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Sc0rc3d

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Everything posted by Sc0rc3d

  1. Hi Guys, in my actual "Night-Mission" i wannt to set on every playable Blue-Unit an Chemlight on his Shoulder. So far it works pretty well but its not working complettly... I Hope you have some good Ideas to let me fix it that i can use it and for sure you too. :D What i wannt is that the Group Leader has an AddAction to setup on every Unit of his group an Chemlight on her Sholders and deactivated if he wannt. The way it acctualy works is i give every Unit the Option (per Init line) to Activate/Deactivate it. It works in Multiplayer so far pretty well. Init Line of the Unit: ir = this addAction["<t color='#31B404'>Chemlights ON</t>", "chem_on.sqf",[],3,false,false,"","player == _target"]; chem_on.sqf // Chemlight on Soldiers v0.1 by Sc0rc3d _target = _this select 0; _caller = _this select 1; _id = _this select 2; _caller removeAction ir; lgt_array = []; { if (side _x == West) then { lgt = "Chemlight_red" createVehicle [0,0,0]; lgt attachTo [player, [0,-0.03,0.07], "LeftShoulder"]; lgt_array = lgt_array + [lgt]; }; } foreach allunits; ir2 = _target addAction["<t color='#B40404'>Chemlights OFF</t>", "chem_off.sqf",[],3,false,false,"","player == _target"]; chem_off.sqf // Chemlight on Soldiers v0.1 by Sc0rc3d _target = _this select 0; _caller = _this select 1; _id = _this select 2; _caller removeAction ir2; {deletevehicle _x;}foreach lgt_array; ir = _target addAction["<t color='#31B404'>Chemlights ON</t>", "chem_on.sqf",[],3,false,false,"","player == _target"]; Demo Mission: http://www.mediafire.com/?c3fwha7qqc9adr0 I actually workin on it to get it workin smooth with more functions. :) so far... Sc0rc3d
  2. Sc0rc3d

    Jurassic Arma - Raptor Pack

    Just my 2 cents. :) @McRuppert: Link to makearmanotwar in the Video Description! :)
  3. Sc0rc3d

    KGB Camo Faces

    Nice Cartman! :)
  4. Sc0rc3d

    UPSMON Updated to ArmaIII

    Hi Guys, are there any "AI-Mods" AI-improvement Addons how work good with Upsmon like TPWCAS in Arma3? Cheers Sc0rc3d
  5. Hi Guys, i made an Intro Video in Sony Vegas (mp4). The quality is great but if i code it to ogv (what i need to play it in Arma (right?)) the quality is getting worse. Is it possible to Render it in ogv in around 1080p? If so with which settings and Tool? And i have a question about the AI. I'm not sure what mod or Scripts is it worth actualy. Does UPSMON a good job or i need an additional Mod/Script that the AI don't kills with one shot and act a bit more natural? Thanks for your help. :) Cheers Sc0rc3d
  6. Hello people I wanted to ask which of these modules will work in multiplayer? Or pulling it too far down the performance? Are there good settings?
  7. Sc0rc3d

    Arma3 Videos

    Gmwo's MechWarriors aka (Wanderpanzer) :D cheers Sc0rc3d
  8. @gmwo Your Mod is Great! Here my 2 cents to it. :) cheers Sc0rc3d
  9. Sc0rc3d

    Zeus Discussion (dev branch)

    @gonza I already viewed this video but this is Singleplayer only. In Singleplayer i get it working too like the guy in the Video. Meanwile i get it working that the Zeus UI is showing in Multiplayer but i actual only can place Bluefor Units....
  10. Sc0rc3d

    Zeus Discussion (dev branch)

    Hi Folks, Zeus is great to play with in Singleplayer. But i wannt to make a Mulitplayer Match (and not use the zgm 16+2 master altis (nato)) Missions. But what Modules i need to place? I find it a bit pity that there is no Multiplayer-Editor-Example. And why is the mission files (zgm 16+2 master altis) not found to reverse eng.? Maybee some smart guy has figured it out. :) Cheers Sc0rc3d
  11. Is it possible to define zones where is no 'module' active? I had a strange problem in my MP-Missions that sometimes triggers be activated without any human player nearby.
  12. Sc0rc3d

    =BTC= Revive

    Thanks a lot =KCT=BlackMamba :)
  13. Sc0rc3d

    =BTC= Revive

    Iam not sure what i did wrong. I wannt no respawn just a black screen and only revive with medipack/first aid kit like "ACE2". But there is no blacksreen and respawn works -.- Maybee someone can see my isue? :) ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_r_new_system = 0; //WIP - set 1 to activate it BTC_r_wait_for_revive = 0;//If BTC_r_new_system set to 1 you can choose if you want or not a revive time available after death (Similar to wounding system in ACE) BTC_r_action = 0;//[NOT IMPLEMENTED] - 0 if you don't want the healing animation (ACE style), 1 if you want the animations (You can't stop the animation) BTC_r_med_fa = 1;//0 for only first aid kit, 1 if you don't have a medikit you need a first aid kit, 2 only medikit BTC_r_cpr_time = 60; BTC_r_trans_ratio = 100; BTC_revive_time_min = 5; BTC_revive_time_max = 800; BTC_who_can_revive = ["Man"]; BTC_loop_check = 0; BTC_disable_respawn = 1; BTC_respawn_gear = 1; BTC_active_lifes = 1; BTC_lifes = 20; BTC_spectating = 0;//0 = disable; 1 = units group; 2 = side units; 3 = all units BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = High; 3 = free BTC_s_mode_view = ["First person","Behind the back","High","Free"]; BTC_black_screen = 1;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_camera_unc = 1; BTC_camera_unc_type = ["Behind the back","High","Free"]; BTC_respawn_time = 0; BTC_active_mobile = 0;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 0;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_3d_can_see = ["Man"]; BTC_3d_distance = 30; BTC_3d_icon_size = 0.5; BTC_3d_icon_color = [1,0,0,1]; BTC_dlg_on_respawn = 1;//1 = Mobile only - 2 Leader group and mobile - 3 = Units group and mobile - 4 = All side units and mobile BTC_objects_actions_west = []; BTC_objects_actions_east = []; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [];//Editable - define mobile west BTC_vehs_mobile_east = [];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent BTC_vehs_mobile_civ = [];//Editable - define mobile civilian };
  14. That means in the init.sqf i change enableSaving [false,false]; in enableSaving true,true]; and in the description.ext i change disabledAI=1; in disabledAI=0;? :)
  15. Hi Guys, i work on a mission in the resistance Faction should pursue a group of players in Coop (Ded-Multiplayer). First of all i set in the Advanced Intel in the Mission-Editor the Independant friedly to Opfor then i placed three Ind. Soldiers and give them weapons and other stuff and a car (Civilian Offroad-Truck). Group leaders name: 'spotter1'. The Group leader has two Waypoint the first is a "move" (Fire at will, speed: full, Carless) for a trigger to call them on an event i have chosen. (works great) The second Waypoint is a "get in" into the Civ car with an '_chase = this execVM "chase.sqf";' (works great to) chase.sqf [] spawn { while {alive spotter} do { spotter move getpos s1; hint "GPS Update"; sleep (random 240); }; }; My problem is that the nice Ind. Soldiers go to my position but they don't shot at me at all. :butbut: Maybee i need some more tricky stuff for that. Hope some one can help me out. :D And I have one more Question if I may... I know it from Arma2 there we use on our 'Muliplayer Missions' an Addon/Script(?) that if somebody has a Disconnect and he comes back he is back on his old position with his equip where he has the disconect. Is something like that 'easy' possible for Arma 3 too? cheers Sc0rc3d
  16. works great thanks. sometimes it's easier than you thought. :) Now the only question remains regarding the disconnects. Complex does not sound impossible. :D
  17. Hi Gekkibi and thanks for your answer. :) 1) Yes the human players are the bluefor they attack the opfor and the resistance is the third party in this case the police and they should attack bluefor. 2) No after this two waypoints is nothing just the "_chase = this execVM "chase.sqf" in the second waypoint (get in). Ahh ok Careless means in that case they they should not attack i think thats my fault. :( thanks that. ;)
  18. So okay -.- But now I'm just as smart as at the beginning i think. :D
  19. I do not quite understand what has changed the alpha/beta runs perfectly and now ACRE mistake after mistake that makes it impossible to play an atmospheric Arma 3 mission. I got every ~60 seconds the Line 11 Error... :(
  20. Hi Guys, i build a few Missions for Arma III all works great so far the only problem seems to be the Skill of the AI. In all my Missions i set in the Editor the AI Skill slider to Max right (In the Mission.sqm its like skill=0.2) in the Most Mission it works great but in the last Time the AI is like a Terminator. One Example: An AI is ~50Meters in Front of me with his back in my direction. If i Fire a Shot in his direction he immediately turns around and i get a headshot thats all in ~2sec. I tryed it many times with mostly the same result. I also tryed the TPWCAS - TPWC AI Suppression System A3 but with the same strange result. I also tryed to set the AI Skill in the init.sqf like: { _x setSkill ["aimingspeed", 0.1]; _x setSkill ["spotdistance", 0.1]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.5]; } forEach allUnits; any Ideas to solve this thing? greetings Sc0rc3d
  21. Sc0rc3d

    Scorch's Inventory Items

    Thanks a lot Scorch your Great!
  22. Sc0rc3d

    Scorch's Inventory Items

    Hi Scorch, at first this is an awsome work you have done! But can you please add two items more? :D I need a passport and a suitcase. It would be great if you can add these items. cheers Sc0rc3d
  23. Hi Guys, in my actual Mission i wannt an Halo Insertion for the beginning of my Mission. I scriptet it that the UH80 is flying to a position over the Water (under the surface are two SVD's in -12meter). So my problem is sometimes the heli crashes into the Water. The heli has three waypoints: fist: - MOVE - Speed: Full - CARELESS - Never fire Init field: shooper1 flyInHeight 30; second: - MOVE - Speed: Normal - Stealth (to put out the Lights i hope) - Never fire Init field: shooper1 flyInHeight 20; third: - UNLOAD Transport - Speed: Limited - Stealth - Never fire Init field: shooper1 flyInHeight 3; here is a script which opens the doors of the Heli; Often all works fine but sometimes the heli crashes into the water and thats very bad. :D I hope some of you have any smart ideas to do it a beter way. cheers Sc0rc3d
  24. Sc0rc3d

    =BTC= Revive

    Hi there, thanks for the great script. Andy thanks for this awesome job, so far everything working good but i have one question/problem. In my missions i use "Standart" Units but give them special clothes (Uniform, Vest, Backpack etc.) My problem ist that everytime i respawn my clothes is the Standard Uniform and sometimes the weapons be gone. cheers Sc0rc3d
  25. Hi Guys, at first this is a great Mod and you do your work very well! But i wannt for a MP mission just the An-14, Soviet transport plane. Is it possible to just use the sfp_an14.pbo File without to take the Full mod? I tryed it with just the sfp_an14.pbo and it gives me some errors. cheers Sc0rc3d
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