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Everything posted by AlexVestin
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
AlexVestin replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for the update! All In ArmA + the sound mod (JSRS1.5) for ArmA2 works great together :) -
http://cloud-2.steampowered.com/ugc/487806724491741145/D1F03531BBB4C65D5834B7EC7085492C09D5C0C7/ I managed to make som pretty good insurgents with the basics of your script :) The only mods I used was All In ArmA. I then placed some Takistani Militia from the opfor side and ran these scipts below on the mission. init.sqf { if (faction _x == "BIS_TK_INS") then { _x execVM "gear_militia.sqf"; _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; }; if (faction _x == "BIS_TK_CIV") then { _x execVM "script\gear_tk_civ.sqf"; }; } foreach allunits; gear_militia.sqf sleep 0.3; if NOT(isServer) exitWith {}; _magazines = magazines _this; _items = items _this; _aItems = assignedItems _this; removeAllItems _this; removeVest _this; _vests = ["","V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _count = count _vests; _this addVest (_vests select floor random _count); removeUniform _this; _uniforms = ["U_IG_Guerilla3_2","U_IG_Guerilla3_1","U_IG_Guerilla2_3","U_IG_Guerilla2_2","U_IG_Guerilla2_1"]; _count = count _uniforms; _this addUniform (_uniforms select floor random _count); removeHeadgear _this; _headgear = ["","H_shemag_olive","H_shemag_olive","H_shemag_olive","H_Bandanna_sgg","H_Bandanna_khk","H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_camo"]; _count = count _headgear; _this addHeadGear (_headgear select floor random _count); {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _items; {_this assignItem _x} forEach _aItems; removeGoggles _this; _addGoggles = true; if ((_headgear == "H_shemag_olive")) then {_addGoggles = false}; _goggles = ["","G_Shades_Black","G_Shades_Blue","G_Spectacles","G_Spectacles_Tinted","G_Shades_Green","G_Shades_Red","G_Squares","G_Squares_Tinted"]; if (_addGoggles) then { _count = count _goggles; _r = random 100; if (_r > 20) then {_this addGoggles (_goggles select floor random _count)}; };
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AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. Took me too long just to do that. I have now updated the classnames on the first post to include ammunition for all weapons :) There's been some time since the last update, so the current released version is not updated. Could you link ot the specific update you're talking about? -
Help appreciated. Random gear script for faction.
AlexVestin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I got this piece of code and I am trying to apply it to units of a certain faction. Whole map, every unit. sleep 0.3; if NOT(isServer) exitWith {}; _magazines = magazines _this; _items = items _this; _aItems = assignedItems _this; removeAllItems _this; removeVest _this; _vests = ["","V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _count = count _vests; _this addVest (_vests select floor random _count); removeUniform _this; _uniforms = ["U_IG_Guerilla3_2","U_IG_Guerilla3_1","U_IG_Guerilla2_3","U_IG_Guerilla2_2","U_IG_Guerilla2_1"]; _count = count _uniforms; _this addUniform (_uniforms select floor random _count); removeHeadgear _this; _headgear = ["","H_shemag_olive","H_shemag_olive","H_shemag_olive","H_Bandanna_sgg","H_Bandanna_khk","H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_camo"]; _count = count _headgear; _this addHeadGear (_headgear select floor random _count); {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _items; {_this assignItem _x} forEach _aItems; removeGoggles _this; _addGoggles = true; if ((_headgear == "H_shemag_olive")) then {_addGoggles = false}; _goggles = ["","G_Shades_Black","G_Shades_Blue","G_Spectacles","G_Spectacles_Tinted","G_Shades_Green","G_Shades_Red","G_Squares","G_Squares_Tinted"]; if (_addGoggles) then { _count = count _goggles; _r = random 100; if (_r > 20) then {_this addGoggles (_goggles select floor random _count)}; }; I'm having problems initiating it. As an example, I've tried things like this in the init.sqf: { if (faction _x == "OPF_F") then { _x exec "script\gear_militia.sqf"; }; } foreach allunits; -
Help appreciated. Random gear script for faction.
AlexVestin replied to AlexVestin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! Will try it asap. Your group spawning script - Not sure how I can make use if it in my current mission, but it seems really handy to have at my disposal. Really appreciate you posting it :) /edit It worked. Opfor soldiers all over the map switched to using random gear I chose for them :) http://cloud-2.steampowered.com/ugc/487806724491741145/D1F03531BBB4C65D5834B7EC7085492C09D5C0C7/ Mods used: All In ArmA Nothing else is required. Script in init.sqf: { if (faction _x == "BIS_TK_INS") then { _x exec "script\gear_militia.sqf"; }; } foreach allunits; Main script in folder (missionnamefolder)/script/gear_militia.sqf sleep 0.3; if NOT(isServer) exitWith {}; _magazines = magazines _this; _items = items _this; _aItems = assignedItems _this; removeAllItems _this; removeVest _this; _vests = ["","V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _count = count _vests; _this addVest (_vests select floor random _count); removeUniform _this; _uniforms = ["U_IG_Guerilla3_2","U_IG_Guerilla3_1","U_IG_Guerilla2_3","U_IG_Guerilla2_2","U_IG_Guerilla2_1"]; _count = count _uniforms; _this addUniform (_uniforms select floor random _count); removeHeadgear _this; _headgear = ["","H_shemag_olive","H_shemag_olive","H_shemag_olive","H_Bandanna_sgg","H_Bandanna_khk","H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_camo"]; _count = count _headgear; _this addHeadGear (_headgear select floor random _count); {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _items; {_this assignItem _x} forEach _aItems; removeGoggles _this; _addGoggles = true; if ((_headgear == "H_shemag_olive")) then {_addGoggles = false}; _goggles = ["","G_Shades_Black","G_Shades_Blue","G_Spectacles","G_Spectacles_Tinted","G_Shades_Green","G_Shades_Red","G_Squares","G_Squares_Tinted"]; if (_addGoggles) then { _count = count _goggles; _r = random 100; if (_r > 20) then {_this addGoggles (_goggles select floor random _count)}; }; Add these two up and spawn a few Takistani Milita from ArmA2OA and you've got a nice set of units to fight against :) -
Mods are loading automatically?!?
AlexVestin replied to maturin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've had it happen sometime that they'd run after removing them from the command line. Just unchecking them in the Expansions tab and restarting solved it for me. -
Yeah, after further testing I noticed some strange things too (MX rifles no recoil), so it's possible that something in this mod is causing it.
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AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, it'll happen. All units labeled 2013 are heavy wip nad just included because people wanted to try them atleast. I've got plans :) -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I won't get accurate ones any time soon, but I could atleast make the temporary ones a little more describing. So they all don't look the same for different vests/helmets/uniforms. That's interesting. I've never tried to use a gear selector like that one, but there shouldn't be more problems with my gear compared to standard gear. The difference I can think of that could have some small impact is my gear not using it's correct models yet when it's lying on the ground. That is correct. I know your pain. I've gotten some help with my weapons regarding configs and the like, but much I have done myself and these are my first actual rifles ever made for ArmA. I've actually learned a lot so far. Creating weapon animations aren't the smoothest to do since they are scripted instead of animated in a modelling software. I'm actually focusing more on the gear and units configs as well as textures. I can wrap my head around that much easier. If I can't get the weapons up to actual A3 standard, I'll have my units depend on someone elses weapons, cause I really want them to be enjoyable with the least bugs possible. RH has so far made a lot of progress on his weapon packs and he has gotten access to weapon models of great quality. If there ever are enough weapons to cover all needed infantry-roles, I'll consider using those. My progress with this mod is really slow atm, but I still have ideas and I know what to include in the next update. I must just find time to get back to it for long enough to put it all together :) -
About the mortar ^ I played the campaign with no mods at all on my first playthrough. The mortars were impossible to aim with then too so It's not because of a sound mod. They must just be really hard to aim with. @Bigpickle, I did test the V1 version too, and I must say I really enjoyed the new experience it could give. Have you looked into the MX rifles not having any recoil at all in V1? I have that problem too now and I just downloaded the mod from the first page. Also, I get a corrupt version of the gibs addon too when extracting the archive. Every time. I first downloaded this and installed it: http://www.multiupload.nl/Z3CIY2Q34A Then this and extracted the Hotfix files into the main folder: http://www.multiupload.nl/R0EQF3BIE4 Could you look into it? :)
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Quick and fun projectile path tracing!
AlexVestin replied to Hypnomatic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That worked. Not for vehicles, but it was all I needed still :) Thank you! -
Quick and fun projectile path tracing!
AlexVestin replied to Hypnomatic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What would the correct thing be to use if I wanted all units to have their bullets traced? (Both players and AI) I looked through the thread but I can't recall seeing something like it. I'm not looking to change to specific colors depending on their faction. Everything traced, like this below, but for all units in the mission? [player, nil, nil, nil, nil, nil, true] call hyp_fnc_traceFire; -
I tried it myself too. The V2. The standard rifles sounds seemed very distant even if you're standing next to someone. First-person sounds were much more appropriate :)
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
AlexVestin replied to maddogx's topic in ARMA 3 - GENERAL
Improvement from earlier SP campaigns. The missions were a lot more intense and interesting. Only dialog to text error I've noticed so far was the text when your squads were told to enter the boats. One misplaced "fuck" if I recall correctly :) -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They aren't? I'm pretty sure I followed the steps correctly, but it was the first time I tried making keys. Thanks for letting me know. I will read through it better til next version :) -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't found anything new posted about the A2 mlods being released. If I've just been looking at the wrong places, please, do link :) In due time there will be more vests. Progress isn't the fastest right now. We'll have to see. I'm no expert in vehicles and such. I'm having a lot easier figuring out making gear and weapons. So vehicles are still a low priority. -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wich I am trying to do. I will have to update it with the ammo also soon enough. -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That must be a older version ya'll running D: The dark vests should already be fixed in the latest version. There's one really noticable bug with the units in the editor in the current release. All units that are supposed to be hidden are selectable in the editor, thereby creating clones of the rifleman. Will be fixed in the next release. -
[WIP] VTOL Tiltrotor Aircrafts
AlexVestin replied to nightovizard's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If BIS ever releases the A2 mlods, stuff like the AV-45 Spectre Pelican (http://img485.imageshack.us/img485/6901/v4419qq.jpg) can get chopped together in quite a short amount of time. -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most of the content is using default models with configs making it use other textures. Any change on BIS part to the default models will affect my stuff too. I'm currently not on the dev build where probably the most noticable changes are. I will check it. /edit They actually edited the default independent model wich my officer was using. It used to have two hidden selection textures since it was using an officer torso and the soldiers pants. Now it is just using only one texture all in all. Will get fixed down the line. -
AV_IndUs (US Army inspired units)
AlexVestin replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I managed to get myself ill. Not much has been done during this time :p Stryker is working a little better, but it's turrets and what not isn't working correctly yet. Much work to be done there! -
I can't remember actually using JSRS or Blastcore when I was playing ArmA2. I had ACE enabled and thought it all sounded and looked much better anyway. Did not want too much of a hassle so I kept my mod parameter fairly short. Were these mods implemented in ACE somehow, or have I missed them completely by not running them side by side with ACE?
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Huge improvement! Very cool.
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I am looking forward to see more from this project :)
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Modifiying heightmaps (especially roads) with Cryengine 3 SDK
AlexVestin replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
If you want ditches in the heightmap (theoretically), 1. Lay the path for the road as you want it, but before adjusting the terrain to it, make it a tiny bit wider and move it down a little and adjust the terrain to that. 2. Move the road up to it's original height again and make it thinner like it's original size, then adjust the terrain once more. Then there should be a small ditch all along the road. Of course done using cryengine tools and the ArmA terrain must've the cell-size small enough to get such detailed terrain.