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Everything posted by sunrrrise
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ARMA 3 Addon Request Thread
sunrrrise replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
One dream: ol' good BDU and DCU, especially RAID version. -
TRYK's Multi-Play Uniforms
sunrrrise replied to teriyaki's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't downloaded it yet but it looks awesome on the screens. Unfortunatelly I cannot see SEALS uniform from Operation Red Wing period. Would it be possible to create: - TAN BDU + DCU - all TAN BDU - all DCU like this: http://upload.wikimedia.org/wikipedia/commons/4/4c/Navy_SEALs_in_Afghanistan_prior_to_Red_Wing.jpg (1221 kB) ? Kind regards! -
If you're looking for class names for AlIVE it is rds_rus_civ.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys! Congrats on the release! Two questions/issues: 1. Have you increased the lower limit of the size zone? I tried to create small mission in one small compound (four houses) and every time I got the error "no mission center found, make a bigger zone". 2. You have replaced your 3D editor by Zeus editor and now it's impossible to spawn units from CAF_Aggressors - I know that probably something is wrong with CAF_A config, but perhaps it is a way to overcome that? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Shay, I have an idea -it would be nice to have a possibility to choose a CIV faction in the mission generator. Suicide bombers and armed civilians are great concept but on the other hand armed surfers on Hazar-Kot are big immersive killer;) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, thanks - can you tell me how to do that?:) Step-by-step instruction would be more than welcome! -
Seems legit ;)
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Arma 3 Alpha lacking Arma 2's immersion and fear factor.
sunrrrise replied to fixmygame's topic in ARMA 3 - GENERAL
I could agree that sprinting is a little too fast BUT I hope that BIS will NEVER EVER be back to that clunky doom-like movement from OFP/ArmA/ArmA2. -
Which island/map would you like to be ported to A3 First?
sunrrrise replied to zukas3's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
+1! Couldn't agree more. -
+1 Great concept!
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First impression? Great! On my ancient rig (e8400 OC@3,7Ghz, 4GB RAM and GTX460 768MB) I can run it very well (30+ fps) with VD 2200 and everything is set according to HIGH preset. Amazing work guys! Controls are perfect, grenedes are USABLE right now, everything (except the future setting...) is better here. Thank you!
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MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Of course, I will re-create it within next 24h. I think it's not about the length of the code, it's about spawning by the trigger many the same groups within one zone. I'm gonna PM you ASAP. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think saving is still not working properly, at least saving triggers. I have created a mission on Hazar-Kot with 4 zones and 1 trigger which creates 4 enemy groups and moves one zone but when I saved and pasted it to Notepad the code of the mission is not full. It stops in the middle of the trigger part, precisely in the middle of the code of the third enemy group. The rest of the code is ok. -
OMG, Massi, you have fallen from heaven!!! (in my country that means: "thank you, you are just in time") Do arm patches work in this release?:)
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MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@RamBoRaideR, zvukoper Same hare, MCC can double actions or not saving some actions at all. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I had the problem with air drops but it seems to be depend on wind heading (and strength) and ground obstacles. Try to figure out the best approaching course before calling the air drop. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I found a bug I had mentioned before but now it is moved ;) mcc_make_the_marker.sqf, line 29 looks like this: script_handler = [0] execVM '\mcc_sandbox_mod\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf'; but should look like this: script_handler = [0] execVM '\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf'; @Ollem Unfortunatelly it doesn't work for us. It works for me but other multi players are still getting killed on spawn into C-130 (SF-HALO from the main tab). Can you send me (PM) the code of your checked mission? -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It gives me hope. I will tell it to my folks. One more question: have you tested HALO jumps on dedicated servers or local hosted games? We're going to use and test it but we don't use English when playing. But I will inform you about new problems/errors/issues. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm sorry but I don't understand (English is not my native language). By "locality" do you mean local host/server problems (performance, lags, etc.) or localization problems (mPos, getPos, etc. = bugs in codes) or both? -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Ollem Yes, it works for me too, but not for any other players. I'm being spawn into C-130 and I'm OK but my friends are getting killed. Moreover I have made a test with AI players and it is really, really strange: AI players are being spawn into C-130 and they are almost ok. They behave strange: they don't see me and they don't know what to do but they are alive. All the tests were performed online. Can you test it (SF HALO, from the first page) online with at least two friends? Another two problems I encounter with paradrops from fourth (last) page: PARADROP: Again, it works for me but not for my friends. C-130 is going through LZ, I'm being thrown out but my friends are not. They're left in C-130. HALO: The good thing is that the spawning works. No one is getting killed, no one is left on the ground. The bad thing is that C-130 often (but not always - sometimes it works like a charm) doesn't reach the LZ. It starting circling and circling circling... @Nike619 This is a short tutorial of using paradrops. You have to create a mission with units named sf1, sf2, sf3 and so on up to sf12. Then you can use SF HALO from the first page. For the paradrops from forth page you must select the unit you want to make a HALO jump. The names/nicks MUST turn blue. After that click on HALO button. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have another issue/bug/question: I have made a mission with sf class units. There are 12 sf units, not synced with SF module but named sf1, sf2, sf3 and so on. In multiplayer when I create SF HALO start zone my friends are spawned with me into C-130 but most of situations they are instantly being killed. No matter if I use mod or mission version. I tried to slightly correct these lines (adding/changing values after (mPos select 1)): sf1 setposasl [(mPos select 0)-0.6, (mPos select 1), 5001]; but with no success. Changing sleep value makes no difference too. Does SF paradrop function work for you? -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Jedra I've done it already - here and via PM :) I wrote comparison of this two lines: I can upload and post working pbo if shay_gman let me do that. It is his amazing work so I don't want to "steal" any contribuition. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have found a bug in file mcc_make_the_marker.sqf. It should look like this: private ["_type"]; _type = _this select 0; //safe the zone size in the array for later use mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; //obviously when we are loading there is no need to safe it again since that will influence the load process by double output if (!mcc_isloading && !MCC_capture_state && _type!=3) then { mcc_safe=mcc_safe + FORMAT [" mcc_zone_number=%1; mcc_zone_marker_X=%2; mcc_zone_marker_Y=%3; mcc_zone_markername='%4'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; " ,mcc_zone_number ,mcc_zone_marker_X ,mcc_zone_marker_Y ,mcc_zone_markername ]; hint format ["Click on map to create/update location of zone: %1....... ",mcc_zone_markername]; onMapSingleClick " mcc_markerposition = _pos; mcc_safe=mcc_safe + FORMAT ["" mcc_markerposition=%1; script_handler = [0] execVM '\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf'; waitUntil {scriptDone script_handler}; "" ,_pos ]; deleteMarkerLocal mcc_zone_markername; _marker = createMarkerLocal [mcc_zone_markername, _pos]; _marker setMarkerShapeLocal ""RECTANGLE""; _marker setMarkerSizeLocal (mcc_zone_size select mcc_zone_number); mcc_zone_markername setMarkerColorLocal ""ColorYellow""; deleteMarkerLocal (format[""LABEL_%1"",mcc_zone_markername]); _markerlabel = createMarkerLocal [(format[""LABEL_%1"",mcc_zone_markername]), _pos]; _markerlabel setMarkerShapeLocal ""ICON""; (format[""LABEL_%1"",mcc_zone_markername]) setMarkerTypeLocal ""join""; (format[""LABEL_%1"",mcc_zone_markername]) setMarkerTextLocal mcc_zone_markername; (format[""LABEL_%1"",mcc_zone_markername]) setMarkerColorLocal ""ColorRed""; mcc_zone_markposition = (getmarkerpos mcc_zone_markername); mcc_zone_pos set [mcc_zone_number,mcc_zone_markposition]; mcc_isnewzone = true; onMapSingleClick """"; nul=[0] execVM '\mcc_sandbox_mod\mcc\general_scripts\mcc_SpawnStuff.sqf'; "; }; if (mcc_isloading || _type==3) then { deleteMarkerLocal mcc_zone_markername; _marker = createMarkerLocal [mcc_zone_markername, mcc_markerposition]; _marker setMarkerShapeLocal "RECTANGLE"; _marker setMarkerSizeLocal (mcc_zone_size select mcc_zone_number); mcc_zone_markername setMarkerColorLocal "ColorBlack"; deleteMarkerLocal (format["LABEL_%1",mcc_zone_markername]); _markerlabel = createMarkerLocal [(format["LABEL_%1",mcc_zone_markername]), mcc_markerposition]; _markerlabel setMarkerShapeLocal "ICON"; (format["LABEL_%1",mcc_zone_markername]) setMarkerTypeLocal "join"; (format["LABEL_%1",mcc_zone_markername]) setMarkerTextLocal mcc_zone_markername; (format["LABEL_%1",mcc_zone_markername]) setMarkerColorLocal "ColorRed"; mcc_zone_markposition = (getmarkerpos mcc_zone_markername); mcc_zone_pos set [mcc_zone_number,mcc_zone_markposition]; mcc_isnewzone = true; }; if (MCC_capture_state) then { MCC_capture_var=MCC_capture_var + FORMAT [" mcc_zone_number=%1; mcc_zone_marker_X=%2; mcc_zone_marker_Y=%3; mcc_zone_markername=""%4""; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; " ,mcc_zone_number ,mcc_zone_marker_X ,mcc_zone_marker_Y ,mcc_zone_markername ]; hint format ["Click on map to create/update location of zone: %1....... ",mcc_zone_markername]; onMapSingleClick " mcc_markerposition = _pos; MCC_capture_var=MCC_capture_var + FORMAT [' mcc_markerposition=%1; script_handler = [3] execVM ""\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf""; ' ,_pos ]; hint 'Action captured'; onMapSingleClick """"; "; }; //safe the info cause ups makes marker info not valid because of disappear of marker Regards, s. -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I still haven't got it working. Triggers and zones cause errors: This is what I have done: 1. I created Zone 1 2. I set the trigger 3. I moved Zone 1 4. I stopped trigger capturing 5. I moved across the trigger 6. Error: Uploaded with ImageShack.us This is the code (pasted "as is"): mcc_zone_number=1; mcc_zone_marker_X=10; mcc_zone_marker_Y=10; mcc_zone_markername='1'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[3700.28,3610.99,-19]; script_handler = [0] execVM [b]'[/b]\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf[b]'[/b]; waitUntil {scriptDone script_handler}; mcc_spawntype=''; mcc_classtype=''; mcc_isnewzone=true; mcc_spawnwithcrew=true; mcc_spawnname=''; mcc_spawnfaction=''; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname =''; mcc_track_units = false; mcc_awareness = 'DEFAULT'; mcc_sidename = 'WEST'; script_handler = [0] execVM '\mcc_sandbox_mod\mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; MCC_capture_var = ' mcc_zone_number=1; mcc_zone_marker_X=10; mcc_zone_marker_Y=10; mcc_zone_markername="1"; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[3699.86,3649.1,-18.909]; script_handler = [3] execVM [b]"[/b]mcc\general_scripts\mcc_make_the_marker.sqf[b]"[/b]; '; script_handler = [0, [3763.49,3611.98,-19], 10, 10, 'WEST', 'PRESENT', 0, 'RECTANGLE', '', MCC_capture_var] execVM '\mcc_sandbox_mod\mcc\general_scripts\triggers\triggers_execute.sqf'; waitUntil {scriptDone script_handler}; Any help? I'm using ArmA2 1.60, ACE 1.13 (stable) and ACRE. EDIT: Damn, MCC-Mission Version works like a charm but it doesn't solve the problem with mod version. EDIT2: Look at this: 1.: script_handler = [0] execVM '\mcc_sandbox_mod\mcc\general_scripts\mcc_make_the_marker.sqf'; 2.: script_handler = [3] execVM "mcc\general_scripts\mcc_make_the_marker.sqf"; EDIT3: @shay_gman - check your PM -
MCC Sandbox - The Mod
sunrrrise replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, I'm asking in other way. Is it possible to use MCC Triggers with MCC Zones, eg creating Triggers that create (or move) Zones?