

lukio
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Everything posted by lukio
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F3 Mission Development Framework (F2 for ArmA 3)
lukio replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AFAIK there is not much to add - it is complete and works as it should. Some development was continued by Raptoer https://github.com/Raptoer/F3 like inclusion of wolfenswan's function library and I believe the TMF framework is a more advanced version based off of the F3 framework. https://github.com/tmf3/tmf -
F3 Mission Development Framework (F2 for ArmA 3)
lukio replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Assigngear also looks at the vanilla factions, so you would have to introduce the RHS factions to the assigngear script. Line 80 for example: if (_faction in ["blu_f","nato"]) then { #include "f_assignGear_nato.sqf" // #include "f_assignGear_natoPacific.sqf" // Use NATO Pacific loadouts on NATO non-Pacific units (e.g. Folk ARPS Platoons) }; You would probably have to add "rhs_faction_usaf" to the conditional array. -
This looks really nice. As someone who also enjoys playing Rimworld, I sincerely hope the safari hat is made out of human leather.
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AI convoy. Best practices?
lukio replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Lots of good stuff in DayZ Medic's video regarding the behaviour settings, what I also use for convoys is "forcefollowroad" and "setConvoySeparation". Used to work really well and I got "clean" convoys. Anyone just placing 4 vehicles, grouping them and sending them off is setting them up to fail. They still need lots of fine tuning. -
I can concur, worked only after removing insignia prior to setting it (for respawn), thanks for the information @Bormann2 [_unit,""] call BIS_fnc_setUnitInsignia; [_unit, _badge] call BIS_fnc_setUnitInsignia;
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revive A3 Wounding System (AIS by Psycho)
lukio replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you try increasing the bleedout timer? To say something like 15 minutes? 900s is pretty long and should be sufficient to gather any wounded team members. No, this is part of the vanilla system. If you want such a feature you would have to add it yourself to the script (or maybe this will be a feature in a future version?). Adding an additional revivetime and stabilizetime for units with the medic trait should be possible. If you really want to give medics special perks, set it to only units with a medpack can revive. Everyone else still can stabilize though (stopping bleedout). It's either that or let everyone revive no matter if he has a FAK or medkit. As long as the player is unconscious he should not take any further damage. If a downed unit decides to crawl while wounded, he may get fatally shot.- 914 replies
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Having mission randomly pull from 3 different tasks
lukio replied to DahToaster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You already have the three task SQFs in your array, instead of using the task modules from the editor, write the tasks creation / handling in the scripts. Check out https://community.bistudio.com/wiki/BIS_fnc_taskCreate and https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul for more information on how to script tasks instead of using the modules. Mixing scripts and placed modules does not work very well in my experience. -
It's a "smart" mine detector or magical. Pick one :-)
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surround [PSA] USB 7.1 headset surround sound issue workaround!
lukio posted a topic in ARMA 3 - TROUBLESHOOTING
So I've had this issue with my old headphones (G430) and also my new ones (HyperX Cloud 2). Both are USB headsets that have "virtual surround sound" 5.1/7.1. For all triggered audio fanatics, yes I'm aware it is not "true" 7.1 - regardless - in almost all games or media the surround experience with these headsets is great - except in Arma 3 (I believe the issue appeared shortly after the Marksman DLC). Still is fine with Arma 2 btw. Symptoms: Some of the symptoms are that the frontal audio is almost inaudible and often instead of right-front/left-front audio you only have clicks or stuttering. Especially incoming fire is extremely difficult to detect and barely noticeable, so bad that I really thought that the weapon sounds in A3 were awful and the whole "soundscape" thing was just a laughable gimmick. Pressing the big red 7.1 button on the HyperX did not change anything, neither did any fiddling around with Windows settings etc. Solution: So there have been numerous threads, tickets and discussions on this issue - up till now I haven't found any viable solution. While searching the vast plains and valleys of the WWW, I stumbled over this old article from PC Gamer about some "Razer Surround" software. After reading up and also seeing other positive reviews I decided to install it. Razer Surround Personalized 7.1 Gaming Audio Software EDIT: Update for anyone reading this in 2021 - Razer Surround now also needs an activation key, which only is delivered with a Razer Kraken Headset, so there is no more benefit to it. Instead I've had success activating Windows Sonic and using the Dolby Atmos app. They both correct these issues as well. Positive: My USB 7.1 surround sound issues with Arma 3 are solved, the sound is incredible and clear as it never was. Positional audio is correctly reflected in game and when testing with positional audio (Say3D), as well as vehicle and live rounds. The difference was astounding. This is probably how Arma 3 is supposed to sound in the first place. There is a USD 20 "pro" version that let's you fine tune your settings, but the default settings already are fine for me. Negative: You need to register an email and password to use the software. A horrible horrible thing that has zero benefits, but any 24h disposable mail address will suffice to get it activated (just like with NVidia drivers - which is just as annoying). You need to be logged in and online to receive updates. Program must run in the background (does not have noticeable impact on performance). Disclaimer: This is all under Windows 7, perhaps 8 as well, with Windows 10 the latest creators update might solve this issue, as I do not have it I can't tell. If this solution has already been posted somewhere, I guess I haven't stumbled over this information, although I've spent about a week trying to resolve this issue. In that case, mea culpa. I am not affiliated with Razer in any way. -
[Resolved] Extended weapon shows, works in-game but not in 3DEN
lukio replied to lukio's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Issue was resolved by adding baseWeapon = "Nato_LMG_Mk200_F"; to the inherited class's config. Scope 2 was not even necessary because that should be inherited from base class. -
[Resolved] Extended weapon shows, works in-game but not in 3DEN
lukio posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So what I've done so far in this small mod is define ammo, define magazine and define an extension weapon. - works as intended, I can pick it up form an ammobox via Arsenal or inventory, I can add it to a soldier via init / script - but it will NOT show in the list of weapons in 3DEN. What do I need to do to make it show in the 3den loadout editor? I thought scope/scopeCurator would take care of that but apparently I was wrong. class CfgWeapons { class LMG_Mk200_F; class NATO_LMG_Mk200_F : LMG_Mk200_F { displayName = "Mk200 LMG (NATO)"; descriptionShort = "Light Machine Gun<br />Caliber: 6.5x39mm"; magazines[] = {"200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","200Rnd_65x39_cased_Box_Tracer_Red"}; modes[] = {"manual","close","short","medium","far_optic1","far_optic2"}; faction="BLU_F"; scope=2; scopeCurator=2; scopeArsenal=2; }; }; I'm just learning the ropes of making mods and trying to figure out where I went wrong - any help is appreciated! -
revive A3 Wounding System (AIS by Psycho)
lukio replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd guess that you need to disable any ACE medical / wounding systems.- 914 replies
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revive A3 Wounding System (AIS by Psycho)
lukio replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Congrats to the release! Jut jemacht ;-)- 914 replies
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Eject players form a vehicles / helicopter
lukio replied to James Sullivan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What happens if you use the "transport unload" waypoint? That should kick out every player that is being transported, no matter his status. -
surround [PSA] USB 7.1 headset surround sound issue workaround!
lukio replied to lukio's topic in ARMA 3 - TROUBLESHOOTING
Too bad, I've had some positive feedback about it helping others as well before I made this post so I thought it was an all-out solution. Then again with PCs and custom USB drivers being at play I guess there is no on sized fits all solution. :-/ Really weird that Razer's own software did not help. At least you could resolve the issue. -
Question about DLC requirements; would I need APEX?
lukio replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The missions will not kick you and you can enter the vehicle in any cargo/passenger seat, just like with the Helicopter DLC. You still get a small reminder on the side of the screen that you are sitting in an Apex expansion vehicle (the LShift + P Reminder). Addendum: If you spawn into an Apex vehicle you can also drive it (with the expansion reminder popping in), similar to how DLC vehicles from carts and helicopters DLC work. -
Trigger activation question MP
lukio replied to noricum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd recheck the triggerStatement and add a systemChat message or alternatively diag log, to make sure it's the trigger that does not fire and nothing related to the script. -
parachuting spawns, giving items issues
lukio replied to Nathan Bruns's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you want to spawn immediately in a parachute (and retain your backpack after landing), something simple in the player init should work. The script you linked is for paradropping from a helicopter and plane, so you need to be a passenger in such a vehicle (pretty well thought out script nonetheless!) chute = "Steerable_Parachute_F" createVehicle [0,0,0]; chute setPos [getPos this select 0, getPos this select 1, 180]; this moveIndriver chute; -
"Embark If" How to use multiple waypoint routes?
lukio replied to pexmo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try adding waypoints when trigger condition is met. These could be added when the trigger detects any forces within the area triggers. After they are done the units should proceed from Route A1/A2 End to waypoint B (where another "choice" is made). Set triggertype to "skip" waypoint and put something like this in it's "on activation" field with the condition being opfor present. wp1= <groupname> addWaypoint [position thisTrigger, 1];[<groupname>, 1] setWaypointType "Move"; [<groupname>, 1] setWaypointSpeed "Full"; [<groupname>, 1] setWaypointCombatMode "RED"; wp2= <groupname> addWaypoint [getMarkerPos "mrk_B", 2];[<groupname>, 2] setWaypointType "Move"; -
F3 Mission Development Framework (F2 for ArmA 3)
lukio replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I'm currently making a mini-campaign for about 24 players and having some issues with filling vehicle inventories. The faction is blufor and they are getting a "fake" CTRG loadout which is defined in specific assigngear files (assigngear_s2, assigngear_s2_standard, assigngear_s2_v). Unfortunately, the game seems to completely ignore the (unmanned) vehicle loadouts defined in the assigngear scripts and just offers the default AAF inventory. This is happening when using a nato faction and nato-ized striders, hellcats, mohawk with blufor soldiers. Seems that the assigngear_<unit>_v.sqf only works for vehicles as the same faction as the units. How to circumvent this? Version is 3.4.1 mostly unmodified (regarding assigngear). Edit: Assigning inventory for empty NATO vehicles works, just not for the "non nato" vehicles. Also I get the following error message (from RPT) - not sure if it is related, but it has only appeared when assigning the customized blufor inventory to the indfor vehicles: Edit2: Reverted to manually setting inventory in editor for non NATO vehicles. 16:55:26 Error in expression <"]; private _faction = toLower (faction _unit); _insignia_style_NATO> 16:55:26 Error position: <_unit); _insignia_style_NATO> 16:55:26 Error Undefined variable in expression: _unit 16:55:26 File D:\Documents\Arma 3 - Other Profiles\Lukio\missions\IGAP_base.altis\f\assignGear\f_assignInsignia.sqf, line 7 Another questions: I've seen some groups use multiple loadouts for different variants of factions, not only the default stuff, how to do this without having to rewrite the whole assigngear scripts each and every time? Something like a collection of loadout templates. -
Skip Waypoint does not work consistently for me.
lukio replied to doc. caliban's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've noticed some inconsistencies with the hold waypoint with vehicles as well. How I solved these issue is increasing the distance of the hold waypoint the the vehicle. If it is too close they somehow tend to skip it by themselves. It works differently for vehicles than for infantry. -
This is fantastic - finally a larger choice of naval assets that operate within coastal waters. Something I've expected to come with Apex or actually already be a part of vanilla A3 but never was delivered. I'm happy to see more and more naval assets coming out (FFAA mod ship is awesome as well) but at the same time am disappointed that this has been so dearly neglected from BI.
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I've tried my hand at creating missions that have some kind of humanitarian aspect to them, to give them more depth, like protecting first aid convoy, rescuing wounded civilians or doing SAR, but in the end I gave up because the AI always got in the way. Possibly it can be done with massive scripting skills and mods. Even making a "simple" escape & evade mission needs quite advanced scripting imo. Furthermore the documentation can be very minimal at times and many tutorials, guides etc. are outdated so it sometimes adds an extra layer to overcome. Edit: I'd really really like to get my hands on some of those encrytpted missions to see "how they did it". Additionally I like to say that I do miss things like the A2 surrender module & first aid module which added a bit more mechanics around a mission than just - go in / set up defenses, kill / blow up everything - RTB. The whole FAK heal mechanic was quite disappointing. The AI also lacks some basic ROE settings imo, like do not fire until fired upon and tactical retreat. In general though (for combat) I'd say it is quite solid and seen quite some improvements.
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I am right with the OP on this one. I was really hoping that with Apex we'd also see more "water" assets. Not necessarily huge naval ships like carriers or LHD or littoral cruiser, we all know about the limitations of the engine regarding such huge models. Personally I was looking forward to smaller civilian craft like fishing boats, crab boats, yachts (Tanoa Yacht Club!) even small freighters, pleasure craft etc. On the military / gendarmerie side I was hoping for something like a coastal patrol boat, perhaps even an offshore combat vessel. I had lowered my expectation so far that I'd even just be happy with more static assets. Oil platforms, underwater science buildings, barges, emergency vessels etc. There are so many opportunities for (small scale) things happening along the shore / coast but these have once again been completely snubbed. NONE of these have appeared and TBH I'm tired of hearing things like ships are too big for the engine to handle, naval combat is too long distance for missions, maybe think smaller scale when it comes to naval operations, there is enough going on along coastal regions - I can not believe this is not possible. Sure we have the the frogmen, underwater rifles, underwater mines, some rubber dinghies (Zodiaks) and speedboats, but that's it. Oh right the SDV and a static submarine. With Apex came the RHIB, a jet ski and a static, non-walkable (afaik) cargo ship. So yes I am sort of disappointed how the most innovative thing (for me) in Arma 3 has been snubbed with the first official expansion and I do not understand why they are being so coy with it. Never mind that even the smallest steerable boats like the Zodiaks are way to slow and move in km/h what they should be doing in knots per hour. I gave up on that a long time ago.
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Absolutely agreed. Why put a drop down box there in the first place? Is the new task system fully implemented? I'm currently trying to implement the new task system into my old missions. Even though I already once changed them to the enhanced task system, some things are not working correctly, it seems that the new way is even more confusing than it was before and using a task framework instead of the editor modules is a the best (and only) option..