-
Content Count
76 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by neven
-
This question was sort of asked in Arma 2 as it belonged to a different Helicopter. I have also checked the wiki and used each of the suggested syntax. Pilot Success: pilot moveInDriver LB2; Squad Success: this moveincargo LB2; Copilot Fail for each of these: this moveInCommander LB2; this moveInGunner LB2; this moveInTurret LB2; None of the terms listed above puts me in the copilots seat. I have 4 other units in the cargo areas, and I have also assigned a pilot, but I can't put myself in the copilots seat. Please can someone help me 'get to the choppa'! :bounce3: What is the syntax for the copilot seat? Thanks for any help
-
Hiya. I'm loving the EDEN editor. It's everything I've been hoping for. The thing I'm missing is a way to identify an Entity that is coming from an "unloaded" mod. Sometimes I mistakenly edit a Vanilla mission when I have a mod loaded, and I place an Entity from the Mod down in the editor. In the old editor if this occurred, you could just open the mission.sqf and delete the loaded Mod and search the file for the Entity itself and replace it with something Vanilla. Then you could save the mission in Notepad and reopen it as Vanilla in the editor. With EDEN and the new mission.sqm, I can't seem to do this, and their isn't a way to determine what I accidentally placed down in the scene. The feedback notification only tells you the mod that is missing. The scene below is something I'm working on and it's meant to be straight Vanilla A3. But I accidentally had the "RESIST" mod and campaign loaded and must have placed something in the scene from that mod. I love the Resist missions, but I am not wanting my mission to require it. So I have spent hours going through trying to find the Entity that I placed down. :( I've saved multiple files and deleted portions of the Mission to try and isolate the Entity. This hasn't seemed to work either. Does anyone know of a way to completely identify the used Entities from a mod? As you can see in the Screenshot, there is no Identifier in the Entity Listing so I can't find the object that is causing the missing-mod-notification. There is one in the Assets Listing though however. Thanks for any advice and tips.
-
Always in the last place you look. :D Apparently I chose the wrong KUMA. Since the KUMA didn't show in the Empty Assets, I didn't realize RESIST had modified the Tank in the Independent Faction. Solved for me, but a "MOD identifier" in the Entities list would be nice. ;) EDEN 4life yo.
-
UPSMON Updated to ArmaIII
neven replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is anyone seeing this same issue when using Paradrop vs LANDDROP? The bodies are missing. These game captures are all done running v6.0.9.5 vanilla A3 with the exception of the islands. All the Paradrops are generated from UPSMON. I've even tested with v6.0.7.2 with the same results. This has been happening for me since the last 3 A3 main-releases (a while). Thanks for any confirmation on whether this may be UPSMON or not. Or if I need a fresh install. -
Hiya. I've been using an XBOX controller since A2OA with my Keyboard, Mouse. Before a few updates ago, there used to be Sensitivity Multipliers for the game controllers. They were drop downs next to the sliders. (poorly mocked-up in the image below). They multipliers were awesome, because they allowed me to increase the sensitivity times 2+ (?) The drop downs are no longer in the UI. IIRC, clicking the "SHOW" button would give access to the drop downs. Currently that button only takes me to the "CONFIGURE CONTROLLERS" screen. I am running Vanilla. I've managed to map 96 controls to my XBOX controller that allow me to, Infantry, Command, Interact, Swim, Fly, Drive, etc... all without plugins or mods. The sensitivity without the multiplier is about 30% (at max) the speed of the mouse. If I attempt to increase the sensitivity in my "name.Arma3Profile" for "X rotation", by increasing it from "1" to 2, or 3, I see no effect. From: name.Arma3Profile sensitivity[]={0.72168028,0.67621756,0.43753803,1,0.36934388,0,0,0,0.72168028,0.67621756,0.43753803,1,0.36934388,0,0,0}; The code above is from the Arma Profile. The 4th number above I assume to be the X rotation. At "1" this is 100% sensitivity as represented in the image. I've changed this to 2 or 3, and restarted the game. It doesn't seem to do anything and then it updates the file again back to "1". Is there another way to manually increase sensitivity of the game controllers beyond the Game settings and UI? And If not, can anyone explain why they removed the awesome multipliers? Thanks for any help and direction. Sorry for all the edits. I was having trouble with the image showing up.
-
BIS_fnc_spawnGroup custom init for units?
neven replied to neven's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is heavy-cool man. Works like a charm. Thanks so much for the example. :) -
BIS_fnc_spawnGroup custom init for units?
neven posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi everyone. I've been testing the BIS_fnc_spawnGroup function. It's fantastic! I'm wanting the units I call in to have a custom loadout. Is it possible to assign an init to each soldier in the script below? I'm unclear on how the syntax would work, or if their is a better way. _TERMINAL_DEFENCE = [getmarkerpos "DEFENCE", WEST, ["B_recon_JTAC_F","B_recon_LAT_F","B_recon_TL_F","B_recon_medic_F","B_recon_exp_F","B_spotter_F","B_sniper_F","B_HeavyGunner_F","B_soldier_AT_F","B_spotter_F"],[],[4,1,1,1,1,1,1,1,1,1],[],[],[],355] call BIS_fnc_spawnGroup; Thanks for any help. -
BIS_fnc_spawnGroup custom init for units?
neven replied to neven's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whoa. Okay. :( Thanks for the quick response. -
revive A3 Wounding System (AIS by Psycho)
neven replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First. Thanks for an awesome script. I've been using this script for a longtime with no issues. But since the last update I have the same issues that RedArmy describes above. The script runs as usual, but when the player is revived, the timer and blurry screen continues. This seems to only effect the player and not the AI as they seem to respond as they always have. I'm not sure what happened after the last update, but it would be great to have this script working again. :)- 914 replies
-
That space is somehow added here in the forum. It's not in the init string. :) Yep. This is confusing. I'm pretty sure my server defaults with CBA, which is why it isn't required with the init mod string. All of the other mods listed also require CBA and they seem to run fine. Thanks for the reply and checking that I did indeed didn't forget something. I'll have someone else double check the settings to make sure it's all correct. I'm sure we'll get it figured out. :D Update: Server is now loading after forcing a newer version of CBA in the init string.
-
Hi Rav_Raven! This is an awesome mod, but I'm having trouble getting it to work on one of our dedicated servers. All other mods work no problem, but our server won't boot when I place yours in the command line boot script. I've tried both versions from Armaholic and also from playwithsix. I have your "RAVEN.bikey" (armaholic) and/or the "raven.bikey" (playwithsix) the "Keys" folder on the dedicated. I did this one at a time. The mod works fine on my local multiplayer server. I'm really excited about getting this to work on my dedicated. I appreciate any ideas you can offer. Here is our test server. Only mod required at this time is the C-17 Globemaster. Will Boot: @c17a3;@everon2013;@mcc;@cpm;@nimitz; Won't boot: @c17a3;@everon2013;@mcc;@cpm;@nimitz;@RAV_Lifter_A3
-
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
neven replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone point me to the definitive installation process to get MCC working on a dedicated server? I figured it out. Thx. -
UPSMON Updated to ArmaIII
neven replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for double-checking my mistake again. After your advice I changed it to Radio Alpha and it's working. I realized I didn't have the trigger set correctly for the "not present" function. Thanks for bringing UPSMON to A3! -
UPSMON Updated to ArmaIII
neven replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have updated the file and as you can see, it still shows the same error. Sorry about that. I forgot to add the init.sqf in the mission I provided. It was extracted from another mission. As you can see it now shows 4 spawn in the debug, but their are no units. Only the template proceeds towards the marker. I have used your suggested string in the trigger: nul = [1,getmarkerpos "area0",4,["area1", "STEALTH"]] execVM "scripts\UPSMON\MODULES\UPSMON_spawn.sqf"; I really appreciate your help. -
UPSMON Updated to ArmaIII
neven replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried it with the new with the positiion array and they have stopped completely. Perhaps you can take a look? I've attached the file here if you can check it out. This is such a great way to optimize enemies in a mission. I hope to get his working. Thanks for your help! ;) -
UPSMON Updated to ArmaIII
neven replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heya, I'm unable to get the Template to work. The debug is saying that it is spawning the template but they don't show up. I'm using the latest version. I read earlier that others were having the same issue, but the updated links you provided are no longer working. I assume that the latest v6.0.7.2 version includes your changes. Here is a very short video of the issue. https://www.youtube.com/watch?v=bKWg7f7l-JU Squad Init: nul = [this,"area1","TEMPLATE:",1,"DELETE:",5] execVM "scripts\UPSMON.sqf"; Trigger: nul = [1,"area0",4,["area1", "STEALTH"]] execVM "scripts\UPSMON\MODULES\UPSMON_spawn.sqf"; Thanks for any direction. -
Nevermind... Cancelled server.
-
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
That worked! Thanks for the 2 options! -
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
The issue I'm having with the Base Protection is that I've changed location of the base to a recon FOB. I've added Zeus to mission so that players can defend the base in certain scenarios. As you can see from the screenshots below, the enemy could be 800+ meters away and still be engaged. The protection prevents firing at distant targets. I would prefer to just turn this feature off, but I can't find the kill switch for this anywhere. :confused: http://cloud-4.steampowered.com/ugc/3282305137907238131/399F747D83752C9D02CAC41CC21AB9B4531F1107/ (264 kB) http://cloud-4.steampowered.com/ugc/3282305137907240629/A671654C7DEB6F5A07EBB6478D7EDCCF558ADA83/ (258 kB) I'm using a civilian Pilot as Zeus and I needed to create the special auth since the unit is flying at mission start. Your direction led me to the code. :D Thanks! unitname call PO3_fnc_setAsPilot; -
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
Hi again. if(isNil "PO3_param_baseProtection") then { PO3_param_baseProtection = false }; I can see the parameter, but I am unclear on where to turn this off. :confused: I would like to turn off the Base Protection feature, since units need to defend the area from time to time. Can you please tell me where to turn this off? Thanks again! -
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
This is working out great! Is there a way to 'pre-authorize' a unit to Fly. So that a unit can load in a pilot or copilot seat in the beginning of the game, without getting kicked out? Or worst case, how does one remove the authorization requirement for flying and driving? Thanks again for any direction on this specific request. ;) -
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
Found it. Working well. Thanks! -
large [SP/MP][COOP] Patrol Operations - Official Thread
neven replied to roy86's topic in ARMA 3 - USER MISSIONS
Hi! This is by far the most versatile mod for ArmA3. The collection of scripts and missions are awesome. The fact that you also give the mission edit files is incredible. I'm learning so much. Thanks so much for all of the hard work! I've been modifying the Nato version to be geared more towards single-player and High Command. I'm using VAC (voice command), and I would like to have the squad AI respond, but it seems you have a script turning their voices off. I have digged in the scripts, but I can't find where this function/setting is. Could you please direct me to the are where I can turn back on the Squad AI voices? Thanks again for Patrol Ops! -
Hi guys! Running Windows 7 & 8. I know you can hit "Windows Key + P" and get settings to adjust the display layout. I would like to launch Arma 3 (and Arma CO) to my second display without having to switch the primary selection each time, or use the windowed version of the game. Is their a way to get the game to auto launch to the second display? Like a launch command in the init string? I have a 21 in Dell Display that I use as my primary display. I use a Vizio 42in LED as my secondary display. My card is the NVIDIA GeForce GTX 660 - 3GB - EVGA Superclocked - Core: 1046MHz. Thanks for any direction!
-
Thanks for the info! I'm gonna try the batch file approach.