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scroll_tro0l

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Everything posted by scroll_tro0l

  1. I. INTRODUCTION: Hello All! LaggyGamerz is hosting a PvP event with Russian Resistance. As this is our first big event in quite some time we've begun organizing an intense training program, catered to a casual but serious group, to get our members ready for the tactical demands of playing in a platoon-sized group. Though we are expecting a strong turnout from our own members we're very interested bringing in some fresh faces from the community. I believe this would be a great opportunity for any player who's looking to enhance their gameplay in ArmA but don't want to commit themselves to a group or are looking to try out a group that they'd be interested in joining. Either way, LGz is a mature community with a history of great organization and friendly environments that's always been a pleasure to be a part of for myself. II. EVENT: The event planned is a casual PvP infantry-only battle between LGz and Russian Resistance. The scenario will most likely be A&D (Attack and Defend) with one team defending and the other attacking. Both teams will be able to play as either side at least once. The current expected turnout is between 20-30 players for each side and the tentative date is April 18, 2015 during the evening in Europe and afternoon in America. III. COMMUNITY RECRUIT-SPECIFIC INFO: LGz will have mandatory training sessions before the event. If you can commit to attending these training sessions, this would be a great opportunity to improve your tactical knowledge, meet some new people, and have a great time in ArmA. Once we've closed the roll call period we will start sign ups for specific fireteam roles on a first-come, first-served basis. Note, most leadership roles have already been assigned. A. Requirements: The Community Recruit requirements to participate in training and the event are as follows. Must have ArmA 3 and be able to run it at a playable framerate. Must be mature and willing to comply with the event organization guidelines. Must have a microphone and TeamSpeak on the same machine that you will play ArmA on. Must be able to commit to dates and times. You do NOT need: ArmA or FPS experience. Military background or knowledge. B. Training: The training phase will consist of two parts: Reading from the ArmA 3 Tactical Guide and attending in-game training sessions. We will do our best to schedule the training events during times when most people are available with make-up sessions for the remaining members. Once the training sessions start, the LGz server will be dedicated to allowing all event participants to jump in at any time and practice further. Fireteam leaders will organize extra team-building sessions with their teams as well. As such, we will only recruit players who are serious and can dedicate the next month to this PvP event. Our promise to you is that we will do our best to compact the training program and keep it fun. C. Sign-Up: Sign-up for our community participants will be done a bit differently from the LGz members. I will send out invites to individual responses via PM with further instructions on how to reserve a player slot. Invites will be given out on a first-come, first-served basis. Due to the nature of the event we will be finalizing player slots on March 10, so get in as soon as you can! If you have any questions feel free to PM me on this forum or leave your question in this thread.
  2. Blackbird Assault & Recon (BAR) is an organized MilSim Unit for Arma 3. Our objective is to provide the most organized and roleplay-friendly Armed Assault experience within a casual atmosphere. Members of BAR will also have the opportunity to join community of gamers from around the world, for missions outside the Arma universe. LaggyGamerz (abbreviated, 'LGz') is a multi-gaming community that operates with the same guidelines as BAR, but on a larger scale. Because BAR is under the LaggyGamerz umbrella, we benefit from a player-base and assets that would otherwise be unavailable to smaller groups. This integration gives players a very organized experience and the opportunity to meet people for gaming beyond Arma. Maturity: LaggyGamerz has traditionally been made up of adult players. Though we have no age-restrictions, we ask that you have an acceptable level of maturity before considering to join. Communication: We ask that all talks be in English. Furthermore, because Arma is an extremely tactical game, we strongly encourage our members to join us on Teamspeak, regardless of if they have a microphone or not. Reputation/Respect: As a representative of the Unit, our members are responsible for the Unit's reputation. Be kind to your fellow Arma players, even on other servers. We will also not tolerate the use of exploits on any server. If you are interested in joining BAR, please visit our unit page, where you will find complete instructions on getting yourself into LGz, the Squad XML, and getting in contact with an Officer. Note: The unit page is not up yet, please check-in on this thread for now. If you have any questions about our unit, feel free to respond to this thread or hop on our Teamspeak Server.
  3. scroll_tro0l

    [Problem]Can't Join My Server

    The guide doesn't state that you need a new computer. Before shooting in the dark, could you please share some information about how you're hosting the server? (ie. Are you hosting it from the same computer you play with? Is the Server in your home network? Is it being run as a Dedicated Server or from within the A3 Game?)
  4. scroll_tro0l

    Arma 3 Lobby timeout setting

    Bump. Same Issue. Edit: Let me save you the effort of reading through this entire thread, it gets ugly beyond this post: As far as we all know, there isn't a way to modify that timeout yet. I hope someone has already added this as a feature request because I've been having problems accessing the a3 bug-tracker (never got my password reset email).
  5. Since you're having insane customization, could we get shemaghs and keyfiyehs?
  6. Hello there! I'd like to invite every1 to this Arma 2 group we've had going for a bit. It's just a hub of Arma players in case you're looking for someone to play coop (or pvp) with or you just want to get in touch with Arma players in general. Registration is open so I would encourage anyone who has Arma 2 installed or available for install (regardless of how often you play it) to join this group! Link: http://www.xfire.com/communities/armabros/ Since it is an open group, please contact an admin for "Problem Players"
  7. Hello, I found some posts relating to this earlier but the links are dead. I need a greenscreen map/object for video editing (unit isolating/background removal). I tried doing it myself in visitor but I'm failing epicly. Help would be much appreciated! Thanks in advance, Scroll Tro0L
  8. scroll_tro0l

    Green/Blue Screen

    Everything is beyond what I hoped and expected! Much appreciated!
  9. scroll_tro0l

    Green/Blue Screen

    Sweet! I'll try this out when i get back from class. Do you know if it also applies blue to the floor? If not is there a way to get a prone soldier to float? Thanks again, Scroll Tro0L
  10. scroll_tro0l

    Help with ULB Laser

    Idk, test em out and let us all know =P I believe it's to prevent the Bomb from spawning too close to the ULB if((_targetpos distance _aimpos)<_min...
  11. Hola! To start with, I must say I'm utterly disappointed with the fact that you cannot use the in-game radio function (1-9,0 keys) While in a UAV or ULB. Objective: Be able to spawn a laser guided missile/bomb/mortar that will follow the Designator of the ULB (I'm sick of the UAV). What I've Done: 1- On-ground "spotter" calls in Laser Guided HE rounds near target via SOM Module, ULB Observer puts up his laser and waits a sh-t long a$$ time to a great Anti-Personal explosion that does absolutely nothing to the tank. Also this requires heavy coordination between the SOM manager and the ULB pilot. 2- Lazy genes disallow from posting a help request on BIS forums 3- After 5 Hours of trial and error, finds amazing script that spawns a missile that follows handheld laser designator (Script doesn't work with ULB or UAV) 5- After 1 more hour of trying to make it work with the ULB and/or UAV, totally frustrated and decides to post on BIS forums. I do realize that the ULB was made to be with the AH strike and that Mando let's you shoot the UAV Hellfires like it should. But I still need something where there's some kind of "process" involved in firing the ordinance so that it is not overused and the round can be selected (The primary function of the ULB Operator is to provide oversight for this mission). Also, AC-130 is overkill and I'm not interested in SATCOM Any and all help, questions, comments, and trolling are appreciated! (I take that back for trolling)
  12. Hey, Not sure if I'm posting this in the right place or not, but oh well. Arma 2 = epic when there's immersion right? How about instead of all of us using the 10minute audio clip from COD4 we get together and make a Arma themed radio chatter backgrounds that actualy relate to the maps! :eek: I wana know what you guys think, feel free to drop comments, suggestions, praises, credit card numbers, ideas and whatever else you can't find a better topic to troll on for. P.S: Hurry up cuz i need that chatter for my mission
  13. scroll_tro0l

    Comms Chatter

    Is there a way to isolate vehicles (script-side) as to make the comms only say3d on vehicles?
  14. scroll_tro0l

    Help with ULB Laser

    PELHAM's post works perfectly! (sorry for not posting this earlier) I actually used that script to spawn smoke instead of a LGB, I instead made a crazy setup that sets up the AH64 with only 1 Hellfire at a time and It takes a minute to reload once depleted. But coming back to Bon and Fuzzy's Script... The important part is hidden in the spoiler: //by Bon_Inf* /** returns the laser target the player is lasering at, or ObjNull if it does not exist **/ private ["_xpos","_ypos","_myLaserTarget","_lasertargets"," _dir","_distance","_min","_target","_targetpos","_ targetdistance","_aimpos"]; _lasertargets = nearestObjects[uLB1,["LaserTarget"],2000]; if(count _lasertargets == 0) exitWith{ObjNull}; _xpos = getPos ULB1 select 0; _ypos = getPos ULB1 select 1; _myLaserTarget = ObjNull; _dir = ULB1 weaponDirection "Laserdesignator_mounted"; _dir = (_dir select 0) atan2 (_dir select 1); // get direction of the lasermarker aiming at _distance = 99; _min =99; for "_i" from 0 to (count _lasertargets - 1) do{ _target = _lasertargets select _i; _targetpos = [getPos _target select 0,getPos _target select 1,0]; _targetdistance = _targetpos distance [getPos ULB1 select 0, getPos ULB1 select 1, 0]; _aimpos = [_xpos + _targetdistance*sin(_dir), _ypos + _targetdistance*cos(_dir),0]; if((_targetpos distance _aimpos)<_min) then{ _myLaserTarget=_target; _min = _targetpos distance _aimpos; }; }; if(_min>2) then{_myLaserTarget = ObjNull}; _myLaserTarget The above defines where the ULB laser is pointed. You then need the init to include: getMyLaserTarget = compile (preprocessFileLineNumbers "func_getMyLaserTarget.sqf"); And then a script to spawn the bomb itself: _myLaserTarget = [player] call getMyLaserTarget; bomb = "Bo_GBU12_LGB" createVehicle [(getPos _myLaserTarget select 0),(getPos _myLaserTarget select 1), 100];] The above portion can be edited to drop whatever u want, as I mentioned earlier mine spawns Smoke Shells. Once you have all that you need to give the ULB the ability to call the script by adding the following to its init: this addAction ["Drop Bomb on Laser", "bombit.sqf"]; For the purpose of my mission, having a ULB call a Bomb was a bit overkill (since most of the players were in infantry roles). The Hellfire method I'm using seems to be more ideal. Good Luck!
  15. scroll_tro0l

    Comms Chatter

    @Mr_Centipede Not what I was thinking, but sounds like a cool idea! But I was still hoping to get some .ogg file that I can insert as background chatter in some of the vehicles. But coming back to your idea, which I think is awesome, we would need to come up with some general global messages such as: If someone dies in a squad, a random "Man down!", "We need a Medevac here!", etc voice plays on global. When a team comes under fire, a random "We're taking fire", "Hit the dirt." voice plays on global When some1 spots an enemy tank, a random "Enemy tank spotted!", "Enemy Armour in my sector" But I think you would still need to have some thoughtless banter occurring in the background to compensate for not spawning 1000 AI like you actualy would. And perhaps even make it come in different levels: For large Scale Battles use "Large Scale Chatter", For medium sized fights....etc etc etc. Keep the ideas coming guys!
  16. scroll_tro0l

    Trigger on no ammo

    Perhaps you can try creating a script with something like: this setvehicleammo=1;this removeMagazine/Weapon "everything else" and then use a count script to check the other ammunition and add them back accordingly. You'd probably have to create a delay so that the scripts run in this order: 1- Script A checks number of ammunition 2- Script B refills Vehicle completely then empties all weapons 3- Script B uses number from Script A to refill the ammo to where it was. Total guess from an editing amateur, let me know how it turns out.
  17. Hey, I just need to know how to make a trigger that sets off when a specific vehicle (ah1) runs out of ammo. It can also be triggered by firing but it must be a trigger so that I can delay it by 15-30 seconds. Thanks ahead of time, Scroll Tro0L
  18. scroll_tro0l

    Help with ULB Laser

    Hmm, I'm honestly the worst scripter known to mankind. I'm trying to figure out how to replace the handheld laser designator with the ULB laser here. _primaryTarget = lasertarget (_this select 1); //target for the missile _missileStart = getPos ((_this select 3) select 1); //position where te missile will be spawned _missileType = (_this select 3) select 2; //type of the missile _missileSpeed = (_this select 3) select 3; //speed of the missile _defaultTargetPos = (_this select 3) select 4; //default position where unguided missiles will fly if (isNull _primarytarget) exitWith {hintSilent "No Target Found!"}; _perSecondChecks = 25; //direction checks per second _getPrimaryTarget = {if (typeName _primaryTarget == typename {}) then {call _primaryTarget} else {_primaryTarget}}; //code can be used for laser dots _target = call _getPrimaryTarget; _missile = _missileType createVehicle _missileStart; _missile setPos _missileStart; //secondary target used for random trajectory when laser designator is turned off prematurily _secondaryTarget = "HeliHEmpty" createVehicle _defaultTargetPos; _secondaryTarget setPos _defaultTargetPos; _guidedRandomly = FALSE; //procedure for guiding the missile _homeMissile = { //here we switch to secondary target at random position if the laser dot no longer exists //if the designator is turned on again, the missile will return to it's original target (providing it hadn't flown too far) private ["_velocityX", "_velocityY", "_velocityZ", "_target"]; _target = _secondaryTarget; if (!(_guidedRandomly) && _missile distance _target > _missileSpeed * 1.5) then { _guidedRandomly = TRUE; _target = _secondaryTarget; _dispersion = (_missile distance _defaultTargetPos) / 20; _dispersionMin = _dispersion / 10; _target setPos [(_defaultTargetPos select 0) + _dispersionMin - (_dispersion / 2) + random _dispersion, (_defaultTargetPos select 1) + _dispersionMin - (_dispersion / 2) + random _dispersion, 0]; }; if (!(isNull (call _getPrimaryTarget))) then {_target = call _getPrimaryTarget; _defaultTargetPos = position _target; _guidedRandomly = FALSE}; //altering the direction, pitch and trajectory of the missile if (_missile distance _target > (_missileSpeed / 20)) then { _travelTime = (_target distance _missile) / _missileSpeed; _steps = floor (_travelTime * _perSecondChecks); _relDirHor = [_missile, _target] call BIS_fnc_DirTo; _missile setDir _relDirHor; _relDirVer = asin ((((getPosASL _missile) select 2) - ((getPosASL _target) select 2)) / (_target distance _missile)); _relDirVer = (_relDirVer * -1); [_missile, _relDirVer, 0] call BIS_fnc_setPitchBank; _velocityX = (((getPosASL _target) select 0) - ((getPosASL _missile) select 0)) / _travelTime; _velocityY = (((getPosASL _target) select 1) - ((getPosASL _missile) select 1)) / _travelTime; _velocityZ = (((getPosASL _target) select 2) - ((getPosASL _missile) select 2)) / _travelTime; //_defaultTargetPos = position _target; }; [_velocityX, _velocityY, _velocityZ] }; call _homeMissile; //fuel burning should illuminate the landscape _fireLight = "#lightpoint" createVehicle position _missile; _fireLight setLightBrightness 0.5; _fireLight setLightAmbient [1.0, 1.0, 1.0]; _fireLight setLightColor [1.0, 1.0, 1.0]; _fireLight lightAttachObject [_missile, [0, -0.5, 0]]; //missile flying while {alive _missile} do { _velocityForCheck = call _homeMissile; if ({(typeName _x) == (typeName 0)} count _velocityForCheck == 3) then {_missile setVelocity _velocityForCheck}; sleep (1 / _perSecondChecks) }; deleteVehicle _fireLight; deleteVehicle _secondaryTarget; Also, Is there a way to spawn something (like lets say smoke ordinance) right 500m above the ULB's Laser designator?
  19. scroll_tro0l

    Trigger on no ammo

    Above and beyond my German friend, Danke Se!
  20. scroll_tro0l

    Help with ULB Laser

    I guess I got a bit carried away with the LGB idea, I think the AH-64's Hellfire or whatever it fires is more than enough. The 2nd thing is that I don't want the ULB Operator to be going thru a whole arty sequence to fire 1 rocket. It should be a addAction that puts up a "Fire Missile" and send a cruiser that follows where the ULB designates. I Realize that this is a little...abstract, this should be the UAV's job but I'm very unsatisfied with it's movement scheme. A static view of the ground is what I need. BTW this is the epic script I was talking about!
  21. Hey doodz! Me and my buddy were editing our training map and he mentioned something about the buildings being hidden from the editor's view. Is there a way for me to go about placing buildings on my map? (In specific, I want to place the villa from Zargabad on Takistan) Any help would be much appreciated! We be Havin Fun Fasho, Scroll Tro0L
  22. scroll_tro0l

    Placing Buildings in Editor

    Alrighty! I'll find it eventualy... But since im already speaking with an experienced editor, how would you recommend going about making a fence perimeter around a zone? Thanks in advanced, Scroll Tro0L
  23. scroll_tro0l

    Placing Buildings in Editor

    Haha! I guess my edit wasn't quick enough =P My mistake for not fully reading the mod, I must've been too excited! Also, under which object do you think the mod appears? I'll probably wander around for hours before I figure that out myself =\ Thank you for your continued support! Scroll Tro0L
  24. scroll_tro0l

    Placing Buildings in Editor

    Thank you very much! Problem #2 - Will the buildings be accessable/visible to persons not using the EditorUpdate Addon? SOLUTION - Yes! Ignore my previous comment, the mod clearly says "The file "overrides" the default BIS hidden classes and makes them visible. So players doesn't need the addon, only creators" Gracias for the quick help, Scroll Tro0L
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