thefinn
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Everything posted by thefinn
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Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so ostensibly this script is run everywhere the mission is - but the server itself will end at the first line. I getcha. I had to go do something else for a bit to wipe the jumble from my mind lol So equipment too is client-side, and the client tells the server what that particular soldier is putting on/taking off ? Why then would the halo script not be running correctly after this ? Also if there are AI in the game, they are not getting ANY equipment at all - which is because they are server-side and the script ends. I am not sure how this is supposed to work. -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cool. Damn couldn't be simple could it ? :) Actually I have some issues with this version - I'm spawning everyone in a halo jump and for whatever reason it's interfering with the parachute being put on and equipment being put into a backpack on the front of the person while in jump... Everyone dies ;) ---------- Post added at 13:13 ---------- Previous post was at 12:29 ---------- Ok I checked out this page here: http://www.kylania.com/ex/?p=26 also this script: http://editing.17thmedia.com/index.php/Arma_3_Editing/SQF_into_PBO So going by that, a script with if (isDedicated) exitWith {}; at the start will exit if it's a co-op server. And yet, I have a HALO script that runs with it at the start no problem on co-op. What am I missing here ? Same with those scripts above. -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wow thanks will take a good long look at that. Yes I didn't even realise that the topic really should've mentioned jip rather than co-op. As Rumsfeld would say "unknown unknowns". Will the jip version not run for SP is that why you seperated it ? -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
heh no worries. I don't see a signature ? I actually started the mission before my mate joined and everyone had ammo, as soon as he joined the magazines disappeared and only he had mags... very annoying ;) The addmagazineglobal helped. I wonder if that issue only crops up if it's in the initialization section of a player. But still I seem to have lost the mechanic from SP where if you have the mag in the inventory first, then the appears weapon loaded with the mag. Perhaps as he joins, the weapon unloads and doesn't load again. Either way it's totally frustrating. Now might be a good time to throw all that into a script and just call it. Nevermind Googled it thanks. -
Looking for a script or mod that allows spawned AI to use revive/medical system!
thefinn replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's Dynamic universal warfare system if you're desperate. It has this functionality in it but you'd need to dig it out of the rest of the mod - or perhaps you'd be able to find where he got the code from ? Just a suggestion. -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well the weapons don't spawn without it. Nor the magazines. In SP you need the magazine first in order to have the weapon loaded. What's different in COOP ? Not having globals is a well known issue that cropped up for co-op and thus the commands were added to the game in arma 3. It certainly fixed my original issue. If you've not done what I'm doing before it will be hard for you to help I'd imagine. -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is just in the initialization window of 4 players. (I intend on tidying it up). -
Making missions for Co-op vs SP
thefinn replied to thefinn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works fine single player, not in Co-op though. Also the script to set weapons to full auto at the end is failing because the magazines aren't loading into the weapons I noticed too. removeallweapons this; removeuniform this; removevest this; removebackpack this; removeheadgear this; this forceadduniform "U_IG_Guerilla2_1"; this addvest "V_TacVest_blk"; this addbackpack "B_FieldPack_blk"; this addheadgear "H_Watchcap_blk"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_45ACP_Mag_SMG_01"; this addmagazineglobal "30Rnd_9x21_Mag"; this addmagazineglobal "30Rnd_9x21_Mag"; this addmagazineglobal "30Rnd_9x21_Mag"; this addmagazineglobal "handgrenade"; this addmagazineglobal "handgrenade"; this addmagazineglobal "B_IR_Grenade"; this addmagazineglobal "Chemlight_green"; this addmagazineglobal "SmokeShellGreen"; this addmagazineglobal "Chemlight_green"; this addmagazineglobal "SmokeShellGreen"; this addmagazineglobal "Chemlight_green"; this addmagazineglobal "SmokeShellGreen"; this addweaponglobal "SMG_01_Holo_pointer_snds_F"; this addweaponglobal "hgun_P07_snds_F"; this additem "nvgoggles"; this additem "itemgps"; this assignitem "nvgoggles"; this assignitem "itemgps"; (unitBackpack this) additemCargo ["FirstAidKit",2]; (unitbackpack this) addmagazinecargoglobal ["apersboundingmine_range_mag",3]; [this, 3000, false, true, true] call COB_fnc_HALO; call TF_fnc_SETAUTOWEP; ---------- Post added at 09:59 ---------- Previous post was at 09:47 ---------- Did you even read the OP ? You aren't using globals in that and thus it won't work for CO-OP. Player will join co-op and various weapons and mags will disappear. I know how to add nvgoggles. nvgoggles disappearing in co-op is the issue. ---------- Post added at 10:06 ---------- Previous post was at 09:59 ---------- I thought it should be the same also - but ... it's not working. The dude who was helping me test it has gone to work so... will be a while before I can make any headway. -
How do you remove nightvision goggles from a unit
thefinn replied to Rossrox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Found that, thanks dude! Also using your example on the wiki for making units do automatic weapons fire ;) -
I find it difficult but really playable. It's somewhere between "normal AI" and PVP which is fine for me.
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Being able to configure autofire would be great - in any way. I spent a lot of time working out scripting just to change a squad in a particular mission to allow them to autofire and it's being overridden by this - with no way for me to just turn off that function or even more useful would be able to do it from within asrai. A specific weapon, side or distance I want autofire to be used at would be good. This particular squad are using silenced SMG's and have to move fast, long firefights to save ammunition are not going to work. There is a trigger to bring a chopper with OPFOR reinforcements into the area if they a guard gets to use his radio. I turn off ASRAI and they autofire bringing guards down in less than a second. With ASRAI it begins a firefight. The more user-configurable things there are, the less instances of not being able to do something we want there can be.
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How do you remove nightvision goggles from a unit
thefinn replied to Rossrox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hrm... my guys still have NVG's... love to know why. I even cut and paste this in... has something changed ? this unassignItem "NVGoggles"; this removeItem "NVGoggles"; -
Adding Backpack to Cargo with equipment in it.
thefinn posted a topic in ARMA 3 - QUESTIONS & ANSWERS
So adding an empty backpack to a cargo container is easy enough, however if I want to put equipment in it THEN add it to the container.. how do I go about that ? I'm trying to addbackpackcargo at present, but I think it's only going to accept a class name and not a backpack name variable. Still trying... -
How to make AI squad members use burst fire ?
thefinn posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm about 80% through making my own first mission, and I am wondering (about the topic) ;) I've read some about full auto, but that's also more to do with OPFOR AI. I'm not sure if you can do something specific or even quite simple with squad members. It's annoying to see them using SMG's in single fire mode. (also I use bcombat if that's relevant). Thanks for any help. Just to give some insight, the AI doesn't start the game with weapons, so something that can be applied outside of initialization would be good. -
[OPEN BETA] [SP] bCombat infantry AI Mod
thefinn replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have an issue where I tell my AI squad members to hold fire - and they don't. Is this the cause ? CBA perhaps ? Supplementary question, can bcombat be used in mods ? Is it possible/allowed/ridiculous ? ---------- Post added at 17:25 ---------- Previous post was at 17:16 ---------- I've been using it for co-op with friends (I'm hosting) and it works a treat. -
I have a pbo unpacker already. However, what I am looking for is documentation... or a good tutorial. What I'm after is documentation for adding in custom weapons to AI soldiers - I know how to do it - but I'd like to rip a couple of things out of another mod without the whole mod - I'd like to read up some documentation on pbo's how it all works and hangs together before I try. The real problem: For instance, I want to create a taliban style mission for friends in TOG to play on my computer (Just 4 of us or so) - so I might want some weapons from hlc (got that working), an RPG7 from that standalone mod, a dragunov from that mod and taliban clothing from CAF. However, CAF includes a lot of other things, so I just want the clothing and to not have to deal with the prerequisites of installing the whole thing with civilians etc... Can I just take out the caf_ag_equip from the mod with its' key and add those into the addons folder of my mission ? Is there more to it ? Should I unpack it first then just copy the files and viola? etc.. Is there such a beast as this mythical documentation ? Any help appreciated. ---------- Post added at 11:18 ---------- Previous post was at 11:17 ---------- Perhaps I should've more accurately called the thread "breaking apart mods to add pieces to missions". :)
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Dude, awesome thanks for this. I have modded games (Skyrim) before, but was at a loss outside of the editor here to be honest.
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That's actually kinda interesting, I am not sure where that fits in. The tutes I've seen have all been about editing the soldier via the editor and just changing equipment in the init screen there. (I've been watching Jester814's channel) This seems to supersede that? Like for instance I got the PKM working on a soldier, however, the PKM came from hlc's packs and I know that pack is inclusive of whatever information is needed to just add the PKM to the game. So all the filenames are pointed at correctly. My fear is by taking the pbo for taliban clothing out of the CAF pack, I will break this mechanic and even if it does know what taliban clothing I am asking for it won't know what files the item should point to or some other issue I'm not aware of yet. Is this (the config) just a better way to make these soldiers overall ?
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So am after documentation for the config files ? :)
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Hold Fire command.
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[SP]Dynamic Universal War System (DUWS alpha0.1)
thefinn replied to kibot's topic in ARMA 3 - USER MISSIONS
Is it possible to increase the size of bases ? Or are they the size they are due to some other limitation (like randomly finding smooth ground) ? Is there a way to download your modified version outside of steam ? TBH I cannot even find where steam puts this. -
ALiVE - Advanced Light Infantry Virtual Environment
thefinn replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks a lot guys, much appreciate the help. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
thefinn replied to kibot's topic in ARMA 3 - USER MISSIONS
Thanks. -
ALiVE - Advanced Light Infantry Virtual Environment
thefinn replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm kinda new to arma and looking for an AI mod. Can I just say, while your first post here might suit people used to your mod - it doesn't offer a lot of info for people looking for a good overview of what the mod does ? It more handles "what's in this release" etc.. and doesn't really tell me a lot of what I could expect. I know from reading up on Jester814's youtube channel that the 15th MEU Realism guys use it - which is why I'm here. I just can't tell as a newcomer "why" they use it over something else ? A lot of what I see on the wiki seems to revolve around mission creation. A few of my friends and I are playing some Dynamic Universal War System - is this the AI mod for me? Or should I be looking more along the lines of bcombat ? Thanks for any help. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
thefinn replied to kibot's topic in ARMA 3 - USER MISSIONS
Played around quite a bit. None of the UAV terminals in the list work. The only thing that does work is saving your loadout as a UAV operator with the UAV terminal that comes with that basic loadout and then loading that loadout up on other soldier "classes". None of the UAV Terms work in the VA's. Same is true of the backpacks for things like mortars... I have never had any of that stuff come up to assemble at all.