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TPM_Aus

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Everything posted by TPM_Aus

  1. 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).
  2. 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
  3. Can't wait for phase 2. Looking forward to the Pavehawk 🙂
  4. Is there an ETA on when Virolahti - Valtatie 7 map will be indexed?
  5. Hey all, with CUP 2.0 being released on Tuesday (see link below) will these maps need to be re-indexed to support Alive?
  6. TPM_Aus

    GF Auto Loot Script - Mod

    What does this line do? GF_AL_Cleaner_Spawn_Enabled = true;
  7. 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.
  8. 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.
  9. 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?
  10. 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
  11. TPM_Aus

    Arma3 Videos

  12. TPM_Aus

    Arma3 Videos

  13. Mods: Vinjesvingen, RHSUSAF, Echelon Int. Operator Package, GCAM
  14. I used unit capture and animations for the below trailer.
  15. TPM_Aus

    Arma3 Videos

    Trailer for my groups upcoming campaign.
  16. Would it be just a lil to cheeky to ask for an approx ETA on this new map? 😁
  17. Anyone having issues with the garabge cleanup not working on a dedicated server with a headless client?
  18. Anyone figured out how get the car wheels to turn while AI are in playback? Along with jet flaps? The flaps seem to stay in airbrake mode.
  19. Is it possible for animations that have fire enabled, to set the amount of shots fired and at what time through the animation? Eg 3 secs in to an animation, 3 shots are fired.
  20. For example, if I wanted to use "Acts_SupportTeam_Front_Move" animation, can I get the character/AI to fire using [this,0,0.3] call PLP_fnc_fireWeapon I get the following error, "Error: Unit man1's animations acts_supportteam_front_move is not able to fire weapons". Edit: sorry I stuffed up. I entered "acts_supportteam_front_move " not "PLP_Acts_SupportTeam_Front_Move_fireEnabled".
  21. As in the animations when the character actual moves around, instead of the static animations where the character is stuck in one position for screenshots.
  22. This mod is awesome, I have been having a play with it over the last week. Just would like to know about the fake shooting, does this only work on static animations or does it work on the dynamic animations as well? I have not been able to get it working.
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