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igneous01

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Everything posted by igneous01

  1. igneous01

    BIS_fnc_spawnGroup issue

    try using the extended syntax to include a list of relative positions. I believe this is an array of positions (so an array within an array) of positions, and just add/subtract difference to where the spawn location reference is. Unless im mistaken, it could also be a list of special types for the units, such as "NONE", "IN FORMATION", "CAN_COLLIDE" so as an example of relative positions, assuming 4 tanks are spawned; _grp3 = [getMarkerPos "taskarmour3", east,["BMP3","T90","T90","BMP3","BMP3"], [ [(getMarkerPos "taskarmour3" select 0) + 20, (getMarkerPos "taskarmour3" select 1) + 20, getMarkerPos "taskarmour3" select 2], [(getMarkerPos "taskarmour3" select 0) + 40, (getMarkerPos "taskarmour3" select 1) + 40, getMarkerPos "taskarmour3" select 2], [(getMarkerPos "taskarmour3" select 0) + 60, (getMarkerPos "taskarmour3" select 1) + 0, getMarkerPos "taskarmour3" select 2], [(getMarkerPos "taskarmour3" select 0) , (getMarkerPos "taskarmour3" select 1), getMarkerPos "taskarmour3" select 2] ] ] call BIS_fnc_spawnGroup; and see if that works, you might need to play around with the addition numbers to get them to spawn uniformly around each other.
  2. I tried attachto, and it looks beautiful because of the free rotation and instant position update, sadly, the attached objects position is bugged out, as my squads will charge past their respective formation slots, and proceed to running around in circles. However the script you posted Demonized works great! Now I can finally have my squads move in a large formation with me :D thanks for the help, If i run into some trouble I will post back
  3. I have a slight problem with one of my scripts that I have run into. Its more a mathematical problem as I forgot how to do this. I want to have 4 game logics organised in a line in front of my player, and to move these objects with the player, with relation to each other, and to have the direction be the same as the player as well. So imagine a line of boxes that move around in a circle around the player when he rotates or changes his direction. this is what I have so far: if ((_PlatoonCmd distance _x) < 20) then { _x setpos [(getpos _PlatoonCmd select 0) + ((sin (getdir _PlatoonCmd)) * 20) + (_larray select _t), (getpos _PlatoonCmd select 1) + ((cos (getdir _PlatoonCmd)) * 20) + (_larray select _t + 1), getpos _PlatoonCmd select 2]; }; if ((_PlatoonCmd distance _x) > 120) then { _x setpos [(getpos _PlatoonCmd select 0) + ((sin (getdir _PlatoonCmd)) * 20) + (_larray select _t), (getpos _PlatoonCmd select 1) + ((cos (getdir _PlatoonCmd)) * 20) + (_larray select _t + 1), getpos _PlatoonCmd select 2]; }; _t = _t + 1; if (_t > (count _larray)) then { _t = 0; }; } foreach _logics; I have direction and distance between the objects and player, but I dont have them positioned relative to each other in a uniform line. If anyone knows how this is done, I could really use some advice. Thanks
  4. yes, I kind of need the logics to move in real time with the player (update maybe every couple seconds) as I want to use them as slots for formations, so that I its easier for the squads to move and follow their respected game logic to stay in formation. I will have a look at attachto again, been fiddling around with shk_moveobjects, but it keeps setpos them to the end of the map [0,0,0] instead of revolving around the player.
  5. This is the thing tho, im planning on creating a platoon command structure with the ai, so I want to be able to have my AI platoon leader give orders to groups of squads, which the squads order the fire teams into formations and into doing tasks. So far I have managed to come up with a solution towards getting the units in specific fireteams into variables, and using commandfollow to make them follow their respective team leader. However, the group leader forces everyone to reform on him, ruining the possibility of spacing out teams. What i really want to do is have my platoon leader, always behind everyone else, and every squad following his direction and movement (but spaced 100m in front of him and each squad spaced about 150m from each other) with the fireteams spaced out 50m from each other. Similar to a real formation of a platoon when they move into a forest or wide area where enemies may be present.
  6. Does anyone know what the command is for telling a team in a group to flank left/right/advance/stayback? I want to create a squad formation where fireteams are spread out in a line 50m apart from other fire teams. Is this possible to do/ does the command exist?
  7. that only applies to groups, i mean specific teams inside the groups, such as team red, blue, green, yellow, etc. I want the fire teams to be in wedge formation, but be spread out in a line.
  8. igneous01

    Improvements to the way helicopters crash?

    www.youtube.com/watch?v=IEbMJuyRnHc go to 1:40 If the crew can survive a crash like that, then Arma helo crashes need some serious reworking.
  9. igneous01

    Stealth Kills?

    ^ I agree with above However some basic hand to hand combat should be implemented. Yes its rare, but it does happen, and when you walk in on someone thats metres away from you and your not ready to use your rifle, it would be more smart to charge them and disarm them, then risking those few moments where the enemy might react quicker than you in using their rifle.
  10. Heres a simple function I made that makes the ai use, however this was designed for using it in tandem while sniping at long distances. DZ_FNC_SpottingMode = { private ["_spotter"]; _spotter = _this select 0; selectplayer _spotter; (vehicle _spotter) switchcamera "GUNNER"; }; I have this in my init.sqf, in editor i made two radio triggers, one for turning it on, and one for turning it off. for turning it on: spotter enablesimulation false; FIREEH = sniper addeventhandler ["fired", {nul = [spotter] spawn DZ_FNC_SpottingMode}] for turning it off: spotter enablesimulation true; sniper removeeventhandler FIREEH All this does is freeze the spotter so he doesnt move, then when i teamswitch back to my sniper character and fire, it will switch back to the spotter and be looking through the scope. However im not sure if you are looking for something different. As far as I know, the spottingscope is a vehicle, and you need to use assignasgunner and moveingunner for your spotter to get into it.
  11. igneous01

    Ragdolls = In .... Realistic wounds ???

    If ragdolls are confirmed, they should probably be used on headshots and explosions. In my personal opinion though, I would like to see real gore and blood and wounds in the game. This game isnt about pure entertainment, its a simulation. and I believe that If I can one day turn off arma and really think in perspective to how a real war looks and feels like, then I think the game has done justice.
  12. igneous01

    ArmA 3 like Battlefield play 4 free.

    Im all for some PvP servers, but I prefer these to be clan based, not open. Open PvP and warfare servers are a disaster, if its not a hacker spamming 1000's of shells on a base, its a bunch of people just wandering around by themselves uncoordinated, with no communication. The main emphasis of this game is teamwork, and its teamwork on a whole new level that requires time and patience, and trust between players. In battlefield 2 teamwork was described as: someone dies, medic does a 2 sec revive. someone injured, medic throws a pack that insta heals them. someone out of ammo, support throws a pack of ammo that insta rearms them. in Arma now: someone dies: there is no revive, but CASEVAC and MEDIVAC still apply, and that takes time. someone is injured: takes a couple minutes to heal someone, and if its ace_wounds (like unconscious, lifeline) it takes close to 5 minutes healing someone, apply cpr, morphine, etc, etc someone is out of ammo: You have to pull extra mags out of your inventory, drop them, and the player has to pick them up. So as you can see, no open server, with players expecting a fast paced fight, are going to bother doing such things as helping other players, because its not instant. Just as in real life. The last thing I want to see is a bunch of kids playing on a server, and acting like retards (which they do on xbox live). This game is meant for the mature, the ones that have patience, the ones you can trust to cover you, while your injecting morphing and applying bandages to another buddy that got shot. Thats the beauty of this game. So, no, I completely disagree with the idea, PvP should be between clans and units, because most of us here know how the open servers work.
  13. igneous01

    All the Bis game have Counter Strike sounds

    You have to understand a couple of concepts: 1. If you think cracking sounds or whizzing sounds are "fake" - as you previously stated: The cracking sound is created when a rifle fires a round that is faster than the speed of sound, creating a sonic boom when it enters/leaves the sound barriar. you can actually here this and observe it as cracking (altho im not entirely sure if its omnidirectional, as you can really only here it in arma if your in front of the bullet.) Pistols and sub machines guns dont emit cracking because they fire sub-sonic rounds. 2. You claim that rifle fire from 1km away sounds unrealistic: Ill explain the basics of sound - its composed of many different frequencies and wavelengths. Lower frequency sound waves travel farther than higher frequency sound waves. Plus lower frequency waves can penetrate material (thats why everyone on the block can hear a cars subwoofer hundreds of meters away before they can hear any actual music) so I would say the "dark" boom you get from rifle fire km's away is a result of the same principle: higher frequency sound dies out much faster and turns into other energy. And the only thing thats left is the lower frequencies, which you hear as gunfire. You can test this yourself - put on a piece of music, and listen to it with/without subwoofer, in another room. And search youtube for sonic boom.
  14. igneous01

    Cover system for Arma3?

    I voted yes for the cover system, if it is made similar to how RO2 is going to incorporate it, then yes Im all in. I would also like to see the inclusion of peeking your head, not specifically taking up a firing position, but peeking over grass while prone, walls, etc. Then that would nullify the need for 3rd person when crawling through tall grass (where you cant see anything at all)
  15. igneous01

    Player Leveling

    Im gonna counter his suggestion with something else: almost every unit/clan in arma 2 has OP nights, where a scenario is formed and players work as a team to tackle the objective and succeed. What I would like to see is a stat board that tells you: 1. How many OPs/training sessions you attended 2. A brief background about it (something used from the original briefing) 3. The outcome of the op (was it successful, failed, etc?) 4. Maybe a casualty list included But this would suggest, that BIS aim for creating a server, where everyweek (or day) a mission created by the community/bis themselves would be hosted on the server, people would connect, and this would be tracked and played out, and would be saved into your play history. but ofcourse thats asking a little too much.
  16. igneous01

    All the Bis game have Counter Strike sounds

    Overall I like the stock sounds with arma 2, but I find the PKM and AK have the worst sound used. It makes me think theres this secret compressor that acts like a silencer on these guns. But now I just use the ace sound mod, and they sound pretty accurate to my ears (a PKM suppressing you is loud as hell, and really pumps your adrenaline as well) but I will admit that Red Orchestra had the best gunshot sounds ive heard so far, curious to see how RO2 will sound, as well as A3 :D
  17. igneous01

    Ambient Combat Module

    Andi, have you tried resychronizing the module to the respawned unit again? I suspect that you synched it to a player once, but once he respawned, you did not synch it again.
  18. o man i feel you on that one kylania, i remember having something built something in the 3d editor and it looked really good, then once i saved it, it turned into a pile of rubbish, with everything just scattered randomly. but I know certain objects as walls (like H barriars) in 3d editor, with CAN_COLLIDE setting will work as walls. I wouldnt even bother trying to do it in 2d editor.
  19. I think he means he doesnt want vehicles and items from other tasks appearing when the mission begins, forcing all players to linearly follow the tasks at hand, and not jumping the gun and pre completing ones that havnt started yet. For this you will need to look at BIS_fnc_Spawngroup, createvehicle, and createUnit commands. You would need to prepare these inside a script (because its alot easier reading it then inside a trigger) and then checking when a task completes, and executing the script with its tasks afterwards. i suggest reading the BIKI, and searching these commands and functions, it will explain them pretty well (in english, so you may need to translate them somehow)
  20. didnt realize foreach works as trigger condition, never got it to work on my conditions :S
  21. After a long time spent slowly debugging, it seems that the UAV module stops working when there are around 800 or so objects in the game (stuff likes crates, barrels, wire, sandbags, etc) which is unfortunate, as i really wanted to use it in my mission. guess ill have to save it for something else.
  22. Has anyone ever gotten stuck at the UAV loading screen? I added a working custom script for calling in a uav for one of my missions, yet when i try to access the UAV screen, it gets stuck at the loading screen, and i have to end up closing arma 2 from task manager. Idk if it is something to do with the other modules synched to a player (I have ACM synched and thats it, the script auto synchs to the player when the action is used, and this works) or the amount of objects in the mission (i have a lot) but for some reason, it will not load the UAV view, it remains stuck, and have yet to find any clues or answers to this. has anyone else experienced this?
  23. igneous01

    SEAL Team Six

    yup, managed to finally correct it, now its working :D i tried the first two missions, i like the idea, but i dont think a 5 man seal team will be able to take out a platoon of men - operation dead kings was more balenced, but it felt static. o well, ill keep plowing through these and see how it goes.
  24. igneous01

    SEAL Team Six

    hey sick1, im having issues trying to get the campaign to load, i have my ace updated to latest via yoma addon sync, plus the black ops and seal tf86 and panthera. yet for some reason when im trying to start the campaign, it hangs at the screen where the difficulty and play/cancel buttons are. any ideas as to why its not working?
  25. really? i remember seeing a post before where someone deliberatly used 0 = enemy knowsabout player and had managed to deliberatly reset the knowsabout. o well, so much for that.
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