

Clarkey1
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Everything posted by Clarkey1
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Ambient Radio Chatter v1.2 by Clarkey Description: A script that adds ambient radio chatter to ArmA 3 vehicles. Features: - Adds to the "battlefield ambiance" of A3. - Easy customization - Only uses tracks from the A3 Alpha so no addons are required. Installation: 1. Copy the file "radio.sqf" to your missions folder. 2. Create a trigger set to "repeatedly" with: - Condition: vehicle player != player; - On Activation: nul = [this] execVM "radio.sqf"; 3. Place any vehicle on the map. 4. Enjoy! Customization: Time Interval To change the time open the radio.sqf and change the number "300": sleep random 300; And the number "300": [["RadioAmbient2, "3", "etc."], 300]; They represent time in seconds and can be changed to anything you want as long as they are the same in each field. You can also remove "random" if you want regular intervals but I find having it set to random adds to authenticity. Volume To change the volume open the radio.sqf and change the number "0.2" at the end of this line: (0 fadeMusic 0.2); You can use any value between 0 and 1. The default BIS music volume is 0.5. Included files: radio.sqf Usage: Just credit me if you use it. You don't have to ask permission. Change log: v1.2 - [ADDED] Volume setting (see customization) - [CHANGED] Default volume set to 0.2 (sounds less intrusive now) - [FIXED] Script now terminates when player exits vehicle. v1.1 - [ADDED] Sample Mission - [CHANGED] Default timer now set to 300 Known Issues: Even though the script now stops correctly on exiting a vehicle the loop itself will continue and you will probably still hear the effect once more within 5 minutes (or whatever you may have set the timer to) of exiting. Notes: I'm extremely new to scripting so feedback is welcome. Credits & Thanks: Thanks to BIS for the ArmA series of course, and thanks to the community for having an answer to everything ArmA related. Link: Armaholic MultiUpload
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Clarkey1 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can change it in MCC while the mission is in progress. -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
Clarkey1 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Bloodpainter You might have the bases too far apart. If that's the case either change the WICT_sd to a higher value or put your markers closer together. If you change your WICT_sd make sure to change the WICT_scandist to an equal or higher number than the total value of your WICT_sd + WICT_sdRand. Also check if there's two bases active with debug mode on. It should give you "west_base: yourbase_1, east_base: yourbase_2" etc. @keyers Make sure your starting position isn't too close to any bases. I don't know the exact distance but as long as you're at least as far away as the WICT_sd variable in your "startsettings.sqf" it should work. EDIT: (I misread your post) You might have to try increasing the WICT_sd in the startsettings.cfg. See above. The units don't necessarily spawn right on top of bases in WICT. It's more about scanning 360° around the player and putting them in logical places between the player and the bases. @kirkherbstreit There's an error in the default start settings for all CDF configs: /* AT units */ wict_w_at = [ ["CDF_Soldier_TL","CDF_Soldier_RPG,"CDF_Soldier_RPG","CDF_Soldier_AR"] ]; Open your start settings and add a quotation mark at the end of "CDF_Soldier_RPG" and it should work fine. If you're using the ACE start settings you'll have to just copy the ACE Russia config over the Russia config in the non-ACE startsettings.sqf. -
I don't know if you've done this already but disable threaded optimization on your graphics card. This gave me a huge FPS boost, same as ArmA2.
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Arma 3 - ai first aid support
Clarkey1 replied to DAP's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks DAP! I was just thinking about this literally 10 minutes ago, and here it is! :) -
Skirmish module tutorial?
Clarkey1 replied to Fragmagnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Reinforcements module spawns a fireteam at it's location when it's synced to a unit or group. They won't spawn in until the synced unit or group is under attack. That's the basics of it anyway, I still want to see if there's a way to use it to spawn reinforcements at random locations around the synced units and if it can be somehow synced to units created with the Dynamic Spawn module. Is the marker name in the marker field of the spawn module surrounded with quotation marks? (e.g. Marker: "yourMarkerName") That caused me to have blackscreen as well but the quotation marks fixed it as Wolffy mentioned. -
Australian defense force - amp unit
Clarkey1 replied to Sbats's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Sbats! Nice re-tex :D EDIT: I noticed there is a multicam texture and an aussie flag patch on the the helmet in the preview pics. It's not showing up in-game though. Anyone else getting this? I tried loading it both manually with a modline and with the in-game expansions manager. -
Thanks zorrobyte, but ah... I'm not quite sure where to use this. I tried running it from an init.sqf but couldn't get it working.
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Not sure how it goes in co-op but theoretically I can't see why it wouldn't work. It might play it more often because there are multiple player entering/exiting vehicles but you could simply extend the "time random _number" line if it was playing too often. The trigger size can just be set to 0 if you want, it doesn't take trigger radius into account. You should watch this tutorial if you haven't already: . And as far as I can tell the triggers in Arma3 work pretty much the same as in Arma2 so any trigger tutorial for A2 should still be relevant too.
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Basically everything that is playable in Arma is a "vehicle", even the infantry. So say you spawn in as a Rifleman. That rifleman is now the players vehicle and when he gets into another vehicle such as a Hunter MRAP the player's vehicle (vehicle player) becomes not equal to (!=) the (player). Alternatively if you wanted another unit entering a vehicle to fire the trigger you would name the unit and change the condition field to "vehicle MyUnitNameHere != MyUnitNameHere". Also if you wanted to use the script only for a specific vehicle, you would name the vehicle and change the condition field to "vehicle player == MyVehicleNameHere" or simply "player in MyVehicleNameHere". I don't know if that's the best explanation I hope it made sense.
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Thanks Foxhound :) Thanks. Yep, just updated the link, sample mission is now included.
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Not sure, are the sounds playing at all? Did you make sure the trigger condition and on activation have the correct code? I was just running it ok. Yeah, the vanilla "RadioAmbient" tracks.
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ArmA3 Classnames - no discussions
Clarkey1 replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
BACKPACKS Assault Pack (Black) B_AssaultPack_blk Assault Pack (Black) - Diver Team Leader B_AssaultPack_blk_DiverTL Assault Pack (Black) - Diver Explosives B_AssaultPack_blk_DiverExp Assault Pack (Coyote) B_AssaultPack_cbr Assault Pack (Digi) B_AssaultPack_dgtl Assault Pack (Green) B_AssaultPack_rgr Assault Pack (Green) - Engineer B_AssaultPack_rgr_Repair Assault Pack (Green) - Medic B_AssaultPack_rgr_Medic Assault Pack (Hex) B_AssaultPack_ocamo Assault Pack (Khaki) B_AssaultPack_khk Assault Pack (MTP) B_AssaultPack_mcamo Assault Pack (Sage) B_AssaultPack_sgg Bergen (Sage) - Explosives B_Bergen_sgg_Exp Bergen (Sage) B_Bergen_sgg Carryall (Hex) B_Carryall_ocamo Carryall (Urban) B_Carryall_oucamo Carryall (Urban) - Explosives B_Carryall_oucamo_Exp Field Pack (Black) B_FieldPack_blk Field Pack (Black) - Diver Team Leader B_FieldPack_blk_DiverTL Field Pack (Black) - Diver Explosives B_FieldPack_blk_DiverExp Field Pack (Coyote) B_FieldPack_cbr Field Pack (Coyote) - Anti-Tank B_FieldPack_cbr_AT Field Pack (Coyote) - Engineer B_FieldPack_cbr_Repair Field Pack (Hex) B_FieldPack_ocamo Field Pack (Hex) - Medic B_FieldPack_ocamo_Medic Field Pack (Urban) B_FieldPack_oucamo Kitbag (Coyote) B_Kitbag_cbr Kitbag (MTP) B_Kitbag_mcamo Kitbag (Sage) B_Kitbag_sgg Mk6Mortar B_Mk6Mortar_Wpn Mk6Mortar Base-plate B_Mk6Mortar_Support -
Skirmish module tutorial?
Clarkey1 replied to Fragmagnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the idea is to use the dynamic patrol module as well so they'll patrol after spawning in. Just add marker names to the "route #X" fields. (e.g. ["wp_1","wp_2","wp_3"]) then just place the markers as if they were waypoints. This is only theoretical though because I've only made pre-placed units use the module. Maybe syncing the spawn module to it would work? EDIT: Ahh I see what you mean. You just have to change your marker to rectangle/ellipse and set it to the whatever size you want. Then the module will randomly generate WP's within the marker radius. It's like a built-in DAC mod. :D -
Yep, that's just for the Alpha version. From the Alpha briefing: -What is in the full game? Altis (270 km2) & Stratis (20 km2) 5 Factions 40+ Weapons 20+ Vehicles Multiple Weapon Attachments Customizable Gear Singleplayer Campaign Multiplayer Multiple Scenarios & Challenges Scenario Editor Modding
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I didn't see much about the the WarGames reference, here's a few things that might have some significance: As for the ION Inc. websites careers page (bellow) had some interesting job IDs. Stratis can be spelled out with the capitalized letters but I'm not sure how long ago this page was updated and there doesn't seem to be anything else of significance there. It's probably just coincidence seeing as those IDs are taken from the names of the ION employees with the respective jobs. I've tried various combinations of these before the Tom Larkin blog was discovered. Nothing yet but I thought it might switch on a light bulb for someone else. Also, in relation to the AMES1 on the m26 login page which I have seen mentioned but I didn't see "Chain Home" mentioned. It's the codename of the AMES Type1 early warning radar used by the UK during WWII. Although there are other possible meanings of this acronym this one seems like it might be important because, as we all know, the Mike 26 facility is a radar facility. Unrelated to the British radar, the radar facility on Stratis actually looks very similar to some real world weather radars, maybe something to do with "melteme"? Sources: Wargames Trivia: http://www.imdb.com/title/tt0086567/trivia?ref_=tt_trv_trv ION Inc.: http://www.ion-inc.com/careers AMES Type 1: http://en.wikipedia.org/wiki/Air_Ministry_Experimental_Station Chain Home: http://en.wikipedia.org/wiki/Chain_Home Weather radar: http://en.wikipedia.org/wiki/Weather_radar
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True, or if not at least make ambient occlusion and PP separate options so you don't need to have PP set to a minimum of 'normal' just to have SSAO on. Having a separate motion blur option from PP would be nice too while we're on the topic.
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@Vilman, iirc there is a woodland version in the works.
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ArmA III suggestion: A problem that appeared on previous Arma games
Clarkey1 replied to Rytuklis's topic in ARMA 3 - GENERAL
AFAIK they are working on improving it for ArmA3. If you listen carefully to the gamestar e3 videos it sounds like they've made it sound more natural and there is more static/interference. I think the videos were the infantry and supports showcases. -
Arma 3: Community wishes & ideas- NO DISCUSSION
Clarkey1 replied to Maio's topic in ARMA 3 - GENERAL
Didn't see this on the first post. Proper sling animations. We've seen different animations for lowering the weapon but it looks like the weapon still sticks to the soldiers back vertically. Looks very odd. I'd like to see sling animations where the rifle is correctly slung on the back while using launchers or using static weapons. And also hanging the weapon in front of the chest correctly when switching to sidearm. Here's a small example for you Smookie. I know you've already done the chest position while using a sidearm in your animations mod for ArmA2 and it would be great to see more of the same in ArmA3 :) EDIT: The second position seems to be the preferred one. For this instructor at least. -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
Clarkey1 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just played the first scenario. Wow this mod is awesome. The attention to detail, seriously DLC quality. Very professional. Congrats on the release guys and thanks to FLv*VeNoM* now I can play any Russian scenario with these awesome units. СпаÑибо! -
Hey PresD, welcome the the forums. This is a good idea and I'm sure it would solve a lot of headaches. In the meantime though you should check out MCC Sandbox if you haven't already. I think it might be similar to what you're asking for. Sort of like a "dungeon master" tool for Arma2.
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For me personally I couldn't play without J.S.R.S, ACE2, WarFX: Blastcore and JTD Fire & Smoke. I would call those my 'essential' mods. I'd avoid ACE2 for a while if your brand new and just get used to vanilla first. The others are sound/visual improvements that won't effect gameplay.
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Wolfram - True to Source Wolfenstein 3D remake.
Clarkey1 posted a topic in OFFTOPIC - Games & Gaming
Just saw this on Kotaku. My very first FPS reborn! :) So nostalgic right now. http://www.kotaku.com.au/2012/06/play-wolfram-a-quality-true-to-the-source-remake-of-wolfenstein-3d/ Download link (also in the article): http://www.moddb.com/games/wolfram/downloads -
Wolfram - True to Source Wolfenstein 3D remake.
Clarkey1 replied to Clarkey1's topic in OFFTOPIC - Games & Gaming
@GRS Yeah it really makes the whole atmosphere feel just like the original, so great. :D @NodUnit hahah sounds like that could have been... interesting. "It's ok father, they're Nazi's" :p