total
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Everything posted by total
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Advanced view distance script/addon?
total replied to total's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thank you!! :D -
Do I need that file the mission folder, or will the script find the file with the addon active?
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Thanks, will try this out. Where can I find \task_force_radio\functions\common.sqf?
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XMedSys - Improved Medical System for A3
total replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does XMedSys and AGM work together? What about the medic part in both addons. -
2) Is there any script that work correctly and gives every squad or all players on one side the same radio freq? 2.1) 40-50% gets the same freqs at mission start. 3) Does anyone have a working loadout script with Long Range radio?
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First, thank you for helping me with the TFR-radio spawn problem. After Adding a Quotation mark in the end of the command line it worked perfectly. Strange problem. Problem 2) I just tried Zealots freq. Script on my Zeus mission: http://pastebin.com/x4fUrvjM Added [] execVM "zlt_gen_freqs.sqf"; in my mission init.sqf and added zlt_gen_freqs.sqf in my mission folder. But it is still random freqs. Problem 2.1) Both Long Range and personal radio have different freqs. Even with tf_same_sw_frequencies_for_side and tf_same_lr_frequencies_for_side set to true in the mission init.sqf. Problem 3) I added this addBackpack "tf_rt1523g"; in the unit init of all units that should have Long Range radio, after I added tf_no_auto_long_range_radio = true; in the init.sqf, but no units spawn with Long Range radio. What is the correct way to do it?
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I've had a Arma 3 break, and now I've finally got time to play again. The first thing I noticed was that my character wasn't able to run a few hundred meters before he stopped completely because of he was exhausted. Even in downhill, everything goes extremely slowly. This is highly trained soldiers and they manage to push themselves hard, not halt. Even I with full equipment manages to jog 10x longer than what the characters in Arma 3 does. So, Bohemia Interactive, please tell me why you have made it worse than it was before. Many of those I played with before, stopped playing Arma 3 because of this. This needs to be fixed ASAP!
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Good day/evening, I have tried a while to get Task Force Radio to work on our Zeus server. The problem is that none of my playable units receive their personal TF radio after the standard radio (ItemRadio) disappears. Long Range radio in vehicles works fine! If I host a in-game-server on my machine, everything works perfectly! The messages I get on my dedicated server: - "Waiting on Unique Radio from Server" - "No Task Force Radio deployed on Server" RPT LOG: http://pastebin.com/xsxzQ9xm Now I need some help to find out what could be the problem: 1. I use TFR v.0.9.7 2. List of mods: -mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf3;@rhs_usf3;@norwegian_units;@Ares;@ASR_AI3;@CPM;@task_force_radio 3. Userconfig folder is located in Arma 3 root folder on the server and looks like this: // ================================================= // Server side only // ================================================= tf_no_auto_long_range_radio = 0; TF_give_personal_radio_to_regular_soldier = 1; TF_give_microdagr_to_soldier = 1; tf_same_sw_frequencies_for_side = 0; tf_same_lr_frequencies_for_side = 0; tf_same_dd_frequencies_for_side = 0; // ================================================= // END: Server side only // ================================================= // Client side // ================================================= tf_default_radioVolume = 8; // ================================================= // END: Client side // ================================================= 4. I have tried to spawn the radio directly on units with AddItem and a unique number (_xxx) after the tf radio classname without any help. 5. Zeus has the ability to get players to spawn with a Long Range Radio, but that's not the way I want it. Does anyone have any tips on what might be wrong? I really love TFR and want to use it on my Zeus/coop server.
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Can moderator move this thread to the right place, please? :) All addons works, but have fixed the command line anyway. Thanks :) Task Force Radio works, but does not give out personal radio at playerspawn. Have seen there are several who have asked something similar in the TFR-THREAD without getting any answers. ---------- Post added at 16:04 ---------- Previous post was at 15:54 ---------- RPT LOG:http://pastebin.com/xsxzQ9xm
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Good day/evening, I have tried a while to get Task Force Radio to work on our Zeus server. The problem is that none of my playable units receive their personal TF radio after the standard radio (ItemRadio) disappears. Long Range radio in vehicles works fine! If I host a in-game-server on my machine, everything works perfectly! The messages I get on my dedicated server: - "Waiting on Unique Radio from Server" - "No Task Force Radio deployed on Server" Now I need some help to find out what could be the problem: 1. I use TFR v.0.9.7 2. List of mods: -mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf3;@rhs_usf3;@norwegian_units";@Ares;@ASR_AI3;@CPM;@task_force_radio 3. Userconfig folder is located in Arma 3 root folder on the server and looks like this: // ================================================= // Server side only // ================================================= tf_no_auto_long_range_radio = 0; TF_give_personal_radio_to_regular_soldier = 1; TF_give_microdagr_to_soldier = 1; tf_same_sw_frequencies_for_side = 0; tf_same_lr_frequencies_for_side = 0; tf_same_dd_frequencies_for_side = 0; // ================================================= // END: Server side only // ================================================= // Client side // ================================================= tf_default_radioVolume = 8; // ================================================= // END: Client side // ================================================= 4. I have tried to spawn the radio directly on units with AddItem and a unique number (_xxx) after the tf radio classname without any help. 5. Zeus has the ability to get players to spawn with a Long Range Radio, but that's not the way I want it. Does anyone have any tips on what might be wrong?
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The Stamina/Fatigue system needs to be fixed now!
total replied to total's topic in ARMA 3 - GENERAL
Hehehe :D If I sprint with the same speed that somehow is 14 km/h in-game, I'm able to run at least as far, hehe. You have probably tried to run on a treadmill (14-16km/h)? Speed ​​should be turned up a notch in-game and add some sprinting effects. 1x Rifle: 4kg 6x Magasines: 5kg 5x 40mm HE Grenade: 1,1kg 2x RGO Grenades: 1kg 3x Chemlights: 0,3 kg 1x GPS, Radio, Compass and Watch: 4-5kg 1xUniform, NVG, bag and stuff: 6kg Total: 22,4kg I can promise you that I manage to sprint 1 km with this weight (25-30kg) without getting pegs or be so out of breath that I must go for 5 minutes before I could run again. I agree that no soldier would do this, but as a game the player should be able to choose if he want to run or being able to shoot ^^ -
The Stamina/Fatigue system needs to be fixed now!
total replied to total's topic in ARMA 3 - GENERAL
I know this is a game, but they try to get it as close to reality as they manage? I miss the opportunity to push my character to jog further when he is out of stamina. I have misinterpreted the system. Sprinting in 14 km/h feels like jogging in 7 km/h. I think sprinting should get a little more dramatic shake effect and give the player a real feeling that you are sprinting in 14 km/h, but it's probably just me ;) And I agree that no one can bear full sprinting several miles without an extremely high level of adrenaline. So I apologize for making this thread so aggressive. ---------- Post added at 11:35 ---------- Previous post was at 11:29 ---------- ...and everyone can manage to run down a steep hill even if they are exhausted, in real life. But not in Arma. -
The Stamina/Fatigue system needs to be fixed now!
total replied to total's topic in ARMA 3 - GENERAL
My Equipment: 1x Rifle 2x First Aid Kit 5x 40mm HE Grenade (230Grams each) 1x Map 1x GPS 1x Radio 1x Compass 1x Watch 3x Chemlight 2x RGO Grenades With this I can run 300 meters and then be forced to go slowly. This is not much equipment and the character should be able to run at least twice as far. This "Top trained" character puff and blow like a guy with COPD after a few hundred meters. I think this just looks stupid. I suggest you try to fill up a sack you barely manage to raise and try to see how far you can run. I will promise you that you're able to run longer than characters in Arma 3. -
Hi, I don't have space to add all the addons in the Target line on my headless client. Is there another way to get my headless client to run all the addons? Best regards, [aCe]Total
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respawnTemplate and Revive script conflict
total posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good evening, I'm creating a COOP mission and I can't get the revive script to work because of the respawn menu pops up before the revive countdown starts. I can't even get the message: "You are dead" from the A3 wounding System. Only the respawn menu. I use A3 wounding System (ais_injury) by Psycho. In the description.ext, I use: - and the Revive script I use can you find with the link above. respawn = 3; respawndelay = 10; respawnVehicleDelay = 15; respawnDialog = true; respawnTemplatesWest[] = {"MenuPosition"}; joinUnassigned = 0; Could one clever guy look at the script by Psycho, and see if it is possible to get the Respawn menu to only show up when pressing the respawn button, the countdown is finished and the player is dead or pressing suicide. I would be eternally grateful if this was possible. :icon_hug: Happy Easter to you all! best regards, Total -
respawnTemplate and Revive script conflict
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Too hard for me, I think! :) I hope the next patch is not far away! -
revive A3 Wounding System (AIS by Psycho)
total replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the script Psycho, I really love the wounding system! I have some things I want to mention: 1) It looks like 100% revive chance guaranty doesn't work perfectly. I assume that with this active, whatever damage you get you can be revived? (I can blow myself with a grenade and die immediately.) 2) I want the ability to activate so that everybody (NON-MEDIC) with a firstaid or Medikit can revive 50% of the damage or pressing the wounds. If the player doesn't get healed by a medic in an optional time, the player will bleed to death / becoming unconscious with a 50/50 chance. Keep up the good work! I hope you will continue to improve the system.- 914 replies
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respawnTemplate and Revive script conflict
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply! But isn't possible to force MenuPosition to only run after deadcam is finished? -
respawnTemplate and Revive script conflict
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe I need to remove respawnTemplatesWest[] = {"MenuPosition"}; from the description.ext and add it in the init file for the revive script? init_ais.sqf: if (tcb_ais_dead_dialog == 1) then { if (isNil "respawndelay") then { _num = getNumber (missionConfigFile/"respawndelay"); if (_num != 0) then { missionNamespace setVariable ["tcb_ais_respawndelay", _num]; }; } else { missionNamespace setVariable ["tcb_ais_respawndelay", 999]; }; tcb_ais_killcam_quotes = [ [(localize "STR_QUOTE_1"),(localize "STR_AUTHOR_1")], [(localize "STR_QUOTE_2"),(localize "STR_AUTHOR_2")], [(localize "STR_QUOTE_3"),(localize "STR_AUTHOR_3")], [(localize "STR_QUOTE_4"),(localize "STR_AUTHOR_4")], ]; if (_unit == player) then { _unit AddEventHandler ["killed",{_this spawn tcb_fnc_deadcam}]; }; }; Like: if (_unit == player) then { _unit AddEventHandler ["killed",{_this spawn tcb_fnc_deadcam}]; sleep 1; _unit RUN RESPAWNTEMPLATE AFTER DEADCAM; }; or maybe something with: waitUntil{!(isNil "tcb_fnc_deadcam")}; sleep 1; respawnTemplatesWest[] = {"MenuPosition"}; Is there anyone who can help me? I'm out of ideas! :P -
I posted in the wrong thread, but I hope I get help :) This script doesn't work anymore. This script sends an hint message "locked" once I spawn and when I go to the helicopter, I just get the Inventory. The pilot I tried with are named pilot1. My goal is that only heli pilots can fly helicopters ect. Can anyone help me fix it? Heli init: nul = [this,20,[pilot1,pilot2,pilot3,pilot4]] execVM "helikey.sqf"; helikey.sqf private ["_veh","_rad","_arr","_i","_near","_dude"]; _veh = _this select 0; _rad = _this select 1; _arr = _this select 2; _veh lock true; hint "locked"; while {alive _veh} do { _near = nearestobjects [_veh,["Man"],_rad]; if (count _near >= 1) then { for [{_i=0},{_i<count _arr},{_i=_i+1}] do { _dude = _arr select _i; if (_dude in _near) then { if (locked _veh) then { _veh lock false; hint "unlocked"; }; }; sleep 0.01; }; } else { if ((not locked _veh) and (count crew _veh)==0) then { _veh lock true; hint "locked"; }; }; sleep 1; };
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I don't get any cargoscope/cam. Anything special I need to do? EDIT: Nvm :)
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ALiVE - Advanced Light Infantry Virtual Environment
total replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does ALiVE have Headless client support? -
Keep up the good work! :) Looking forward to test this!
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How to make my HC run all addons
total replied to total's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thank you, DarkWanderer. I found a way to do it: 1) In the target line, add: "-par=Path_to_textfile" 2) In the text file, add: -mod="Path_to_mod";Path_to_mod";Path_to_mod";Path_to_mod";Path_to_mod" -
How to make my HC run all addons
total replied to total's topic in ARMA 3 - SERVERS & ADMINISTRATION
All content in the same folders? No conflicts? Do I have to do the same on the server? -mod=@onefolder;