oktyabr
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Everything posted by oktyabr
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Interacting with Units created through site modules with script?
oktyabr replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now that's clever! Thanks for the tip! -
Sorry to hear that! I'd help you out with $$$ if I had any to spare!
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
oktyabr replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will you guys knock it off?!?! Not only is posting for info against the forum rules but it also makes me check this thread, over and over again, thinking the update might be here! F5 like the rest of us. :) -
Interacting with Units created through site modules with script?
oktyabr replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Na_Palm! I'll give that a try. :) So when you say you mean I need to name each module? These *are* modules we are talking about here... I'm not using any separate game logics? -
They shoot at ME just fine! But I've never had a problem with them not shooting. Seem to work quite well in ALiVE too (profiles shooting at other profiles). They use grenades, RPGs and the Strela too. A3 Stable 1.12xxxx (latest) with latest ALiVE and latest CAF_AG, all through PWS.
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Interacting with Units created through site modules with script?
oktyabr replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm very curious about this too. I *think* the sites module uses a sort of caching to keep the numbers fresh. For instance I'm interested in tracking the animals site module... blufor shoot a bunch of the civ's sheep I want something bad to happen... Place an animal site module, shoot the sheep, leave the village, come back to the village, the sheep corpses are removed and a fresh "flock" of sheep are in their place, as if nothing ever happened... which isn't the real trouble. The real trouble is as you have suggested, it's difficult to come up with a way to track units, animals or people, that are placed with the sites. Hope you share the answer, if you find one. I'm looking too. -
NATO SF and Russian Spetsnaz WEAPONS for A3
oktyabr replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was bored this morning so I fixed all the delineation problems with the "remove variants from VAS" entry found on page 37. If you want to remove all of the different-attachement-versions from the VAS add this to line 89 in your config.sqf of VAS. Thanks to stoffl for supplying the original. This should work with no problems: And according to stoffl this one should remove all non-NATO weapons, including BIS': -
ArmA 2 US Helicopters Import to A3
oktyabr replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Aplion! -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I've wondered more than once what it would take to get some better road finding working and maybe UPS for the infantry spawns. No insult to EOS though! I love this script and use it extensively. It's just sad that BIS, with all the time and money that they've invested in the Arma series, still can't get an AI vehicle to follow a road. -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try one MCP with one TAOR that covers Poliakko *and* Zaros and see what happens. -
Randomly generated roadside IEDs
oktyabr replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Explosives placed by members of your own side will show up on the map, for members of that side. But since in this case it's being placed by a script, not a player, it doesn't show up on the map until detected and even that depends on what difficulty setting you playing at I guess. Once one is detected, yes, a triangle shows up on both the player's screen and on the map (not sure if that's for everyone or just the player that found it), at least in Regular mode. In higher difficulty levels I don't think one shows up at all. Here is a good reference to A3 mines: http://steamcommunity.com/sharedfiles/filedetails/?id=173157668 -
Randomly generated roadside IEDs
oktyabr replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Exactly! Are you porting this over to A3?!?! ---------- Post added at 04:51 PM ---------- Previous post was at 04:48 PM ---------- So far the work around I've been using is to insert this: _mine = createMine ["APERSmine",_iedPos,[],0]; In to EPD\IED\CreationFunctions.sqf around line 156. This will add an APERSmine to each real IED, which a "mine detector" will detect. Be advised that this also means TWO threats that must be approached and disarmed instead of one. If you are just going to destroy it/them with a grenade or other explosive it really doesn't matter since if one explodes the other should too (a bad idea in my mission as it tends to attract OPFOR). -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
oktyabr replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
VERY excited to see the new release! A question about GAIA: will it be modular enough to stand alone from MCC? In other words will a mission maker be able to use it without needing to be logged in to MCC? -
Randomly generated roadside IEDs
oktyabr replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think he's looking for the same feature I would like to see... some way of *detecting* a real IED, without crawling up to it to see if you get the addaction, similar to how other A2 mods have done it in the past and how the mine detector can locate mines in BIS vanilla A3 now, i.e. "Spotted a mine!" with a visual icon. Might be nice to incorporate a single BIS mine into the IED placement so a mine detector will go off although "disarming" the BIS mine would not automatically disarm the IED. Alternatively, have an array that could define an object and/or unit type capable of detecting an "IED" at a distance would be quiet useful, i.e. ["Explosives Expert"] or anyone with a "mine detector". -
Battlefield Re-spawn System (BRS)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Loving your method so far. It actually seems to initialize faster than the multiple vanilla BIS spawn points I was using earlier! One question though... I'm using ALiVE which keeps opfor units cached until a player is in range. I was using a trigger synced to a respawn point with this in it, to detect if there were any friendly profiles (WEST) in range before allowing the spawn point to be used: ((count ([getposATL thisTrigger, 50, ["WEST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0); I think I can figure out what to add to your script so it can detect blufor (or opfor) the same way but I'm not sure where to put it... I'm guessing in respawn_player.sqf, around the block that starts at line #13, but my experiments so far have proven futile. Similarly I also run your excellent EOS script and wonder about the same sort of check but imagine that might be even more difficult to do without a player causing the units to spawn into game (ALiVE has it's own function to check for cached profiles). Any help would be greatly appreciated. Thanks in advance! -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Gunny! You might want to have the link on the alivemod.com website updated too then :) -
@A3MP - ArmA 3 Map Pack - Additional Pack
oktyabr replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I get the error about fata but the clafghan problem... are you SURE you are loading mb_objects with clafghan? Clafghan requires more than just A3MP to work. It also looks like mb_objects had an update recently. -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1) In your EOS call line, the second to last boolean controls if helicopters cause despawn above 5m or not. If you want to have them spawn in without this effect just set it to FALSE, as per this example: null =[["EOS"],[2,1],[2,2],[1,3],[1],[2],[1,2],[1,0,35,WEST,FALSE,TRUE]] call EOS_Spawn; There is actually a pretty good document on all the settings included with the download :) -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the patch! But this post reminded me, and I just have to ask, do you have a re-indexed version of Clafghan simmering on the back burner there somewhere? ;) EDIT: Nevermind! I see the ticket I made a month ago has been changed. :) PS, the "Security Certificate" for dev-heaven has expired? -
New version of MCC this weekend? Also see this: http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3&p=2631079&viewfull=1#post2631079
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help with this spawn script please
oktyabr replied to -ami- mofo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, you are right. It does use shk_patrol. I think I got the idea that it used UPS from an RPT that seemed to call it and as I don't run UPS/UPSMON in any of my current missions I guess I assumed it must be EOS. EOS is still a super nice way to generate patrols in a marker that will cache. And I guess I have to offer a tip of the hat to BIS then, for AI reactions, because they've always been quite a handful in my missions! :) -
Greetings! TACBF:NA isn't really a squad or clan or anything, at least not yet. It's a group for players of the awesome, new TvT mod for A3 "Tactical Battlefield", aka "TacBF". Haven't heard of it yet? Here is the release thread on these forums. The first post describes quite a bit about it: http://forums.bistudio.com/showthread.php?169645-Tactical-Battlefield-A-PvP-Modification Here are their forums: http://www.tacticalbattlefield.net/forum/index.php At the time of this post there are often at least ten servers for this mod. The problem is, anyway, that the majority of those playing are in the EU or Aus, etc. The players from the other side of the world that DO know about it somehow seem to find the time to play with those from the other side of the planet, which is usually mid morning to the early afternoon, if you live in the USA or Canada. I think as part of helping this mod grow the fan base that it deserves (IMHO) we really need to get more Americans (and Canadians, etc.) introduced to it and they need to start playing it during the more common times, for this side of the planet, rather than just when the Europeans are having a go at it! I think once a player base is established that caters more to the typical NA time zones that this mod has a good chance of growing quite a bit, once Americans discover that there are other Americans playing it too. I've created a Steam group to help players in North America (this side of the planet anyway) find others to play TacBF with during those "other" time zones. ALL are welcome though! LINK: -=ARMA 3 TacBF: North America Steam Group=-
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Randomly generated roadside IEDs
oktyabr replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks! I'll give that a go. -
Small Stutter/Lag Spike At Random Times.
oktyabr replied to BeadyRoller's topic in ARMA 3 - TROUBLESHOOTING
Same score I have, the HDD being the lowest (WD Caviar "Black" edition). As Ratszo suggested you might want to look deeper into any hardware issues (the reason I asked about dust... heat sinks don't cool if air can't get to them). I'd start with a disk defragment since the tool is already included with Windows. If you do have bad sectors it should pick them up and isolate them. Then "Verify Integrity of Game Cache" by right clicking on A3 in steam, select properties, select the "local files" tab and click the button. Then I'd start looking at more hardware/software issues. This is a pretty comprehensive article on it: http://www.makeuseof.com/tag/how-to-test-your-pc-for-failing-hardware/ -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's curious but I've never seen this error people keep talking about? A3 Stable 1.12, ALiVE 0.5.8.1402211, as reported by PWS. This new patch, does it offer any changes other than getting rid of this error I don't get? I'm a PWS fan and if it shows up there I'll update it but if I don't really need it I don't see any logic in manually installing it (without PWS). Thanks!