Jump to content

Taxen0

Member
  • Content Count

    134
  • Joined

  • Last visited

  • Medals

Everything posted by Taxen0

  1. Oh i see, I haven't done anything similar before so where in the editor do I find this function? is there a way of searching for the name or do I have to have to locate it otherwise?
  2. I am using version 1.5, got it yesterday from armaholic. No other addons except all official dlcs. Running latest stable arma 3 build.It worked fine for several hours then this started to appear out of the blue. Not sure if it's tied to the mission or a general issue, but i can try once im home. If you need anything else do tell :)
  3. I really like the change to how the animations work, no more hassle with moving units and such, great work! Nothing changed, it's still as bugged as before O_o But didn't it use to be more combat animations available in the list? or am I dreaming? You're dreaming Edit: Oh, and would it be possible to add the new "press space to perform action" feature with your hostage script? Maybe, if I get it to work reliably Oh I see, I might have used a kinda old version before if that changes anything, back then the animations played in the editor as well but then I tried to move the unit they would snap back to the original position. You also had to disable the animation and turn it back on if you wanted to change but I think I saw that one fixed in some change log. Regardless I love this addition and that it does not add any dependencies, so thank you! =) Last night I started to get some error messages while editing. I don't remember exactly what I was doing but I think I pressed ctrl+z to remove some unit, not sure if that was the cause but now I get a script-error everytime I start the editor, start a mission from the editor or return to the editor from said mission. I haven't really used many of the features yet, the mission is still in it's early stages. But the handful of rocks that I placed and the ambient animations are working fine and I haven't noticed anything else broken, it's just kinda annoying. Here is the .rpt from the mission start, the green part towards the end part appears in all the cases I mentioned above. I don 19:41:16 Starting mission: 19:41:16 Mission file: sniper 19:41:16 Mission world: Tanoa 19:41:16 Mission directory: C:\Users\Arne\Documents\Arma 3 - Other Profiles\Imbazil\mpmissions\sniper.Tanoa\ 19:41:16 EPE manager release (0|35|0) 19:41:18 Attempt to override final function - bis_functions_list 19:41:18 Attempt to override final function - bis_functions_listpreinit 19:41:18 Attempt to override final function - bis_functions_listpostinit 19:41:18 Attempt to override final function - bis_functions_listrecompile 19:41:18 Attempt to override final function - bis_fnc_missiontaskslocal 19:41:18 Attempt to override final function - bis_fnc_missionconversationslocal 19:41:18 Attempt to override final function - bis_fnc_missionflow 19:41:18 soldier[B_T_Soldier_UAV_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:18 soldier[B_T_Soldier_UAV_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:18 soldier[B_T_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:41:19 Error in expression < if (!(_value == '') && !is3DEN) then { _value > 19:41:19 Error position: <== '') && !is3DEN) then { _value > 19:41:19 Error ==: Type Bool, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 19:41:19 Error in expression < if (!(_value == '') && !is3DEN) then { _value > 19:41:19 Error position: <== '') && !is3DEN) then { _value > 19:41:19 Error ==: Type Bool, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 19:41:21 Save game type 19:41:21 Mission id: c07b19c7406717fc611c99730d620eaac093b9c6
  4. I really like the change to how the animations work, no more hassle with moving units and such, great work! But didn't it use to be more combat animations available in the list? or am I dreaming? Edit: Oh, and would it be possible to add the new "press space to perform action" feature with your hostage script?
  5. That would be awesome, sure SQF is fine but when you are used to C# and the likes this makes much more sense, would love it even more if it was to be strongly typed as well. Regardless if they move over to a new language or not a proper and officially maintained IDE with autocomplete and syntax highlighting would be a dream come true! =)
  6. Taxen0

    Will you keep buying ArmA games?

    I will definitely keep buying future DLC's / expansions, every one so far has added new cool features, assets and implemented things into the base game that you previously had to mod / script to get - making the editor much more straightforward to work with. I can't comment on the campaign too much as I only played the first mission so far, and usually don't play them at all. For me the game is about making your own scenarios or playing other community made missions with a handful of friends. more toys = more fun!
  7. Taxen0

    Detecting trees?

    Yesterday I made a script that removed all trees in a certain radius, they were in the way for the sniper position I wanted to use. So that is one example at least :)
  8. Thank you Kylania, I also came here with the same question. Is the actual script / function for freeing a hostage available somewhere as well or would I have to try and recreate it?
  9. Thank you, at least now I know it's not something on my end. Guess I wont be using the Zafir until this is solved, shame as it seems like they have known about it for a long time so I wont get my hopes up. Oh well, all I can do is up vote one the tracker is back online. thanks again!
  10. When I use certain weapons and optics combos the gear my character has equipped seems to clip in front of the camera, covering most of the screen. How to reproduce: take a opfor soldier and equip a Zafir with ARCO attachment. go prone, deploy bipod, aim as far up as you can. it also happens some other times, like if you are crouched and walk forward when using the optics. (however not while standing) It seems like the type of gear / backpack you carry has some impact as well and the issue is not there with all optics, the MRCO for example is fine. I have heard of others with the same issues when I ask on the servers but is there anything that can be done to fix this? Edit: this is only when you use the magnified sight, the close quarters version works good.
  11. Taxen0

    Iron Front in Arma 3

    I would like to detect when the bridge in the baranow map is destroyed but I can't seem to find the class name for the segments. (it's the bridge that is build on top of the boats, not sure what they are called in english) does anyone know?
  12. Hello, how would I spawn the player in the air with a non-steerable parachute? I do not want to equip the player with a real chute as they need their original backpacks and I don't want them to potentially fly off to the "wrong" place, messing up some trigger, so they must land in roughly the same spot every time. Now I am using [objnull, this] call BIS_fnc_curatorobjectedited; in the init of the units (they start in the air), bit this gives them a steerable chute, is there a way to disable / change that? I also tried to add ampty chutes to the map and put the squad members as drivers of those, now they cant steer the chute so that part works fine, but they sometimes die when hitting the ground and they seem to always turn to face north when the mission start (doesn't matter which orientation they have in the editor).
  13. Hello, I am working on a mission but now require some help with setting up the conditions for one of the tasks. On the map there is a long bridge and I want the player to place explosives at some specific areas on the bridge, like at each of the ends, and then detonate them. Is there some good way to detect / enforce this? I dont require a complete script just some pointers in the right direction. Also, I am using the eden editor.
  14. Thank you all, I should be able to get it working from here! =)
  15. Taxen0

    Vcom AI V2.0 - AI Overhaul

    I don't understand the AISettingsV2.hpp file, if it's in the root folder will it also be included in the mission? or will all clients need it installed?
  16. Taxen0

    Iron Front in Arma 3

    Thank you, now it works!
  17. Taxen0

    Iron Front in Arma 3

    Seems like no weapon in the mod have any recoil. I googled and it seems like it used to be an issue but as far as I could tell it was supposedly fixed. Am I missing some patch or similar? I downloaded the mod using play withsix.
  18. Taxen0

    Iron Front in Arma 3

    Ah, too bad. If it is something simple like adding some flags or reimorting to some other format (simple but exausting) then i might be able to help. However if you need something created im not your guy, but feel free to send a PM if you need help with something else!
  19. Taxen0

    Iron Front in Arma 3

    What kind of work is required? I know basic scripting in arma but i know general programming quite well. Or is this more for a modeller? I dont have a great deal of time but i guess every bit helps :)
  20. Taxen0

    Iron Front in Arma 3

    The links in the first post to Iron front wiki "about the game and it's features" and "official wiki" seems broke, just starts to download some file. Regardless this seems like a cool mod and I will try it shortly! Is there a place with more info on included features, besides all the cool assets and new units. (if any) Like AI-changes, medic/wounding systems and stuff like that, just so I know what I can expect and what i should plan on including from elsewhere. I tried looking on forums and stuff but got confused as I'm not sure if some things is only for regular Iron Front or if its in the A3 version. thanks!
  21. Taxen0

    Helvantis Terrain

    I really like this map and I am currently developing a mission for it. one of the objectives are to destroy the large broadcast station, but it stays up regardless of how many explosives i throw at it. Is it destructible and if so does anyone know a way of reducing its hp? Thanks!
  22. Taxen0

    Respawn issues, Zeus

    that seems like a more efficient way, but don't you need something else as well? I think it disappears upon death so something in the re-spawn file might be needed. also do anyone know if playableUnits is still available? I tried using it instead of allUnits but then it stopped working.
  23. Taxen0

    Respawn issues, Zeus

    that is what I used before, I think I even found it from a post of yours in another thread. I was just thinking if it could be done without having an infinite loop running? For example using onPlayerRespawn.sqf since all players (and JiP?) will go through it both when connecting and respawning. It seemed to work when I hardcoded the command to specific units, but I cant seem to get it functional when trying to make it work like it should. Any help here is greatly appreciated and if it's not possible then the above loop will do fine =)
  24. Taxen0

    Respawn issues, Zeus

    Thank you! somehow it's working perfectly now! I cant see any real difference from before but at least it's working. Maybe you could also help me get the units to show up in zeus mode? I tried "master addCuratorEditableObjects [[unit],true];" and that works, but instead of having it in a loop I tried to add it to the onPlayerRespawn.sqf, but it does not work (because it needs to be run on the server?) I tried setting it up with BIS_fnc_MP as well but I must have done something wrong. Any thoughts?
  25. Taxen0

    Respawn issues, Zeus

    everything is set up as you say, what I meant with spawning at the water is that i spawn over open water, the very southwest edge of the map. This is most likely due to respawning being messed somehow, it feels like it wants me to respawn but don't know where to put the logic, so it gets spawned at (0,0)
×