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foxsch

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Everything posted by foxsch

  1. foxsch

    Arma 3 module bug.

    I think I have found what causes this error. Check in your Mission editor that any 'Zone Restriction' Modules are correctly implemented. I was experiencing this, removed the Zone Restriction Module and it was cured - hope this helps!
  2. foxsch

    Advanced Operation

    I am having a problem and I don't know if it is my lack of knowledge with using the Zeus High Commands or something else but I cannot get any of my US Air Force Pilots to mount the P-47's available at the spawn? I have tried using 'get in vehicle' waypoints for them but they ignore them. All I can get them to do is to move near the aircraft - any pointers?
  3. I'd like to add ANY British Faction to this list ~ it is already on the IF Fan Forum wishlist but if anybody is working on one it is being kept really quiet and/or taking an age. I would settle for a texture pack for the independent/US Faction, might even make it easier for all concerned, but a British Faction of some sort is badly needed - urgent (perhaps not in game-world context) but definitely, it would be a red-hot addon in whatever form.
  4. One thing I found was (sort of) missing from the possibilities in ARMA II - 'Sort of Missing' as I figured a workaround but had no idea how to implement it myself - and that was the ability of Units to detonate charges large enough to breach walls and large emplacements? In context I wanted to breach a Dam during a Mission - what would be needed of course were 'before and after' models - for a Dam particularly, but also for destroyed concrete bunkers and so forth - true - if you were to place (for instance) a Coastal Gun Emplacement - set for explosives - then following the bang, replace the map item with a destroyed equivalent it would work. But how about replacing what was a valley beneath a Dam with a new flood of water? Surely this would need to be an option either in the Island - or put together by someone with skills in creating Islands? I can only use the editor, I do not know how to create items for the editor so I moved away from the idea - have you thought about it? It isn't a specific idea for the A3 31st but it definitely has WWII potential for Missions. Also, while were on the topic, maybe one exists already but I haven't spotted it yet - apologies if so - I've always thought that ARMA lacked a grenade-skill aspect. Specifically I'm referring to just how difficult it is to get one into a window - Titi has put the amazing Grenade in Tank script together - can someone come up with a 'Grenade-in-Window' script? You'd need to approach the window, and be near enough for the script to trigger (have a grenade), and 'click' you've rattled a 'nade into a filled room of enemy!
  5. foxsch

    British Para Beret

    Can the Armaholic download be updated with this? ~ the UI Load Out would be cool too : -) Looks Great
  6. Hi Das could be, but I am reluctant to proffer up any criticism for the scripts. They are very widely used without any problems I use them myself for map object buildings, and in a lot of cases with editor placed buildings they do work a treat. I hope this isn't confusing you. I don't really have a problem with patrolling scripts and editor-placed buildings, although that is a small part of it, more placement and response during a mission. Units walking one way through editor placed walls or out through windows that type of in mission behaviour. I haven't had a chance to test with ARMA III's editor yet, but when you say 'spawn' a building, do you mean literally ingame or adding a building with the editor? My problem is generally related to having units placed in exact places for a Mission. Have you got AI to move into editor placed buildings using just waypoints? I realise I can 'hold' a unit in place once he has been placed in an exact position, but using the 2D Editor, that placement, without map object advantages, like the option that comes up from placing a waypoint on a map object building, is pretty tricky. Maybe to tighten my query, having editor placed buildings that do incorporate a number of 'house positions' which will be picked up by waypoints would be a huge bonus. If I knew anything about modelling for the game I'm sure I could adjust what it is I am trying to point out much easier, I don't but it seems logical that AI are responding to map objects in a far more definitive and built-in manner than they do to objects placed by mission makers in the editor?
  7. Hi, Since making missions in ARMA II and OA there has been one thing which has continually caused me problems, and that has been the inability of placed units to respond to (2D) editor placed buildings in the way they would do to Map objects, specifically buildings. I am not sure if this is the same with the 3D editor as I never use it, but any pointers as to any differences between using the 2D or the 3D editor once the building has been placed would be welcome info but probably wouldn't answer my question. This crops up frequently when using a lot of the different patrol scripts available (for ARMA II & OA), and also getting units to recognise the higher areas of buildings, and their ability to move around inside the buildings safely. Has this been addressed in ARMA III? I am thinking along the lines of a module a Mission editor can place onto an Island that would transform all of his editor placed objects into a format that placed units would recognise and respond to as though they were map objects. Here is one post/thread where this is cropping up already : Forum
  8. foxsch

    houseEffects

    If it helps anybody at all - I've begun to use the TPW Houselights script in missions - it doesn't drag too much in missions, as explained it might in the readme, but I guess if the lights are that important you could use the @addon version. It isn't possible to attach light sources to particular houses or points in houses, but I've found the effects are excellent and enough 'empty' buildings will have some light.
  9. I am not completely sure but isn't say3D the correct and current call? :- A lip-sync/user-made conversation demonstration mission would be useful yes
  10. Hi, I've been trying to use the script with the Iron Front for Arma conversion tool. If anybody could help out with this I'd be most appreciated. Basically, the tool creates the Iron Front Factions as a mod for ARMA - includes the map's too, it is very cool. Using the Revive script, I have added the 'LIB_US_ARMY' faction, included with the expansion DLC of the conversion to the "can and can be revived" lines but nobody is coming to revive and there are no 'potential revivers available'. My friendly sides - 'RESISTANCE' and enemy sides - 'WEST' all seem to be correct and I have tried all of the factions/unit classnames in the list - nothing. The drop down of my playable team is working great; I can camera with them while I lay after getting 'killed', and the respawn is fine, after the timer wherever I choose that doesn't have enemy units nearby. But after many hours of trying as many different things I can think of still no revivers. Maybe the script is not recognising the 'LIB_US_ARMY' faction for some reason? If anybody else has the run the conversion tool and can replicate a test mission with the DLC Faction and Revive that would be excellent - I may be wrong but I am almost 100% I have everything else in place - game logic 'server', description .hpp entries, correct parramsarray for revive count and all the relevant needed markers - here is the appropriate part of my revive_init: with lines highlighted in red - would be great if somebody could point out where it is going wrong - maybe many missions ahead will depend on it! // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 0; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 0; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _ACE_mod = 0; //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality // ================================================================== // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [r1,r2,r3,r4,r5,r6,r7,r8]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 60; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [0, [""]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 0; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 3; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Base"; //array no.13 - spawn position names _Base_2 = "StLaurent"; //array no.14 _Base_3 = "Ruin"; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [0,0,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with weapons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 0; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "Insertion"; //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = [color="#FF0000"]["LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic","LIB_US_pilot","LIB_US_tank_crew","LIB_US_tank_sergeant","LIB_US_tank_second_lieutenant"][/color]; //array no.18 _can_revive_2 = "civilian"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = [color="#FF0000"]["LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic","LIB_US_pilot","LIB_US_tank_crew","LIB_US_tank_sergeant","LIB_US_tank_second_lieutenant"][/color]; //array no.20 _can_be_revived_2 = "civilian"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "[color="#FF0000"]LIB_US_medic[/color]"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 0; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 7; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 5; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 7; //array no.85 - Bandages stop bleeding _unit_bandages = 3; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = [color="#FF0000"]"WEST"[/color]; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = [color="#FF0000"]"RESISTANCE"[/color]; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = [color="#FF0000"]"RESISTANCE"[/color]; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 120; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 1; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 5; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.03; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.98; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 1; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 1; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 1; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 1; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ==================================================================
  11. Exact same problem - now fixed :) back to editing the missions - brilliant mod - thx again CSA38 team!
  12. Smart move ~ thanks for the tips but I'm not sure how I would be able to add a new custom head entry?
  13. Hi, I searched but could not come up with any solvers - not urgent, but I'd like to be able to add faces to units (I am familiar with the description.ext method of adding cfg identities to units) that reflect spending some time in icy weather - frosted beards, ice eyelashes, frosty spectacles and so forth. I checked the available cfg lists for faces and couldn't find any references of this being available. I doubt I'd be comfortable with prising open a BIS .pbo to modify some of the faces available, but thinking about it, I'd imagine that it would not pose too many problems artistically, but might be a bit tricky technically. Anyway - anybody got any ideas? Cheers - Foxsch : -)
  14. Hi, I am putting a Mission together that requires playable units being able to take a photograph, the object to be photographed is a Map on a Wall. What I would like to happen would be to be able to add an Action to the object, so the 'Take Photo' hint is within the scroll-wheel menu when you approach the object, and to be able to add effects, such as the sound of a camera click, and a few seconds visual stasis, with a visual effect (such as sepia). I could add these effects into a trigger, which could take effect if the addAction is clicked, but I do not have, and can not find, a script that add's a 'take photo' action (with or without any effects), to an object. There are a lot of camera and record event scripts available, but searching through no 'take-photo' 'camera' effect scripts. Can anybody help?
  15. I was hoping to test it too, rather than use the Convoy Creator, but the link is still broken.
  16. Is there any way of using this script without, or exacting the random direction? 15 metres from the centre of the marker is not a prob, but this distance in any random direction is difficult to implement. I need a teleport to a more-or-less exact spot, otherwise rocks and buildings are going to kill my player.. If I used: // Get a 'random'(?) direction _dir = 359; would the script still run?
  17. foxsch

    I44 Domination 2 Chenarus

    That's an excellent resource. It will save scanning through a number of other websites to pinpoint which are the new I44/HIP/IF missions, particularly as they do seem in the minority generally ~
  18. foxsch

    I44 Domination 2 Chenarus

    Cheers Gunter ~ not seen that site before : -)
  19. foxsch

    I44 Domination 2 Chenarus

    I have now got a GIT script working in (most) of the missions I need it in (post above), but with an updated 144 Domination now on the circuit, it is a good time to fix my original and ,hopefully the latest version as I do. Not sure what has been causing it; I have been running the Mission with @I44;@CBA;CBA_OA;@CBA_A2 and just lately @ASR_AI, but my player spawns with an M16A4, and the Ammo Boxes at the spawn are also from the modern-era; if I make any changes to the default selection of the lobby parameters???! Anybody got any Ideas?
  20. That's why I've been reading this thread ... .....
  21. That works absolutely perfectly PlacidPaul ~ Thank you :cool:
  22. Heya ~ I couldn't get this to work ~ and I couldn't spot the error. What was the more complex issue version? Something on the line : _light doWatch (getMarkerPos _marker); ??
  23. foxsch

    Side Chat

    How about setting a SideChat, so that only specified units get to see the TEXT-How is that possible?
  24. @sxp2high ~ Broken Link : -(
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