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exentenzed

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Posts posted by exentenzed


  1. Not currently, but adding an ability to restore the death loadout is on my list ;)

    Aw man! You are the best!

    I would also like to thank you for your work on both "bis_fnc_respawnMenuInventory;" and "BIS_fnc_addRespawnPosition;"

    Recently made a template mission with those in it, and i love it! :D

    One question however, In the BIS script wiki the mission template entry is written like this: "respawnTemplates = {"MenuInventory","MenuPosition"};". However, to get it to work i had to use it the way you used it in your Defend Kamino mission: "respawnTemplates[] = {"MenuInventory","MenuPosition"};".

    Beeing a bit of a newb when it comes to all of this, whats the significance of the "[]"?


  2. Whatever causes it sure has nothing to do with editing and scripting.

    Then i am sorry that i posted it here, The reason i did was because i was hoping i could fix it by editing the mission somehow.

    So this would be more suitable under the "General" section? Or under Troubleshooting? I'm uncertain since im not sure if this is a problem with the mission or the game.


  3. Tried searching the forums/googling with alot of different terms, since i am sure im not the only one encountering this, but i can't seem to find anything.

    My problem is that sometimes when another player enters my vehicle in multiplayer, he shows up to me as standing outside the vehicle, even though he swears that he is infact sitting inside it, it has only happened to me when a player tries to enter as either driver/pilot or gunner.

    And when it occurs it goes both ways, if he gets in first i can see him entering, but if i then try to enter after him he says he sees me standing outside.

    What causes this? And how do i fix it?


  4. I have noticed this too. But as one of my team mates pointed out; They might still be working on parachutes and animations related to that. Still, having an eject action would still be nice to get AI's to get out of a helicopter over the ocean, as they don't want to get out with a normal disembark command.


  5. Well, you are correct in that description.ext needs to be in the same folder as the mission.sqm. But since im a little confused by the back and forth of what you have done so far, (I'm a simple man) I'll try to do this step by step the way i do it

    1. create a mission and place 1 bluefor soldier as player.

    2. create a marker called: respawn_west // This needs to be placed where you want to spawn.

    3. save mission as respawntest (or whatever you want). // Save in the User mission category for now.

    4. go to my documents and find the Arma 3 Alpha folder.

    5. Find your mission in the Missions folder.

    6. Open respawntest.stratis folder, assuming you saved it as that in step 3.

    7. Create a file called description.ext // make sure you have file extensions enabled, or else it will end up beeing a file called description.ext.txt

    8. copy what i've written below into the description.ext

    respawn = "BASE";

    respawnDelay = 15;

    respawnDialog = true;

    9. play mission and try it out. if it works then save it and export it to MP missions.

    (10.) Alternatively, and this is what i prefer: Create a folder called MPMissions in your Arma 3 Alpha folder under my documents, and copy the finished mission folder (respawntest.stratis) to there. If you do this correctly, your mission will show up in the multiplayer select mission screen in blue text. and you can edit it directly from there.

    -------

    After you have done this once, you can compare it to the way you did it in your own mission, and work out what you did wrong in that. I hope this helps.

    By the way, i assume you have used modules exclusivly to create your tasks? How exactly did you do that?


  6. Okey so the scenario here is as follows:

    I want a group of 4 divers to get out of a boat and then proceed below the water surface to their objective, I can actually make them do that, but only by naming individual units and specifying them in waypoints with actions and flyinheight commands. However, this easily makes a little wall of text, so i am trying to learn how to use groups for this instead.

    Here is what i have so far:

    {_x moveInCargo ab} foreach units group this; Diver1 = Groupthis; // This i've put in the leader of the diver team init line. What i am trying to do here is to get the team into the boat and create a group called "Diver1".

    This works as i want it to, even though im not sure if there is a group beeing created called Diver1.

    Next up:

    {unAssignVehicle _x} forEach units Diver1; {_x action [getOut, ab]} forEach units Diver1; // This i have put in the boats waypoint on activation, ab is the name of the boat. This does not work. What am i doing wrong?

    After that:

    {_x flyInHeight -4} forEach units Diver1; // This i have in the diver teams waypoint. I am assuming this does not work either.

    As i said earlier i can get it to work if i use individual names, I.E "unAssignVehicle d_1; d_1 action [getOut, ab];" (d_1 is the name of a diver), but i really want to learn to use groups properly.

    What have i misunderstood? What am i doing wrong?


  7. Then there would be no real need for a carrier and we could call it drop-ship command. :)

    Oh! but i did not mean that they would attack the entire island for you, basicly just to take 1 of the bases on an island. :P But you might be right, it could still be a bit overpowered. :P

    At any rate, as i mentioned earlier i just really want us to be able to deploy some infantry aswell. :)


  8. It has no use in campaign mode, but in strategy mode its used for the scout drone.

    Ah! Havent used the scout drone yet so didnt know that. Would you happen to know what the little hatch behind the manta lift is for aswell? I dont mean the hammerhead hatch in front but it's a small tiny one in the back on top of the deck, next to the control tower.

    Even though, i guess one could get a dropship mount in the slot where the hooks/ammobox/flares are for the manta. :P I really would love to see deployable infantry somehow in the game aswell you see. :P


  9. I've noticed that there is a "helipad" at the rear of our carrier, i was wondering if it's currently beeing used for anything. If not, have you allready planned to do something with it?

    Just curious since i got an idea for it the other day. Dropships!

    I think it would be cool if you could be able to have a dropship on the carrier that you can fly to islands and then after you land it you can press "F" to deploy droids that will attack and capture any nearby buildings, like turrets and walrus garages. And then the walrus garages would start deploying friendly walruses that would patrol and help you attack an island. :)

    Thoughts? :)


  10. Four letters:

    H.E.A.T ... and good visiblity. You can easily take out Hangars, Garages and Radar installations, as well as turrets and enemy ground units, from a safe distance with the high explosive anti tank weapon.

    You should bring one or two walruses with Quad Guns because while with some practice, you can reliably down Mantas with the H.E.A.T as well, you will want to conserve your ammo and you may have more important targets at hand (or simply be swarmed by Mantas).

    You prefer quads over missiles on your "AA" walruses? Not judging or anything, just curious if i've missed something.


  11. I dont get it, my enemy carrier is incapable of taking any of my islands, even though i've set my island system up so their defense is exclusivly strong, very strong and deadly. It does not seem to matter much. I've taken about 7-8 islands now while my enemy is still attacking the same island. The only challenge i've had in the campaign is attacking very strong & deadly islands. :/


  12. If this is the island I'm thinking of, follow the road around the outside of the wall and up the hill. There's a closed gate on the left which has an explosive on the right hand side you can shoot to open the gate and take some of the guns out from inside the compound. Or if you follow the road past the closed gate you come to a point where the road is blocked by rocks and debris, you may be able to get a shot from there. Don't try to go past the rocks, or you end up getting grounded.

    I can confirm this, the gate will open if you shoot at the "explosive" on the right side of the gate. Im sorry for nitpicking but i do belive it is actually a door control unit,

    as you have to do the same thing on another one to open the door to the command center.


  13. Actually, in the beginning i rushed to the defense of my islands, i also discovered no units on the islands, but then after a while i noticed that the enemy carrier is simply a big fat chicken that runs away as soon as you get close. In some cases you can actually get the jump on their carrier if (im speculating here) its out of fuel. It's happened to me once, and i "destroyed" it. So yea, when an island is under attack, the enemy carrier is actually present. However, i think its a bug with the "island under attack" warning. Because it will not stop signaling that it is under attack until the enemy carrier reaches another island, triggering the "island under attack" warning there instead.


  14. How do you get the walruses set up to follow each other the way you describe?

    I tried setting it up that way, but when I use assist its either all or none.

    Well, the way i do it is; i press 6 to select the first walrus, then i hold Ctrl+7 to "semi-select" walrus 7 then i use the radial menu and select assist, it should then only set walrus 7 to assist walrus 6. (When you do Ctrl+7, the 7th walrus icon should move upwards a bit).

    And as the OP said, where the hell do I find the equipment for my units to handle marshes type islands?

    I dont know if it was a fluke or designed to be this way, but i found my marshland upgrade on the last island before i encountered marsh islands.

    There are only 2 Islands that are not marshes that I have not been to, they are the same as the OP speak of with deadly defenses, and I tried everything I can think of to take them out.

    My units gets shot down long before they can even get close to any form of firing range.

    Well, what type of defenses are you having trouble with? The worst kind of defenses i've come across are the flak and the missiles. I usually sneak up on the missile defenses, (1 manta, low and slow) and then pop up and shove a rocket down it's throat. The flak i take out with the carrier shell or my walrus team.

    But i need more specific information of what it is you are having problems with, because deadly islands usually requires you to change out your loadout and tactics alot because of the powerful and wide array of weapons the enemy deploys against you.

    Edit: I guess you could try to take out a nearby defense island command center (just sneak in with a tomahawk to destroy it and then leave) to reduce the defense of nearby islands, but i havent tried this myself as the only real challenge i've had in this entire game is infact "Very strong and Deadly" islands, and i enjoy them.


  15. I don't know what kind of broken Tomahawks you guys have been using, but I've taken out command centers with them on several occasions (yes, with a single shot). :D

    While i havent used it to take out command centers, i have found Tomahawks to be great tools for taking out those pesky scramblers. so as MaddogX said, there might be something wrong with your Tomahawks.


  16. Well i don't know about the others, but what i usually do is:

    Equip carrier shell, launch 1 manta and press Q untill it reaches the maximum height. Now unless there is a storm going you should have a good view range of the island. Then start by doing a quick flyover to map out the island, have that manta return to repair/refuel, then i launch another manta and have it go to maximum height again.

    Now i check the map, find valuable targets like Walrus garages & Manta hangars, then i shoot a shell in the general direction of my selected target with the carrier shell, right after firing i switch to my manta high up in the air to see where the shell landed, then continue doing that until you have zeroed in on my target, then fire 4-5 shells to make sure its taken out. (Enemy radar dish is usually a good target to start with, and is easy to hit.)

    Then once im satisfied with my long range bombardment results, i use the following walrus equipment:

    Walrus1: HEAT, ammo box, and Mk2 armor

    Walrus2: Missile, Ammo box, and Mk2 armor

    Walrus3: Repair gun, Ammo box and Mk2 Armor

    Walrus4: Gatling gun, Hacking module and Mk1 Armor

    Set these up in a convoy (2 follows 1, 3 follows 2, 4 follows 3 and control the 1st one directly) to avoid pathfinding issues and then start making your way towards the enemy command center.

    I also usually set up a manta with some missiles and an ammo box to stay behind the convoy to be able to assist if things start to get intense.

    I hope this helps. :)

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