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boris5134

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About boris5134

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  1. I can't wait either! Looking forward to it. I've had a mission as a WIP for Arma 2 for a LONG time (almost 2 years) but really needed Arma 3 to put it where it needs to be. Ace / ACRE for Arma 2 did more for it, but it still didn't have all the bells and whistles I wanted and needed for the mission to perform the way I had intended. Hopefully Arma 3 will grant me that wish and with the AEG, it will make it all the better. :D Good luck and looking forward to seeing it released.
  2. sxp - first off - GREAT MISSIONS - I do sincerely apologize if this is digging up an old thread but I couldn't find another after hours of searches... anyways... AWESOME!!! Note as to the issue of tasks and notes not starting till after missions are launched - issue found - its the UPSMON. Launching a dedicated server it has no problems as the clients simply don't see the call compile of the UPOSMON - however a client server does - also in SP... I've done torn the entire 9 mission pack apart and have simply narrowed it down to the UPSMON. I do not know what exactly in the UPSMON causes it but editing the line to call it seems to do the trick. Secondly - while not an "Official Release" or patch - and with the demands of AM3 division of TAW I made some adjustments to both the mission file names and the files itself. Expanded to 12 man (divisional requirement) and went with a straight ACE w/ and w/o ACRE via mission parameters for simply adding a 152 or 148 radio - even with ACRE enabled and the ACRE parameter disabled a 343 is still given - and I also made a MASSIVE amount of adjustments to streamline the files, the missions, the loadouts (also updated to fit the 12 man SF-ODA that was the new "unit") as well as updating the loadouts to more modern standards and didn't kill those carrying 2 satchels... Removed a lot of triggers, made adjustments to use publicVariable and should work with JIP as well. Still working - but I'll throw it your way if you'd like.
  3. Meat - awesome sauce!!!!! :D I look forward to seeing the new / re-implimented "Light" units as well as the Combat Divers. Do you think there would be an ability to change in and out of a "Wet Suit" for the Combat Divers? Not knowing a whole lot about them - DO they change out of their wet suits into regular BDU's for on-shore operations? (I ASSUME they do... I don't KNOW if they do though). Great work overall, looking forward for more to come. :D
  4. First glance = AWESOME!!!! Nice work Meat. Perhaps this is a stupid question as I simply didn't see it in your video - did you get rid of the "Light" models with the soft covers? I didn't see them. Looks great, progress looks great as well. I can't wait to see the Combat Diver and many more updates to come with the M4's - EXACTLY what I've been waiting to use for my missions! Great work Meat!
  5. Meatball - I have to say that this is one of the best MARSOC / FR mods that I have been looking to see in a LONG time. Love the work done so far on the 1.0 MARSOC mod for the character and weapon mods and models - looking forward to the combat divers - would certainly make the mission I've had as WIP for the past two years - would add the touch I've been needing to finish it. Its mainly designed for ACE / ACRE - but finding an appropriate weapon with attachments for the respective units with the proper camo paintjob just isn't available in ACE or RH. Great job so far - hopefully you can have it out before I go in for my own boot camp early / mid 2013 at MCRD PI. Look forward to it mate. :)
  6. I would be happy if they just fix the A2 units to use backpacks without having to script it. Issue noticed from gunships (Viper and Apache, others possibly - only had current experience with the two atm) - gunner isn't properly locking onto targets even when selected with a left-click in the FOV.
  7. boris5134

    Independent with UAV ?

    I'm working on a Mega Mission that is using a PMC squad that has access to the UAV via a packpack for a single playable unit. I don't see why it wouldn't work - I'm re-reading over your script real quick though, something doesn't look right.
  8. might want to try this.. name the high command module to something like "High_Com" on the radio trigger for Radio Bravo - when you split the squads back out - also include this High_Com synchronizeObjectsAdd ["name of the lead squad player for squad 2"]; try that and see what happens
  9. Ok.... I've been wanting a Multiplayer UAV for some time now... and I've finally got it working for Operation Dark Dragon.... what a ***** this was.... so... I'm going to help a few others out some.... so far... here's what I've got, I'm going to let people take it from there. Map: Takistan - Placed Units = MQ-9 Predator Drone (name = Pred1, init = this setPosATL [getPosATL this select 0, getPosATL this select 1, (getPosATL this select 2) +700]; this flyinHeight 700; this setBehaviour "CARELESS"; this setCombatMode "BLUE"; this setCaptive true; this disableAI "AUTOTARGET"; this disableAI "TARGET"; nul = this spawn { while {alive _this} do { _this setFuel 1; sleep 60 } };) PMC Unit (name = Z2, init = this addBackpack "US_UAV_Pack_EP1";) Module - UAV Module (name = UAV_Mod) through the mission init.sqf file I have the following - nul = execVM "x_client.sqf"; x_client.sqf file has the following // JIP check if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; // Add the MP EventHandlers for each unit that needs them player addMPEventHandler ["mprespawn", {nul = _this execVM "addActions\actionSets.sqf";}]; if (player == Z2) then { player addAction ["Initialize UAV", "scripts\UAV_init.sqf"]; // etc. as needed }; in the actionSets.sqf file is the exact same of if (player == Z2) then { player addAction ["Initialize UAV", "scripts\UAV_init.sqf"]; // etc. as needed }; in the UAV_init.sqf is the following _call = _this select 1; _id = _this select 2; _pack = unitBackpack _call; _classPack = typeOf _pack; if (_classPack == "US_UAV_Pack_EP1") then { sleep 1; hint "Starting UAV Initialization"; sleep 10; UAV_Mod synchronizeObjectsAdd [_pack, Pred1, _call]; hint "UAV Connected"; Thats what I have so far. This allows the player to initialize the connection to the UAV drone and if they die and respawn they can reinitialize the connection. This syncronizes the UAV Module to the UAV Backpack on the player, the player and the Predator drone so that you can then utilize the UAV. Have at it boyo's! :D
  10. Well - its two groups I'd have to do that with then - and that's not really something I'm willing to change to for a few reasons - this team needs to have a player in control of the squad so that it can control an AI unit to be attached to and then removed from the group a few times. The PMC is there as a PMC unit contracted for escorting a Diplomats in sorts - and there are a few mission objectives which will require that he sort of be in limbo - so I can't keep units like this under an OpFor AI team leader. I MIGHT be able to do this with the second group though - which is Guerrilla and completely AI controlled. We'll see - making the entire team switch friendlyness would really be the easiest way - but if AI behavior is to be erratic I may have to work around this. The Guerrilla team is guarding an informant out in the boonies - OpFor are not THAT far off but they're not in visual range of the location. (Maybe 300 - 400m, mostly out of sight due to night time operations and the fact that they're blocked from view by buildings and tree's - think this would be an issue? I might script an ambush - I'll have to play it out and see how it goes or sort of wing it. Thanks for the help though guys.
  11. Hmmm..... interesting. Thank you - couldn't figure it out. Thank you very much. :D
  12. I've been looking around for days now - haven't found a sniff or whiff - but is there a way to change the "friendliness" of Independent units via a trigger? Sort of looking to have an undercover team that things go south with - don't really want to use "set captive" because the mission is split team with both BlueFor (who I want to remain hostile to OpFor) and Independent (PMC and Guerrilla's) initially friendly to OpFor and Bluefor, then strictly to BlueFor. I'm clueless - anyone got any suggestions or help? Thanks in advanced. (Modified Norrin's Revive slightly to get multi-faction mobile respawn working - as well as individual squad spawns similar to that of PR for BF2 - works AWESOME!!! :D)
  13. Haha... someone was reading my mind. I got the 0.7 that morning - that afternoon the update beta was out and included the one part I wanted the most - UH-60M Blackhawk (US Army "EP1" Variant) to be included for the fast rope. Doing a "BHD" type mission in the middle of Zargabad - fast ropes were half breaking it at the current time because I was using the MH-60S from Arma 2 and it just didn't fit or look right. Thanks for the update - much wanted! :D Glad to see someone can afford to take a vacation these days.
  14. Forgive me if I'm late on the bandwagon or pulling up an old thread - I've been working on getting an action that will appear when people are close to an "Informant" to start a "direct chat" script to "collect information". While I want ANYONE to be able to talk to him, I ONLY want one particular player to be present to actually get the information from him.... For the player I want to be able to question the "informant I would put something like.... player addAction ["Greet Informant","script.sqf",[],1,true,true,"","_this == <PL> && _this distance informant < 5"] and for everyone else it would be like... player addAction ["Hello","script_general.sqf",[],1,true,true,"","_this == player && player distance informant < 5"] So it would look like player addAction ["Hello","script_general.sqf",[],1,true,true,"","_this == player && player distance informant < 5"]; player addAction ["Greet Informant","script.sqf",[],1,true,true,"","_this == <PL> && _this distance informant < 5"]; - in the "informants" init line? is that what I understand correct? Then when the PL is within 5m it will show him "Greet Informant" but everyone else gets "Hello"?
  15. boris5134

    Revive Script

    Do you have a marker with the name "Base" (without the quotation marks) where you want to respawn? It is case sensitive. Also noted: _mobile_type = 1; _mobile_man = s1; change _mobile_type to 0, and change _mobile_man to objNull. That should fix it. ---------- Post added at 02:26 PM ---------- Previous post was at 02:00 PM ---------- As I am not familiar with programming but am with programming logic - any reason why "Squad Respawn" can't be an easy addition with the use of a mobile vehicle? Instance in case: 4 Squads, 4 revive_init.sqf files. Each file defines the members of its squad, each has 3 "Base" points listed as follows: example: (in the revive_S1_init.sqf) NORRN_player_units = [A1,A2,A3,A4]; Alpha Squad (Using Alpha Mobile) _Base_1 = "Side Mobile"; _Base_2 = "Base"; _Base_3 = "Alpha Mobile"; _Base_4 = ""; (in the revive_S2_init.sqf) NORRN_player_units = [b1,B2,B3,B4]; Bravo Squad (Using Bravo Mobile) _Base_1 = "Side Mobile"; _Base_2 = "Base"; _Base_3 = "Bravo Mobile"; _Base_4 = ""; and on to Charlie and Delta, each squad revive_init file declared in the init.sqf. Someone tell me where I might be shooting wrong? From what I've been looking over in the files, it IS more than likely possible. Each say - Squad Leader have an "addAction" to deploy an object - say an empty backpack heap, have the corresponding "Mobile Squad Marker" attach to the object. Say for instance 4 backpack heaps, name them AlphaMS, BravoMS, CharlieMS, and DeltaMS. When the Squad Leader performs a "Deploy Squad Mobile Spawn" it would move the object to his position and the marker with it? Believe it or not I did in short get dual faction mobile respawn working - not the best workaround but it does the job. I have idea's on how to fix that, but I need someone who is familiar with the actual code to write it as I am as new to coding as it gets.
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