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Everything posted by SavageCDN
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Customizing Altis (Buildings, Bases, etc.) - How are you doing it?
SavageCDN replied to JOHNBELLO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The latest version of MCC Sandbox allows you to create a base using a 3D editor then 'export' it to .sqm format.. making it easy to merge with an existing mission. -
cfgSound and cfgRadio
SavageCDN replied to hridaysabz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What happens do you get an error when trying to activate a sound? You are calling the sound using the class name instead of the name correct? playSound "Miller1radio"; or player say ["Miller1direct", 100]; -
No to AI medic auto healing (unless that is a WIP feature?), enemy radio feature the sharing 'distance' is set in the userconfig file along with a bunch of other settings.
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Zeus + ALiVE + respawn for SP?
SavageCDN replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mission will end by default if all playable units are dead IIRC. You can add more playable units to your mission and hide them somewhere ;) or change below to respawn = 5 and you will be able to respawn into another alive playable friendly unit. For respawn marker make sure it is called "respawn_west" (assuming you are playing as BLUFOR). You also need to add a file called "description.ext" to your mission folder with these lines: respawn = 3; respawnDelay = 5; respawn 3 = base (which is your respawn_west marker) see here for more info: https://community.bistudio.com/wiki/Description.ext#respawn -
considered the best ai mod?
SavageCDN replied to msportdan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There is one that has the medic healing function but can't remember it's name and it's only for SP. ASR_AI is good although bCombat does "more"... check the feature list from both mods. Also avoid using more than one AI mod unless you know they work in combination or you've tested them yourself. ASR_AI in my experience works well with other mods even AI ones as long as you don't have overlap between features. Here's a good thread: http://forums.bistudio.com/showthread.php?175400-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc -
Arma 3 Repsawn Issues
SavageCDN replied to [evo] dan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe like K0rd suggested.. black screen setpos the unit at first spawn.. fade in.. nothing to see here :p -
considered the best ai mod?
SavageCDN replied to msportdan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Search around the forums there are a few threads that cover this (looks like everyone is having a bad day???) -
Thanks for continuing to update this excellent mission
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Reloading missles in air
SavageCDN replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can add additional AA missiles to an existing unit (put in init field in editor) this addMagazineTurret ["missiles_classname",[0]]; [0] is the path to the vehicle turret.. not sure exactly how it works for planes as I've only really used this on ground vehicles. Check here for classnames: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons https://community.bistudio.com/wiki/addMagazineTurret -
There is a question civilians option in Rydygier's SP mission Pilgrimage and one of the Insurgency missions in development has this as well (of course I can't remember the names ATM but it might get you closer :p)
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Arma 3 Repsawn Issues
SavageCDN replied to [evo] dan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah I think you still need the description.ext stuff I assumed the modules would replicate the marker method somehow...ah well :p I think with markers it picks one of the locations at random? You could also use respawnAtStart = 1 but then that might screw up your intro, etc. -
Arma 3 Repsawn Issues
SavageCDN replied to [evo] dan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pretty sure this is a 'bug' with RespawnTemplates and respawnOnStart = 0; I found the same problem when using respawn_west, respawn_west1, etc as markers in conjunction with respawnTemplates. Have you tried using the editor MP module respawn instead of markers? (note with modules however you cannot 'name' the respawn points like you can with markers) -
Wander Panzer(WAP) MOD for ArmA3
SavageCDN replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think you can if the author is using the tank 'class' to base the wanzers on (I know nothing about modding this is just a guess). I only presume that an AI driver is created when you enter the Wanzer and deleted on 'Get Out'... as I tried this myself on BIS tanks yesterday and found the driving habits of the AI exactly the same as the Wanzers. Here's the code if you want to try it (credits to Killzone_Kid)... paste into init field of tank in editor: this call { if (isServer) then { _this lockTurret [[0], true]; _this lockTurret [[0,0], true]; _this lockCargo true; _this addMPEventHandler ["MPKilled", { if (isServer) then { _d = driver (_this select 0); _g = gunner (_this select 0); if (!isNull _d) then {deleteVehicle _d}; if (!isNull _g) then {_g setDamage 1}; }; }]; }; if (!isDedicated) then { _this addEventHandler ["GetIn", { enableSentences false; _tank = _this select 0; _unit = _this select 2; _unit allowDamage false; _unit action ["EngineOn", _tank]; _unit action ["MoveToGunner", _tank]; _tank lock true; _tank switchCamera "EXTERNAL"; _tank addAction [localize "str_action_getout", { _this select 0 removeAction (_this select 2); _this select 1 action ["GetOut", _this select 0]; }, "", 3, false, true, "GetOver"]; _tank spawn { waitUntil {!isNull gunner _this}; _ai = createAgent [ typeOf gunner _this, [0,0,0], [], 0, "NONE" ]; _ai allowDamage false; _ai moveInDriver _this; }; }]; _this addEventHandler ["GetOut", { _tank = _this select 0; _unit = _this select 2; deleteVehicle driver _tank; _unit allowDamage true; _unit action ["EngineOff", _tank]; _tank lock false; enableSentences true; }]; }; }; -
Wander Panzer(WAP) MOD for ArmA3
SavageCDN replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe an AI unit is used as the driver when you one-man a wanzer so please vote up this ticket: http://feedback.arma3.com/view.php?id=18087 -
Wander Panzer(WAP) MOD for ArmA3
SavageCDN replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok thank you!! I wish I knew more to help out... perhaps it's something to do with the one-man feature of the wanzer (ie being driver and gunner)? What if you try making the wanzer a 1-player unit instead of 2? Keep up the good work!!! :) -
I thought ACE nuke was removed a while back?
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Bandwidth requirements
SavageCDN replied to theirongiant's topic in ARMA 3 - SERVERS & ADMINISTRATION
Yeah go with 100mbit you will never breach 10 TB with one A3 server. -
how can i figure out how much fps my computer will get on arma 3
SavageCDN replied to vuther316's topic in ARMA 3 - QUESTIONS & ANSWERS
@OP - get the highest CPU clock speed you can and yeah 12GB is probably enough (easy to add more in the future anyway). For Arma a 2nd video card is not worth it IMO @Sneakson - your reply is a classic IT guy reply not considering perhaps that A: OP does not want the hassle of ordering/building/etc his own PC and B: OP does not have the knowledge to do so and is willing to pay extra for someone else to assemble/build/test. -
Witchcraft!!
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Zeus + ALiVE + respawn for SP?
SavageCDN replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can create your SP mission, add respawn markers then play it under MP (MP browser, New). Some things might be a bit different running as an MP host but it's certainly possible and adds the respawn ability you are looking for. -
Wander Panzer(WAP) MOD for ArmA3
SavageCDN replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update. Tested yesterday on a dedicated server and there seems to be a problem with the addAction "Get Out" to exit the wanzer. Over time you will get multiple addAction entries (not related to the # of players on server either)... which will eventually prevent you from exiting the wanzer. I think this is what screws up the AI and makes them immobile after a short while. -
C-RAM (Counter Rocket, Artillery, and Mortar)
SavageCDN replied to alexboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First thing I did with this mod :p But it looks a bit silly so I just swapped the wanzer primary weapon with the 35mm autocannon from the phalanx and BOOM!! -
Spawn ammo box with VAS
SavageCDN replied to legio4777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
remove the ; from the end of line 159 you should be OK -
Hey hi,i really need a direction to go!!!!altis life by TONIC
SavageCDN replied to CoLoNeL's topic in ARMA 3 - USER MISSIONS
Yeah CoLoNel we are just poking fun at you. Your English is fine :p -
Wander Panzer(WAP) MOD for ArmA3
SavageCDN replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone noticed issues with these units not moving correctly after say 20 minutes into a mission? I've also noticed the Get Out function being delayed for some time (ie: in a mech, select Get Out, unit doesn't actually get out of the mech for some time)** It seems to be some kind of scripting issue that bogs down the server. It really screws up the AI that are driving/gunning the mechs they end up just standing still after a while. This is a simple mission using DAC to spawn in the mechs and there are about 20 or so mechs on the map at any one time. ** after further looks it seems any actions like addaction or other scripts (ie a cleanup script) get delayed or slowed by this issue Also I highly recommend trying out the CRAM addon weaponry on the mech units :p