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sproyd

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Everything posted by sproyd

  1. Okay it worked the second time. Thanks mate.
  2. Can anyone add a satchel charge to their units? I've tried addMagazines and addWeapon scripts but it doesn't work. I've tried a few different explosives... http://browser.six-projects.net/cfg_ammo/classlist?version=67 incl SatchelCharge_Remote_Ammo ... are these item actually in the Alpha yet?
  3. Thanks mate - I think this works (although by the time I finished the mission I was the only one left so can't tell!).
  4. I'd really appreciate some help on a tricky trigger I am trying to implement - I really don't know where to start. There are four BLUFOR units - 3 in a group on the ground (with me as leader) and 1 non-playable unit driving a boat. I have created a trigger sync'd to a waypoint. The waypoint is for the driver of the boat near the shore so he comes in to pick us up. I only want the trigger to activate once all of the group is in the boat (3 or less if some players are dead). Obviously once this occurs the waypoint will be completed and the driver will drive off to the next waypoint offshore. It seems simple but not sure how to achieve. I would appreciate any help. Thanks.
  5. Hm that worked - but I couldn't use it. It was on my character but there was no selection available either via scroll wheel, F or ctrl+G. Also the other explosive types on my link above don't seem to add to character - I get an error.
  6. Thanks guys. @Messiah - appreciate the help but that's not really what I'm looking for. The group are going to get to the load point 5 minutes before the boat and I don't want a 'get in' waypoint sitting there in empty water causing confusion as to whether the mission has bugged. @GRS - this is exactly what I was looking for. One problem - the group all start the mission in the boat, therefore triggering at the start of the mission. Is there a command I can use so that the trigger is only able to be activated until certain criteria have been met?
  7. So I'm spawning 3 divers but the default diver gun sucks - it has no sights and I'm pretty sure the default UW ammo is glitched and doesn't damage anything (it looks like it falls out of the barrel!!). I don't need my divers to shoot underwater so I have two questions - one of which is editor related 1) The new 6.5mm caseless default BLUFOR guns - from a reality point of view do you guys think these would work above water after being submerged for say 10 minutes in salt water at depths of up to say 20m? My thoughts are yes - given these are standard NATO BLUFOR issue they would have gone through a rigorous RFP process. I suspect of course that a gun immersed in salt water would need to be rinsed within the day but I'm talking about immediate use for say a 30 min op. Open to thoughts of course. Same goes for the ammo. 2) How do I spawn the divers with these guns/attachments/ammo? I take it I use the init code box for each unit but what's the code to add guns and ammo?
  8. Thanks pedwards3x. However, I think the easiest way is to use the init field in the editor. My init text that worked (and you can copy, paste this regardless of unit name). this moveincargo boat; removeAllWeapons this; pack = unitBackpack this; this addMagazines ["30Rnd_65x39_caseless_mag",7]; this addMagazines ["16Rnd_9x21_Mag",3]; this addWeapon "arifle_MXC_ACO_flash_grip_mzls_F"; this addWeapon "hgun_P07_snds_F"; pack addItemCargo ["NVGoggles",1]; pack addItemCargo ["acc_pointer_IR",1]; What this does (in order) - moves the unit to start in the boat, removes all weapons, create a variable called pack which is the unit's backpack. Add some 6.5mm and 9mm mags to the player (not the player's pack), then add a primary and sidearm (I found if you add these before you add ammo they won't be loaded with ammo by default), add NVGs and an IR pointer attachment into the backpack for when it becomes night. Good Luck have fun.
  9. No you can put in standard 5.56 and it works above water. I don't think the underwater rounds work above ground though. Edit: Sorry misread your post
  10. I'm a noob too - but an idea, if you don't want to do set damage - just create an empty helicopter - set the fuel to zero, elevation to 100m or something and it will drop from the sky and become a wreck. With the new PhysX and Weather it might even end up in a different place each time.
  11. Arma 3 is the medicine the industry needs. It has been very sick for quite a while.
  12. I'm not new to Arma but I'm new to editing so I'm sure there is a simple answer to this; How do I make it so that units are not stationary upon mission load? Like, I want a rescue boat to be going at full speed (with the player as passenger) as soon as the mission starts - rather than having the AI driver start up the engine and go to a waypoint. Also (another basic question I'm sure), how do I make the player a passenger in a vehicle upon load? Thanks team
  13. Thanks for your no nonsense answer. I know some of this stuff is basic and we all appreciate the experienced guys helping the influx of editor noobs.
  14. Thanks for the ideas. Unfortunately I can't take this approach because I want the guy to restart the engine and drive off once we leave the area (and of course he'd still be in the trigger zone). Anyway, I got it to "work" finally, I think the problem was that the driver of the boat was the boat itself (one unit) - I fixed it by creating an empty boat and placing a unit as driver (which also had the effect of letting me choose him as a diver). However, the EngineOn command just makes him go idle and I want him to cut the engine so I guess at this stages its not working.
  15. Well I saw this thread after I'd found the vids on YouTube and i must say these are probably the best mission editor tutorials I've seen for Arma 2/3. However, I would really like you to go into more detail around triggers and syncing because although your friends all know when to call off a mission I'd like to make an exclusively single player mission that ends when certain conditions are met. If you could make some more videos in this regard it would be greatly appreciated!!!
  16. So I'm building a mission in the NE around the lighthouse. Its going to be a boat insertion in order to kill all OPFOR around the lighthouse. I have made a helo patrol the lighthouse perimeter at c 50m. However, even in the pitch of night the AI helo spots my low profile non-lighted inflatable at over 1km away, turns off its lights and goes in for the kill with missiles. How do I stop this? Ive tried turning down the helo skill but? Second question - without making the helo's waypoints safe, how do I (a) turn on the collision lights and (b) turn on the spotlight. Thanks guys and appreciate you exprienced editors tolerating all the influx of editor noobs like me (although I have played all A2 + DLC) ---------- Post added at 17:35 ---------- Previous post was at 15:45 ---------- Okay I just set it to NEVER FIRE. I guess that works....
  17. Can someone please upload a large Stratis map image? Just a high resolution screen dump from the editor is perfect, showing topographical lines, and structures. Ideally this would be stitched together to create a higher than screen resolution image, if you are handy with Photoshop. I'll update OP with the link. I'm currently at work, but think it would be handy to have a printable colour template for mission planning that we can draw on. Especially given how quick we have all finished the showcase missions. Many thanks guys!
  18. Did it myself - printable copy for drawing and planning missions. Satellite imagery so does not include Arma-verse structures outside of the air base that I tacked on. http://s23.postimage.org/vu45yvp8r/Stratis_Satellite_Map.jpg (573 kB)
  19. "I didnt' see a shark" well IRL you won't either - it's quite rare unless you know where to look
  20. sproyd

    ArmA 3 is a Beacon of Light

    Bohemia, don't change, I Love You.
  21. Its okay to go deep (how do you think Navy Divers and Industrial Diver do what they do) but you need to know what to do (i.e. Nitrox) and you need to surface slowly to allow the Nitrogen in your body to safely dissipat and prevent it bubbling into your blood ;) And we are talking 30 - 80m as deep. Most dives would be less than 30m I would say
  22. sproyd

    Arma 3 first impressions

    First Impressions: This sh*t is incredible. - The performance - excellent, far better than A2 on my i7/650M laptop. The most surprising. - The graphics - excellent, the textures are great, and the graphics options implementation is great too. The auto-detect wasn't right though - I upped the settings but turned off post-processing and MSAA. FXAA and SMAA options are great. - The AI - pretty good. Definitely an improvement on A2 and the spotting is much better - you can reliably flank them but they will spot you if you come straight on. - The controls - still working out the stance adjustments but love how G is now grenade (rather than cycling with F) and I love the ctrl+RMB to swith between collimator and zoomed sight. Guns are way smoother. - The view distance - this seems really great without much 'haze'. There is still low texture quality at long ranges (text on V High) but what can you do when you have so much in sight at one time. - The voices - much more realistic although the US accent is extremely annoying and stereotypified. - The missions - markers are almost invisible at times which is difficult. Hard to comment further at this early stage. Best missions are the vehicle one (for the infiltration part) and the diving one. - The sound - similar to JSRS but not as echo-ey which is probably good given that most of the time you aren't in a valley. The dynamic range is much improved over A2 stock and with my 7.1 virtual sound card (asus xonar u3) I could pinpoint incoming helis and footsteps. - Veh physics - not great. I tried to barge through a roadblock by hitting the nose of a pick-up truck at full speed and the pick-up truck got dragged perpendicular to my direction of travel. Also vehicles unrollable - is the PhysX applied to veh yet? - Diving - Pretty good. As a qualified PADI diver there is a lot missing like a dive computer and colour being altered as you go deeper but the underwater environment is realistic and its great looking up into the sunlight to see a heli flying overhead. - Firefights/Infantry mechanics - This is very exciting - its incredible really. Hard to explain - you have to play to see. OVERALL - FANGTASTICAL
  23. So apparently the BIS forum is on the same lovely servers as the BIS store. Well, seeing as the forums have now improved to 'snail's pace' from 'recently deceased' I would like to share 2 things. 1) This morning i resolved to buy the Supporter's Edition - BIS are just that kind of company that deserve me paying double RRP for an Alpha :) 2) A3Alpha launched 1pm while I was at work and I refreshed the BIS store once a minute for FOUR HOURS trying to buy the damn supporter's version. I even got as far as entering my Visa details before I timed out. At about 5:30pm I caved and bought the alpha version off Steam, in spite of this thread I created and my encouragement of others to buy from BIS store. I mean WTF BIS - did you not expect this level of traffic? How could you not expect this level of traffic? Did Origin go down when EA/DICE launched BF3? No. Obviously you are such good bastards that you were focused on making an awesome game instead of making money like usual... Anyway, sadly I ended up buying through Steam who saved the day in the face of catastrophic store failure. Steam, in a way, deserves their cut as others have said for their reliable service. Will look for other ways to support BIS in the future - assuming I can transact. I'll save my opinions on the Alpha for another thread (preliminary: EXTREMELY POSITIVE).
  24. sproyd

    The Giant Alpha Media Thread

    I don't care if this gets locked - people need to see this!! (and if you are in the UK like me, then tomorrow's the day).
  25. Great post ^^^ he gets it.
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