Sundowner
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Everything posted by Sundowner
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Virtual Arsenal Problem
Sundowner replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the same problem since 1.40 dev beta, all icons on the sub menu (right side) are black. I'm running those mods: Now, I also am a bit confused how to use the Virtual Arsenal ammo box in multiplayer to remove all the items I don't want the players to have access to, what I do is, in the Init.sqf I put: 0 = ["AmmoboxInit",[respawnCrate,true]] spawn BIS_fnc_arsenal; removeAllWeapons respawnCrate; removeAllItems respawnCrate; 0 = [respawnCrate,[...weapons...]] call BIS_fnc_addVirtualWeaponCargo; 0 = [respawnCrate,[...backpacks...]] call BIS_fnc_addVirtualBackpackCargo; 0 = [respawnCrate,[...items...]] call BIS_fnc_addVirtualItemCargo; 0 = [respawnCrate,[...ammo...]] call BIS_fnc_addVirtualMagazineCargo; Should I be puting it after, or before if (!isServer) exitWith {}; Or should it even matter, as those are global variables and functions? -
Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's working now, thanks ! Yes, the AI pilots are unreliable at best, I would avoid using them, but in my small community, I can't spare enough people to crew two Blackhawks :( -
Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've run into some issues with Zen_OrderFastRope. When I order fast-rope insertion into a forested area, the rope is too short and infantry gets stuck few meters above ground. The helicopter also takes a long time to set up its altitude for infantry deployment: after reaching the marker, it's descending vertically at first, then ascending - and chosen altitudes are pretty high. Could you add hover height to that function ? -
RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How can I open doors on the Blackhawks ? What are the proper left and right door handles for this animateDoor ["name_of_door", 1]; ?- 16577 replies
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That's what I would also like to see - just OD and darker Coyote brown textures for the radios... or, better yet - a version of the LR radios to be put inside backpacks (maybe with sticking an antenna model to the launcher carry position).
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RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was trying to figure out this by myself, but I got nowhere, so maybe someone can help me with this: For our squad missions we need a HMMWV like the 4D open, door-less M1025, with the FFV spots... but with roof mounted M2 .50cal. Is there a way we can modify RHS files to get that ? like strip down the armed HMMWV ? I've tried creating it from the open M1025 by attaching static M2, but we had problems with animations and people being stuck at the gun after death, blocking it from further use.- 16577 replies
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Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've run some tests and it's working properly. Thanks :) -
Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Aaaaaand of course it doesn't work. The problem for me lies in the 62 line of code in Zen_SpawnVehicle.sqf: _vehicle = createVehicle [_class, _pos, [], 0, _special]; Because its using "createVehicle", and that vehicle is a truck - it always spawns on the ground before being moved to the air, and because that code is not run in an instant, those could be few frames in-between - giving time for collision detection to trigger. I had such trouble creating a base camp, where things being spawned, moved and rotated created collisions. For now I modified that line of code to be: _vehicle = createVehicle [_class, [0,0,0], [], 0, _special]; So it will spawn those trucks in the origin point, and then move to _pos. Works like a charm. -
Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, although I figured out what caused the ground level explosions. I was also spawning a smoke grenade and a chemlight on that same marker before the HummVees. Switched it to mark the drop zone after the HummVees have spawned and that issue is resolved. Still if any other vehicle is on the drop zone marker - when the Zen_SpawnVehicle is triggered - they will collide with appearing HummVees. I'll have to set an offset for that mark to be in the air: for "_i" from 1 to 2 do{ _truck=[[(getMarkerPos "airDrop" select 0), (getMarkerPos "airDrop" select 1),(getMarkerPos "airDrop" select 2)+50],"rhsusf_m998_d_4dr",50*_i+100,135] call Zen_SpawnVehicle; #include "Truck_Load.sqf"; 0=[_truck,"SmokeShellOrange"]spawn Zen_SpawnParachute; }; But I'm too tired for that right now, I've spend whole day forcing an C-130 to stay on the ground till the mission group board it - had to be aircraft from RHS pack, had to be as civilian, when the mission group was west... whole day of pulling hairs... and now the dedicated server is not executing half of the code: setting textures, changing gear, adding addActions, attaching things to other things... I need a holiday from ArmA scripting. -
Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use it for spawning air drop of few HummVees with gear, when players are near certain markpoint (airDrop): for "_i" from 1 to 2 do{ _truck=["airDrop","rhsusf_m998_d_4dr",200,135,FALSE] call Zen_SpawnVehicle; #include "Truck_Load.sqf"; nul=[_truck,"SmokeShellOrange"]spawn Zen_SpawnParachute; sleep 3; }; If I omit the sleep function: both explode on the airDrop marker (ground level), and then fall as burning wreckage. If I set sleep to less than 3, they will collide in the air. Truck_Load.sqf is just simple list of attachto-s, and additemcargo-s to configure those trucks as I want them. The outcome is the same if I rem that line out or not. -
If you're using it in the init field in the editor you have to drop the underscore: truck additemcargo ["tf47_m3maaws", 1]; It doesn't matter what vehicle it is - I'm putting those on RHS HMMWVs. I'm using local variable, because I'm running those directly from script that is spawning those vehicles on markers.
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The classnames are correct, I have those in my scripts, and they work, although I'm using local handle, not global: _truck additemcargo ["tf47_m3maaws", 1]; To get it into the vehicle inventory, and: _weapon1 = "groundweaponHolder" createVehicle position _truck; _weapon1 addweaponcargo ["tf47_at4_hedp", 1]; _weapon1 attachTo [_truck, [1.38, -0.61, 1.1] ]; _weapon1 setVectorDirAndUp [[1,1,0],[1,0,0]]; To stow them as visible, strapped inside the vehicle.
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Have you tried addItemCargoGlobal ?
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Zenophon's ArmA 3 Co-op Mission Making Framework
Sundowner replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent work, I started creating missions for my small community few weeks ago and your framework is very helpful. I had some issues with the spawning vehicle functions that I use for airdrops: the unit is spawned on the marker before being moved in to the set altitude. Which becomes a problem if something, or someone is occupying the spawn marker - both are destroyed. Same problem occurs if I don't set a delay between spawning vehicles - they collide destroying each other. Is there remedy for this behavior ? -
RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That C-130 in stream looked like a straight-in port from ARMA2, is that so, or is it more refined version ? I'm still looking for a well made (internal textures !) transport plane like a Globemaster, Herc, or a Spartan for my squad missions.- 16577 replies
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@Potoes6, you have to press your reload key to prep the launcher before shooting it.
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RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ohh... so I could edit it to have the M1025 without doors ?- 16577 replies
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RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was playing with the HMMWVs lately, and I have a question regarding the mods creation. With default vehicles in ARMA3, we can choose textures and certain equipment invoking certain animations on init. Meanwhile in this mod we have A LOT of models differentiated by sometimes small details (like a texture, or a snorkel). Is there a reason to be done this way ?- 16577 replies
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RHS Escalation (AFRF and USAF)
Sundowner replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is why you don't use NV with scopes the way it is in ARMA right now. You put the light amplifier in front of the scope, not behind it: With PIP, attachment like that PVS-22 is finely possible.- 16577 replies
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No problem, we were using the HEDP M136 today sparingly, though it required a little bit of a dance: switch to launcher, realize the sights are up - reload, switch to primary, switch to launcher, then reload and engage. Beta-is-beta ;)
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In v0.1.3.1 the M136s work as advertised, but the M3 MAAWS - every shot is around 15° in elevation above the horizon, no matter where I point it.
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Authentic Gameplay Modification
Sundowner replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The only way to do that is to set the charges on a timer. Would also like ability to blow few charges at the same time. For example by a new object: det-cord, that then could be linked to firing device. There is also a lot of clicking through different menus to use the firing device of choice. Could we get the firing devices show up as grenades, and use their functionality to set off remote charges ? -
Great news, too bad I'll be stuck at work for next few hours, but we'll be using those later today. Now, I'm assuming that you're going back to the SMAW, and with that I have a few questions if you considered those things: 1. loading the M3 and SMAW by another person (could be quicker); 2. 3D interface for the HE and ILLUM round: for example, reload animation interrupted with 3D shell model with the rotating fuse-cap to set detonation timing (using let's say: mouse wheel) instead of the 2D window. 3. 3D scope version for the M3 and SMAW sight. Keep up the good work.
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Thanks! Too bad it's not in the TFAR manual ;)
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1. I second what JamesClarke posted above, we also have problem with the free speech range, resulting in switching to yelling, or using comms all the time. 2. I just begun making missions, and I don't want the TFAR to drop backpacks of team leaders, for the radios - is there a way to block this functionality ? 3. In helicopters I have my hands on stick and throttle, I would gladly see ability to assign alternate keypress to functions, so I could assign controller button for functions, instead of resulting to specially made macros for my controllers (which I have to remember to switch on and off repeatedly).