I want it to be focusdriven mods, where AGM focus its core to the playerinteraction, awareness etc.. and MCC focus its core on missionbuilding. You dont need MCC to be everything, its a great tool and alot is still to expand within the missionbuilding, aswell as develop more on existing platform of MCC. I mean I would like to get a more advanced mission-wizard, more option on spawning, the logistic-update that was made have a lot of things it can expand on.. but there are some ideas that it works very well with MCC. As the brushes that have been included; they are great, the lock doors is a neat new trick. And then you have "how to interact with the locked doors"; I would have said an option to go AGM way as its open source. Better to team up with a mod that uses a player interaction as its main focus and then focus MCC to the mission edit stuff. What I would like to see, at least, is a way to enable/disable the new features, make it as AGM if you want to go that route as modules pbo where you can include them into the game experience if you want or delete them if you dont want them. So lets say I want just MCC for its missionbuilding I include the core MCC pbo, but if I want the Survival mod then I include that pbo. Or just an Enable/Disable function in the login. As of now, Im getting alot of functions and items that I dont want or dont feel I need at all, so a way to shut it off would be great. Not hating, just would have seen it taking the route of more mission making then another AGM/CSE/LIFE mod addition to it. Dont know if it all makes sense or if Im just dribbled myself away in my thoughts.. :) -
RHS Escalation (AFRF and USAF)
Skagget replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Without any other addons/mods I couldnt get the Zeus to work, I tried to activate MCC and couldnt get RHS work with that either. Is there anyone else that can get Zeus working right off the bat with no modifications to extra modules etc.. ?- 16574 replies
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Random House Patrol Script - by Tophe
Skagget replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bugs I saw. 1. There is no transition from point A+B to C. The unit stands still on a "point", starting to walk and halts. From there he teleports to a new set of "points" and repeat. Ive tried all examples that came with the script regarding of command line in init. Tried aswell on a couple of diffrent houses. 2. Doors are something the unit cant operate, the unit start bugging out and then goes to (1) action; teleport and starts somewhere else. -
Vehicle setTriggerStatements pointing to it.
Skagget posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, Im wondering what to do with this script :) I paste a small addaction to a car, so when you walk up to it and activate the addaction it points to this. _veh = _this select 0; _player = _this select 1; _id = _this select 2; sleep 10; _trigger = createTrigger["EmptyDetector",_fordon]; _trigger setTriggerArea[10,10,0,false]; _trigger setTriggerActivation["WEST","PRESENT",true]; _trigger setTriggerStatements["this", "hint ""yes"";", ""]; And yes, the hint goes of well if Im in the triggerzone. But what I would like to do now is to have it pointing to its vehicle/object. Lets say that I want to deletevehicle when entering the triggerzone. _trigger setTriggerStatements["this", "deleteVehicle _veh", ""]; Or if I want to make a carbomb out of it ? _trigger setTriggerStatements["this", "boom = 'Bo_GBU12_LGB' createVehicle position _veh"", ""]; That doesnt work. So how do you do it so when making a trigger from an addaction it remembers the vehicle it was pointed from. I use " null = [this] execVm "script.sqf"; " -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
What didnt work was to spawn units in 3d nor the 3d move units. So in that mission, I put down all units via 2d, after the VTS wouldnt do as I said =P The VTS said "place on map" and then when clicking just shut down and the hint about mapplacing faded away. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Today with a game of 20 ppl I ran into that I couldnt use 3d placements of units/vehicles aswell as the 3dplacement (after awhile, 10-15mins into play and GM-VTS-creating). What happen was that I clicked 3d as a placemnet for my unit, it asks for where on map, when I pressed it closed the VTS tab and froze its countdown and the hint faded away. I could use all other functions, as 2d placements of units and all commandscripts etc.. but the 3d placements just went dead. It was fine at the start of the mission, lets say 20units out, but when I closed the VTS and wanted to start somewhere else it refused. I tried to log off to lobby, log off the server, the only way to really restart the 3d was to start the dedicated server all over again.. This problem is with the latest b27. No scripts other then VTS. Some random addon units that have worked prior to b27 with no problems. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Yes ofc ! To be able to be the same uniform, gear etc in a easy way. Build as usuall, but when done, go into mission.sqm and find that group and change their side to resistance as an example. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Thats what I thought, but good to know for sure (regarding clouds). Well the games I run is about 2-3h with upwards to 30players, so its good to have a sync there :) Well some missions is for CSAR, some where a group is holding a objective and waiting for the rest to just rush and aid them. So personally I would like a var to disable teleport, but understand if its to much tinkering around too. Many of my missions, dont have players gear up at the shop, I have the shop disabled totally (its a inv-heli with no addaction to shop or groupmanaging). The players get their gear from a loudout.sqf in their init and the rest is in their vehicles or at the FOB in crates if so needed. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Is there a way to not start at marker, just start where the MissionMaker puts the units. As for now, all start at the same point. I have set the vts_generate_spawn_position=false; But I would like to have one group starting at one starting zone and a couple of others elsewhere.. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Really nice, tested in debug singleplayer and all small fixes from AI units behaviour is really nice aswell as the revivepart =) So a big thanks for the amount of effort you put in =) One thing Ive noticed in VTS is that the cloud lags, am I the only one ? If I put up a standard map, no scripts or addons, the clouds moves softly. But if I go VTS only, the cloud lags now n then. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Nice, and I really like that the outdated taskhint is removed, even though I liked how that worked and looked in the game.. so now its nice to get less error/heads up hints at startup. I like to have really bad AI, so I often go for 0.1 at times to 0.2/0.3 maybe. What I set is aimingAccuracy and aimingShake. So will be cool to have a way to really set it yourself in description.ext or something, first have a simple default way as is now with " Aiming precision" value. But it would be nice to have more control yourself to lets say accuracy aimspeed shake, have that as an class param in description on its own. If you dont activate it, you use the default " Aiming precision" value, or use the more fintuning way to set the values yourself. What I do now in VTS is to put my own shake in a custom function file so it ends up in all the units spawn in game: _unit = _this select 0; _unit setSkill ['aimingShake',0.10]; _unit setSkill ['aimingAccuracy',0.10]; _unit setSkill ['aimingCourage',0.95]; That was my last config and it worked nicely with bad 0.3 spawned opfor. Havent tried the new versions of B26 or B27, they came out fast =) But tried to run VTS as is this last time with about 25ppl, and it worked flawlessly ! So the problem I had was a script that as you said; looped to much so that the VTS just went bad.. Happy to know what it is that went wrong =) Cheers for the great updates and active work on VTS ! -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
I cant use it as I said before, I get "no alive player!" or some line like it. I couldnt even revive the player from "ingame" revive either. That player had to log off and then back in again; then I had the possibility to revive when standing close. The "no alive player!" have had happen a couple of times for me. That have happend to me before and now too, with VTS as only script going and with other scripts aswell. So dont know why I keep getting that at times. But will it happen again; I must try the; [userX] call vts_property_revive and see if that doesn't do the trick for "no alive player!". The VTS is perfect and all I really wanted, we play with about 20people and I use the VTS as a GM. It works very nice as of last time I got some strange behaviour that can be linked to bad code in non-VTS scripts. So next I will try it out without any extra scripts in the background and see how it goes :) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
A function or something for revive would be nice, where one could just enter the userX and it revived that person. I dont use any other revivesystem then the one in VTS; it works very good so havent had any need. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
At one time last night, when I was GM the whole GM-VTS tool just stopd working. I tried to place some units, but it just asked for where on map and when I clicked it closed the GMtool and nothing happend. So I tried to log out of the game, and out from the lobby.. reenterd the game and then I didnt have the VTS option when I scrolled. When I opened the ordinary map, I saw "user" and their numbers and markers such as VTS. But the actuall re-start didnt get me back with GM-VTS tool at scroll. Is there a way to restart the GM-VTS tool or when it shutsdown, is there a way to have like a perm addaction or something ? And is there a command to use in a commandline to revive adminrevive people without PARAM-Revive, I tried " [user1] call vts_respawn_revive; " but that only worked on myself, not if I changed the user1 to say user2 etc, is there a command for it ? ** I used bCombat for the AI, so they would move alot more while being under attack, maybe it screwed something up ? http://forums.bistudio.com/showthread.php?167288-bCombat-test-candidates -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Worked like a charm :) Great thanks ! Just keep up the good work. Really love the way the precommand sqf idea, that I can now just copy paste into next BETA.. Very nice ! -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
L etranger Really nice work with the CustomFunction part, love it ;) so great thanks. But I cant get it to work =/ I cant get more lines into the statement.. What would be the right way, it seems like you wanted to go inside the "" but then it just gets messy oneline in the VTS. Same with custom_precommandlines, if I put a "user1 allowdamage false;" it will just be one line with the "player sidechat etc" in the VTS ingame. Ive been playing for some time now and at times when a player gets killed I cant special-GM-revive him via Param. Is there a code-line you can type that will do that "GM revive", that I can type in in the commandline ? What I get is "No alive player !!" when I press Param on the dead player. It feels like its "often" it happens, not always but often. So wanted a good codecommand to paste in when shit hits the fan so to say hehe :) Great work ! I have this topic in bookmarks :P -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Two questions First is there a way for you to make it so that we that use the console can have our settings and codes within the scripts aside. I will explain ;) I add to the command line examples so I can easy just pull down the tab and use a fast scriptline, and I have added code in the VTS call on init on units so when I put out a unit that unit has a special set of gear for example. The problem comes when a new beta is released; then I have to open the console_valid_pre_init_line, console_valid_pre_com_line, vtsfunctions etc to re-add them into the script. I dont want to just copypaste the whole sqf as maybe you have done some greatness in the codeline in vtsfunctions as an example. So is there a way to alter so that we can have an hpp file or something to put our extra codes, and not have to go into your codes each beta-new-release ? Second, is there a fast "revive" scriptline that one can use ? I mean as you can param click people and just fast-revive them. Is there a way to do that even tho he doesnt have revives left or not ? at times I click on people and just get up "no alive player".. What I wanted was something like: revive user9 And I can just put that in a command line and that unit will arise hehe. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
I tested it out now, it works great, so whatever it was, it got fixed =) Thanks and a great setup this is ! -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Skagget replied to l etranger's topic in ARMA 3 - USER MISSIONS
Yeah I saw how you could scrollwheel up an object and down to ground. And I really pushed the object to the ground =) No mods or addons, tried first with the usual Im using. I logged in as admin on server, restarted it, but cant spawn/place not in 3d or 2d even if it states it has "Spawned". In host I can place objects, but as soon as I go dedicated I cant. Ive tried the mcc version and that one was hugh in file and really messy gui for my taste.. but there I could in dedicated place objects.