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TPM_Aus

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Everything posted by TPM_Aus

  1. Hey all, I have been playing around with the GCAM and Helmet Cam mods and have implemented them into my multiplayer missions as part of the pbo, which has resulted in some awesome footage (if I do say so myself - will provide footage below) What I am trying to do is blend the two of them, so that I can use the helmet cam/gun cam view in GCam, however I think I am out of my depth. So after looking through the gcam sqf files, I found the following in the gcam.sqf which uses switchCamera I would like to replace one of the views, lets say "External/3rd Person View" with the helmet cam variables of < _wepCam attachTo [player, [0.18,-0.15,0.17], "head",true]; > which is used in the helmet cam mod. I am not sure if this is possible, but if anyone is able to help me out I would be grateful. The GCam folder and desciption.ext are available for viewing from the following link https://drive.google.com/drive/folders/1ThY1OffWCT-PwHn-MzUJIMMgSMX0QaHP?usp=sharing GCam and Helmet Cam Footage:
  2. RESOLVED I forget to enter enter the hpp line into my desciption.ext. Once this was entered, the menu worked and I could exit GCAM. --------------------------------- Hey all, I have been away from Arma for a while and just getting back into it again. I used to use GCAM mod for screenshots/videos etc, however it seems to be broken and is no longer being updated. I have unpacked the PBO and added it to my mission and works the same way (including issues) as the mod. What I am trying to achieve is have a command to terminate GCAM from running, because when you press L (key bind to bring menu up to select exit) it freezes the camera. To run GCAM in my mission at the moment, I currently execute the following from the debug screen: or for ace self interaction Both of these work as intended. How would I go about terminating GCAM from the debug screen? For Reference I have added the GCAM files below (Note: some of the below extracts are large): gcam.sqf config.cpp gcam_component.hpp gcam_config.hpp
  3. Thanks, that worked. Completely missed it.
  4. No I don't think so. That execution method enables the you to select HALO jump from the whiteboard.
  5. I can't seem to get this script to work. I have been out of the game for a while so a lil rusty. I get "Error Invalid number in expression" when executed from a whiteboard. / /Uncomment following line if used as> 7:46:15 Error position: </ /Uncomment following line if used as> 7:46:15 Error Invalid number in expression 7:46:15 File C:\Users\<username>\Documents\Arma 3 - Other Profiles\TPM\mpmissions\test.Altis\scripts\halo.sqf..., line 1 Script looks like: Whiteboard Init:
  6. TPM_Aus

    =ATM= Airdrop [A3] - Beta

    Sorry to bring up a year old thread, however has anyone fixed the backpack not returning to units back after landing?
  7. Hey all. When I place AI in the editor that are patrolling, is there a way for them to keep the patrolling mode (eg walking) when they come out of virtualisation when in game? For example, a group of AI placed in the editor are patrolling between point A and B. They are patrolling at a walking pace (tested without alive). When I start the mission, they are in their virtual state and moving on the map. When I teleport myself to within the spawning range (1200m) they appear and patrol at a jogging pace (gun up, like they are in contact).
  8. Hey all, I have been playing Arma 3 for over 3,000 hours now and running and creating missions for a while as well. I have had a break for the last year and looking at getting back into Arma again. We have had a few different servers we have used over the years, but I would like to know from the experts here what you would recommend for the following requirements. - Max of 32 players - 1x Arma server running at a time - 3x Headless Clients - 1x Teamspeak Server (32 slots) - Pretty heavy on mods (there are so many good mods these days) - Alive running and connecting back to their database. - Generally not script heavy, we like to run Zeus OPs and missions like Restrepo. - Possibly used for other games as well. Here is a few options I am looking at, but I am not sure if it is to much of an over kill or on the money. Option 1: - CPU: Intel i7-770K 4c/8t - 4.2GHz/4.5Ghz - RAM: 64GB - 2400MHz - Disk: 2x 450GB SSD NVme + 1x4TB HDD Sata Option 2: - CPU: Intel i7-6700K 4c/8t - 4GHz/4.2Ghz - RAM: 32GB - 2133Mhz - Disk: 2x 480GB SSD Sata+ 1x4TB HDD Sata Option 3: - CPU: Intel i7-770K 4c/8t - 4.2GHz/4.5Ghz - RAM: 32GB (unsure) - Disk: 500GB SSD Option 4: - CPU: Intel i7-6700K 4c/8t - 4GHz/4.2Ghz - RAM: 16GB (unsure) - Disk: 250GB SSD The options I am looking at are in Australia, where servers cost a heap more. Thanks for taking the time and reading my post. Peace TPM
  9. Can't wait for phase 2. Looking forward to the Pavehawk 🙂
  10. Is there an ETA on when Virolahti - Valtatie 7 map will be indexed?
  11. Hey all, with CUP 2.0 being released on Tuesday (see link below) will these maps need to be re-indexed to support Alive?
  12. TPM_Aus

    GF Auto Loot Script - Mod

    What does this line do? GF_AL_Cleaner_Spawn_Enabled = true;
  13. TPM_Aus

    GF Auto Loot Script - Mod

    Downloaded the new version. Limiting the number of items to the a selected amount was a good move.
  14. TPM_Aus

    GF Auto Loot Script - Mod

    I am not running the current version then, I downloaded this one a few months ago. I have been away on a work trip and just getting back into finishing my mission. I will keep the current version I am using and not worry about the possibility section. Just trying to gain as much performance from my mission as possible.
  15. TPM_Aus

    GF Auto Loot Script - Mod

    Oh sorry, I misunderstood what that parameter was for. I have another question if you have the time. With regards to: GF_Auto_Loot_Possibility = 10; Is that 10% of buildings will spawn loot?
  16. TPM_Aus

    GF Auto Loot Script - Mod

    Morning @GEORGE FLOROS GR , I am back to working on my Encerrado En mission. I have nearly finished, however I am having an issue with the auto loot script. I have set the loot to only spawn within 200m from a player, as seen below. However it spawns across the whole map on mission start. Any ideas? diag_log "//________________ GF_Auto_Loot Script initializing ________________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_Auto_Loot_Systemchat_info = true; GF_Auto_Loot_Hintsilent_info = false; GF_Auto_Loot_diag_log_info = false; GF_Auto_Loot_Debug = true; GF_Auto_Loot_Systemchat_info_count_items = true; GF_Auto_Loot_Hintsilent_info_count_items = true; GF_Auto_Loot_diag_log_info_count_items = true; GF_Auto_Loot_Possibility = 10; // 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_Auto_Loot_Select = 1; GF_Auto_Loot_Blacklist_Zone_distance = 1000; // Add here the distance from the Blacklist Zones GF_Auto_Loot_Distanse_from_Players = 200; // Add here the distance from players
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