Jump to content

SavageCDN

Member
  • Content Count

    3307
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by SavageCDN

  1. It is prettier I'll give you that :p
  2. I would vote ACE but I can live without as well.
  3. http://forums.bistudio.com/showthread.php?158309-How-to-put-all-COOP-missions-in-rotation&p=2431432#post2431432
  4. ^ try adding tags around your code it makes it easier to read and copy/paste without errors ie: [code]if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then { _unit call compile format ["%1=_This; PublicVariable '%1'",_unitinit]; }; if (_hasname) then { _unit setVehicleVarName _unitname; _unit call compile format ["%1=_This; PublicVariable '%1'",_unitname]; }; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  5. SavageCDN

    Custom Direction Sign - How To

    Yes good find thanks for posting!!
  6. Hold on a sec.... you say the AI are re-arming themselves at the ammobox? This is not default AI behaviour as far as I'm aware... are you using @ASR_AI mod by chance?
  7. Thanks for that link it's exactly what I was referring to. As far as my issue what I'm trying to do is have it so that the player respawns at one of the friendly DAC camps that are created at mission start. This means moving an existing map marker to a camp location after DAC init. So I'm assuming one of those variables (maybe DAC_Spawn_CampsW) is an array of West camps and locations that I could pull from to have the marker moved.
  8. I'd happily join if you do this again... could not make it last weekend. Also would love to hear your results/observations with these tests.
  9. You had it right in your initial post: class Missions { class A3mission1 { template="co26_bestmissionever.Stratis"; difficulty="veteran";//can be recruit, regular, veteran, mercenary }; class A3mission2 { template="co26_2ndbestmissionever.Stratis"; difficulty="veteran";//can be recruit, regular, veteran, mercenary }; class A3mission3 { template="Road_Rage.Stratis"; difficulty="veteran";//can be recruit, regular, veteran, mercenary }; }; If you are asking how to get your server to start a mission automatically when you reboot it there is no way.. a player has to join the server in order for it to load the 1st mission
  10. Unfortunately until BattleEye is released for A3 we don't get no RCONs :( For now it's pretty much in-game console stuff.
  11. I have not tested this but apparently it checks co-pilot as well: http://forums.bistudio.com/showthread.php?157481-crewmen
  12. haha sorry I thought your PM was referring to the main DAC thread :p How are you using DAC? The addon? The script? If you are using the addon and you've referenced DAC_Extern in your mission you need to have a DAC folder in your mission with all the config .sqf files as well as DAC_Config_Creator.sqf
  13. ^ as they mentioned Also this one is pretty good as well (for A3): http://www.armaholic.com/page.php?id=19832
  14. The best thing I've seen is MSO's CQB populator but extracting that to work in another mission might be difficult/impossible. Insurgency (Fireball's) does a great job of this as well but again not a simple copy/paste script. House garrison script (as you mentioned) AI Spawn script pack has a component to fill buildings: http://www.armaholic.com/forums.php?m=posts&q=21499 Wolfy's Random house patrol script: http://forums.bistudio.com/showthread.php?101971-cB-Random-House-Position-and-Patrol
  15. I've seen missions with lots of respawning vehicles so I think you should be OK.
  16. SavageCDN

    BIS classname help

    There is a classname for every object. Your best bet might be to do into the config viewer (in editor, click on little gear icon) you can view all classnames there. Radio tower would be under Land_
  17. Running a DayZ server requires a database back end that most hosts do not provide. I am not aware of a solution other than a dedicated server where you can install and configure the necessary database software.
  18. SavageCDN

    Nice_Boat Tank Damage System

    How did I miss this before? Thanks Rydygier!
  19. You can check the DAC_Config_Waypoints.sqf file and use a different waypoint config that is less 'strict' on creating your camps. Case 0 is the default (and doesn't need to be added to the array unless you change it from default), and you can use a different one by adding the appropriate config number in the last array Default waypoint (config 0) ["zCamp",[1,0,0],[12,3,50,6],[],[],[1,1,10,0,100,10],[0,0,0,10]]; Waypoint config 2 ["zCamp",[1,0,0],[12,3,50,6],[],[],[1,1,10,0,100,10],[0,0,0,10,[b][font=Arial Black][color="#800000"]2[/color][/font][/b]]]; I think these are the values you are looking for in DAC_Config_Waypoints: _checkRadius1 The critical radius, in which no or only very smallobjects may exist _checkRadius2 The uncritical radius, in which only objects of a certain size / height may exist _checkAreaH The maximum difference in altitude within _checkRadius2 _checkMaxH The maximum height where waypoints can be generated _checkMinH The minimum altitude where waypoints can be generated _checkNear The minimum distance for waypoints _checkObjH1 The maximum size of objects for the critical area (_checkRadius1) _checkObjH2 The maximum size of objects for the uncritical area(_checkRadius2) _checkCount The maximum number of attempts to find a waypoint before DAC bogs _checkResol The value for the raster-scan resolution at the height values (smaller value = higher load) Default for camp in config 2 is _checkRadius1=10 and _checkRadius2=20 change them even lower if they still won't spawn... or check the other variables. There are different settings for each type (inf, veh, tank, heli, camp)
  20. You're welcome. Might also want to check DAC_Res_Side variable in DAC_Config_Creator and make sure it matches the Independents are friendly to... setting in editor. Added some Arma 3 configs in the thread: http://forums.bistudio.com/showthread.php?100617-Dac-custom-config-resource&p=2427507&viewfull=1#post2427507
  21. ** Update - found an error when using _campAddUnit = ["O_Soldier_AA_F","O_Soldier_AT_F"]; ** Remove units from the camp arrays to fix _campAddUnit = []; ** If you get a marker error when using debug markers make sure you've changed all "Dot" to "mil_dot" in DAC_Config_Marker Here's what I have so far for Arma 3 BETA. Unit config has full OPFOR, BLUFOR and IND men (incl sniper, spotter, AT AA and assistants), Recon guys are separated. Camp config has lots of options including large fortified camps. 2nd Camp config example has the Virtual Ammobox System (by Tonic) on camp ammobox - requires VAS folder and associated scripts in your mission folder. AI will not use it but good for players. http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS)&highlight=virtual+ammobox Issues: - Missing Civilian stuff - Hopefully all configs work :) Please post if you find errors DAC_Config_Units.sqf DAC_Config_Camps.sqf Camp example with VAS:
  22. If you want a dedicated server (ie: box all to yourself) Hetzner is very good and good prices www.hetzner.de For VPS I'm not sure.. they will be cheaper but you won't have full access and there will be many other 'servers' running on the same box
  23. SavageCDN

    Block an unwanted mod

    As Gunther mentioned sig checks are what you want... any mods you want to allow put the .bikey file for that mod in your Arma dir\Keys folder. To block a mod just don't put the key file in the Keys folder :p
  24. SavageCDN

    BIS classname help

    Sorry totally misread your question :p Check the last link I posted it has what you are looking for (NATO) Go into the editor and plop down the empty ammo box you want - it will show you the classname in the top right of the window. You can also use the config viewer in editor (little gear icon).. or place the empty box, save your mission, open the mission.sqm and get the classname from there. Or use Six config browser: http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available http://browser.six-projects.net/cfg_vehicles/classlist?utf8=%E2%9C%93&version=67&commit=Change&options[group_by]=faction&options[sort_by]=name&options[faction]=&options[vehicleclass]=Ammo
  25. With config 11 there is no camp that is spawned... just a game logic which acts like a respawn point for the AI groups. If you have the debug markers on you should see where it spawns or you can force it to spawn at a specific location using a game logic (see manual). Here's what config 11 should look like in DAC_Config_Camps case 11: { _campBasic = ["NULL"]; _campAmmo = []; _campStatic = []; _campAddUnit = []; _campUserObj = []; _campRandomObj = []; _campWall = []; _campObjInit = [[],[],[],[],[],[],[]]; }; For your init line you are missing the camp/heli array: fun=["z4",[4,0,0],[4,4,50,6],[],[],[[b]1,2,50,0,100,10[/b]],[0,0,0,11]] spawn DAC_Zone This array spawns either the camps or helicopters (see manual) - so in my example above: 1 camp, camp group size 2, patrol 50m around camp, spawn inf and vehicles, spawn chance 100%, 10 respawns total ________________ 99% of the time this is due to units being assigned to the wrong side. So for example you have [0,11,2,11,1] - side is East however the units you are spawning might be West or Guerrilla. Or perhaps your camp config is for the wrong side ie: statics are manned by West units instead of East.
×