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J. Schmidt

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Everything posted by J. Schmidt

  1. I have a friend who's done some experimenting using the task manager, I'm not sure if it works but it seems like it does; once you have the server/game running open up task manager and go into process, once there find the server/game and right click and select play around with affinity/priority options.
  2. You can try to create a bump map, I know in 3ds max you can create a low poly model then use the bump tool and place the high poly model over the low and create a map out of it. (I haven't been very successful in doing so but many others have.) Just look for YouTube tutorials on bump mapping.
  3. J. Schmidt

    [Release] Fire Support System

    Finally, a script that simulates realism of Arty for ArmA 3. Thanks, and congratulations on the release. PM: Any thoughts on porting this to ArmA 2 as well?
  4. @ChaddlesG I joined your team's teamspeak server a couple of weeks ago to get some help in setting up a server with the USEC Revolution, a member said that they would contact someone to help me out/get me instructions on how to do so. I gave this member my email address so they or someone in the unit could send information my way. I've not received anything from this member or the unit for a couple of weeks now. So seeing as though I may not get the help I need I'll go ahead and ask you. I created a server with just USEC, ACE, ACRE activated; I then launched up one of the USEC Revolution missions, and selected a unit to play. When I'm on the loading screen I get a message saying something about "Trying to authenticate with mother server" few minuets later "Unable to reach mother server", or something like that. From what the member that I got a hold of said, was that I have to set the server up like a DayZ server, but I have not idea how to. I've set up many regular and MSO servers in the past few years, but have never sat up a DayZ server. So if you could help me and/or get a hold of someone from your unit willing to send information my way that'll be great.
  5. J. Schmidt

    Nearestobjects

    I'm not good at scripting but try this: _vehicletow = vehicle player; _towarray = nearestObjects [ _vehicletow, ["Car"], 10]; if (count _towarray > 0 ) then { tow = _vehicletow addAction ["Tow", "towing.sqf"]; }; You may need to add a private array, but I'm not sure: private ["_vehicletow","_towarray"]; _vehicletow = vehicle player; _towarray = nearestObjects [ _vehicletow, ["Car"], 10]; if (count _towarray > 0 ) then { tow = _vehicletow addAction ["Tow", "towing.sqf"]; };
  6. I've been working on an artillery training mission for a few friends of mine, but after researching for a couple of days on how to conduct a high angle fire mission (Using ACE) I've been unable to figure it out. I'm a 13D in real life, but have never been able to work at the Battery Level, who usually deals with the calculations needed to conduct a high angle fire mission. I've looked online to find actual manuals but I haven't been able to get the information either. Any help would be great.
  7. J. Schmidt

    Multi-Session Operations v4.5 released

    A friend and I have been able to create a MSO on FATA, but we had to use and older version of MSO. We are still looking into it and trying to figure out how to get FATA island to work with the latest version of MSO.
  8. Here is the model.cfg and config.cpp scripts I created but for some reason they don't work. I don't know if I'm missing things or if the scripts themselves are missed up. I would appreciate it if some people in the community could help me out in fixing the scripts, since I'm a beginner at scripting. Model.cfg class CfgModels { class Default; class Mule: Default { skeletonName="Mule"; class Animations { class FrontWheelL { type = "rotationX"; source = "wheel"; selection = "wheel_01_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class FrontWheelR { type = "rotationX"; source = "wheel"; selection = "wheel_02_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class CenterWheelL { type = "rotationX"; source = "wheel"; selection = "wheel_03_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class CenterWheelR { type = "rotationX"; source = "wheel"; selection = "wheel_04_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RearWheelL { type = "rotationX"; source = "wheel"; selection = "wheel_05_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RearWheelR { type = "rotationX"; source = "wheel"; selection = "wheel_06_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class Turret { type = "rotationY"; source = "mainTurret"; selection = "turret_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class Cammera { type = "rotationY"; source = "mainTurret"; selection = "cammera_axis"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; }; }; }; class CfgSkeletons { class Mule { skeletonInherit="Car"; skeletonBones[]= { "wheel_01_axis", "wheel_02_axis", "wheel_03_axis", "wheel_04_axis", "wheel_05_axis", wheel_06_axis", "turret_axis", "cammera_axis" }; }; }; Config.cpp class CfgPatches { class YourTag_MULE { units[] = {"PT101_MULE"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWheeled_E"}; }; }; class CfgVehicles { class hilux1_civil_3_open_EP1; class PT101_MULE: hilux1_civil_3_open_EP1 { displayName = "MULE"; model = "\PegasusProjects\Units&Vehicles\PT101_Mule\pt101_mule.p3d"; side = 3; crew = "Civilian2"; maxSpeed = 150; transportSoldier = 0; }; };
  9. J. Schmidt

    Pegasus Team 101 MULE WIP

    Original Size XM1219 ARV-A-L (Armed-Robotic-Vehicle-Assault-Light) Original Size XM1217 Transport [h1]Description:[/h1] The Multifunctional Utility/Logistics and Equipment Vehicle is a 2.5-ton Unmanned Ground Vehicle (UGV) that provides support to dismounted and air assault operations. The MULE can be sling-loadable under military rotor-craft and features a common chassis. As the program's centerpiece, the Common Mobility Platform (CMP) chassis provides mobility built around advanced propulsion and articulated suspension system. This system gives the MULE the ability to negotiate complex terrain, obstacles, and gaps that a dismounted squad would encounter. The MULE's unique, highly advanced 6x6 independent articulated suspension, coupled with in-hub motors powering each wheel, provided extreme mobility in complex terrain, far exceeding that of vehicles utilizing more conventional suspension systems. It can climb at least a 1-meter step traverse side slopes greater than 40 percent, ford water to depths over 0.5 meters and overpass obstacles as high as 0.5 meters, while compensating for varying payload weights and center of gravity locations. [h1]Variants:[/h1] XM1218 Countermine The Countermine MULE Vehicle (MULE-CM) (XM1218) would provide the capability to detect, mark, and neutralize anti-tank mines. The vehicle would be equipped with an integrated mine detection mission equipment package from the Ground Standoff Mine Detection System (GSTAMIDS). The XM1218 was canceled in December 2009. XM1219 ARV-A-L (Armed-Robotic-Vehicle-Assault-Light) The ARV-A-L MULE Vehicle (ARV-A-L) (XM1219) would have featured an integrated weapons and reconnaissance, surveillance, and target acquisition (RSTA) package to support the dismounted infantry’s efforts to locate and destroy enemy platforms and positions. The ARV-A-L would have supported both anti-tank and anti-personnel weapons platforms that will be remotely operated by network linked Soldiers. XM1217 Transport The XM1217 was canceled in December 2009 along with the XM1218. It would have been able to haul 1,900 to 2,400 pounds of equipment. [h1]Mobility:[/h1] • Transportable inside a C-130 Hercules and CH-47 Chinook. • Transportable, slung under a UH-60 Black Hawk. • Climb more than a 1 meter (3 ft. 3 in) step. • Cross a 1 meter (3 ft. 3 in) gap. • Traverse side slopes of 40 percent. • Ford water obstacles over 0.5 meters (1 ft. 8 in). • Cross obstacles as high as 0.5 meters (1 ft. 8 in). Source Information Added 52 minutes later: The descriptions and variants posted above are of the actual robotic vehicles themselves, and what I am trying to portray in-game. Keep in mind that the compared to real life the game is some what limiting on how this vehicle operates, so I intend on trying my best to get the robotic vehicles to it's fullest potential. I have created 2 variants of the robotic vehicles thus far, the XM1219 ARV-A-L and XM1217 Transport as seen above, I'm currently working on the third variant XM1218 Countermine. I have little to no knowledge in texture work, and what you may consider a basic level of 3d modeling. It has taken me 2 years of work in getting the MULE to where it is now. Future Plans: 1.) Creating the XM1218 Countermine variant 2.) Convert the Remote Control script into a module (Like the UAV/ULB modules already in-game) 3.) Update the Config.cpp to better suit both XM1217 Transport and XM1218 Countermine variants. (As of right now the XM1217 Transport is inheriting the XM1219 ARV-A-L. Which has granted the XM1217 Transport the ability to fire, and that isn't at all what is intended.) 4.) UV Mapping and Texture Work, once completed with the modeling portion. (Currently NodUnit has agreed to help me with the UV Mapping and sorting out inaccuracies.) 5.) Attempt to continue work on a couple of new features "Follow Operator Mode" and "Attach Ruck" Website: http://innovationstudios.blogspot.com Forum: http://forums.bistudio.com/showthread.php?130964-Pegasus-Team-101-MULE-WIP Armaholic Forums: http://www.armaholic.com/forums.php?m=posts&p=149535#149535
  10. J. Schmidt

    Multi-Session Operations v4.5 released

    @Parratt Check your debug settings in the params and make sure everything is turned off. (Should find the debug settings should be the first few params at the top.)
  11. I recommend a VPS Machine from NFO Servers: http://www.nfoservers.com
  12. J. Schmidt

    M109A6 Paladin v1.1 (UPDATED)

    Well I'm willing to put in the work of getting the 50 cal of the paladin working, I do have some experience with model.cfg and config.cpp due to working on some projects of mine. I don't want to have to go join a team just to use the updated paladin and getting extra addons that I'll probably never use. NouberNou and other developer(s) of this addon just let me know if your up to letting me update the paladin with a working 50 cal.
  13. J. Schmidt

    M109A6 Paladin v1.1 (UPDATED)

    Thanks, I'll keep that in mind, also my team has recently deployed to Esbekestan for MSO and our base is at the main airfield on there. From playing the map I know for certain that there are huge mountains between the airfield and the closest town Zregurat, I'll go ahead and see if I set up the paladin as far SE while staying on the airbase as possible and see if I can shoot arty rounds over the mountains. Also I was wondering if you'd be interested in updating the paladin so the 50 cal on-top of the paladin is operable?
  14. J. Schmidt

    M109A6 Paladin v1.1 (UPDATED)

    Yes, I did everything the manual said to do, could it be because the paladin is at the same elevation as the target?
  15. J. Schmidt

    M109A6 Paladin v1.1 (UPDATED)

    @NouberNou I selected the highest solution of the three that had the highest TOF and Elevation of the paladins barrel, which the AFCS gave me.
  16. J. Schmidt

    M109A6 Paladin v1.1 (UPDATED)

    I've set up a paladin in the southern most airfield on Chernarus and have imputed a fire mission for a target in Cherno. I've selected the highest solution and for the M795 round and it keeps hitting the trees just 300 yards from the paladin. What may be causing this issue, and how can I counter it? Also I was wondering if you would be willing to updated the Paladin so the commander, or gunner can use the 50cal machine gun? Any help would be appreciated. Update: It seems that when I drove the paladin to higher ground where there was a clearing and the trees where lower than the barrel of the paladin it works. Is this what I'll have to do every time if I need to shoot over trees/hills/mountains?
  17. I've been wondering about this myself as well, I guess I'll do a little extra research and see what I can find, hopefully there's an answer. This would be great, a whole new approach to mission creating; just imagine an air wing team doing what they do, while you have a delta, seal, armor, infantry teams doing separate missions themselves keeping everyone busy. Just found a thread with a briefing.sqf template, may not be exactly what we want, but I believe it's a good start. http://forums.bistudio.com/showthread.php?108861-Briefing-to-specific-group-only init.sqf: gpW = [cmd2, w1, w2, w3, w4, w5, w6, w7, w8, w9, w10]; Briefing.sqf: waituntil {!isNull player}; if (player in gpW) then { player createDiaryRecord ["Diary", ["Briefing", ""]]; tskobj_1 = player createSimpleTask["NAME OF TASK"]; tskobj_1 setSimpleTaskDescription ["Put your Description of the task/objective here to let others know what they are supposed to do.", "NAME OF TASK", "TASK HUD TITLE"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "NAME OF MARKER"); };
  18. Try this: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\arma2oaserver.exe" "-mod=C:\Program Files (x86)\Steam\SteamApps\common\Arma 2;Expansion;Expansion\beta;Expansion\beta\expansion"
  19. My team and I created the servers using scripts and put them in a folder. Here's a link to one of the tutorials on how to set up a dedicated server using scripts instead of TA2DST: http://community.bistudio.com/wiki/ArmA:_Dedicated_Server
  20. Example server.cfg server1.cfg: hostname="ArmA 2 Combined Operations (A2CO) - SSO"; password = ""; passwordAdmin = ""; logfile = "server_console.log"; motd[]= { "Welcome to an ArmA 2 CO server", "", "", "We hope you'll enjoy your stay" }; motdInterval = 30; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 32; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible! // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected class Missions {}; To make the server persistent make sure this code: persistent = 1; is equal to 1.
  21. @m9dgod If you can post or create a .zip file with your server files/scripts so I can take a look at them to check them over, I'll may be able to help.
  22. J. Schmidt

    Barret M107/M82 "Blackened"

    Great job, probably the best m107 I've seen in a long while. I hope you'll be able to get the BORS system working in later updates, it would add much more immersion to the game. Keep up the good work.
  23. @BangaBob will you be able to upload an example mission for this? I've also noticed that the text when you respawn is cut off at the bottom if you could fix it, that would be great. Thank and keep up the good work.
  24. I'll let you finish the mission which'll allow me some more time in completing the Utes Template and work on my addon which I believe would fit perfectly for you Ghost Recon missions. (UGV or what I call the MULE). ;)
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