Jump to content

thefinn

Member
  • Content Count

    154
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by thefinn

  1. thanks so much, i searched the wiki for about an hour and didn't find those lol for some reason I was searching for "linking" haha
  2. Pretty much the topic, I'm after a way to link or unlink support providers to the requester via script so I can set the conditions to make them available. Being able to set the conditions in the editor itself (via gamelogic or some such?) is "ok" but not really what I'm after - altho I wouldn't mind knowing how to do that too ;) Thanks for any help. ---------- Post added at 16:23 ---------- Previous post was at 16:21 ---------- Damn, wrong forum.
  3. Yes I'm working on a MP map and I would drop ACE3 in a second if this were working correctly. Being able to be revived by an AI if there's one nearby is amazing/immersive gameplay, if you can fix it that would be great.
  4. Problem with this is that people down on BIS revive are officially "dead" and reviving them brings them back to "life". You could make a script that attaches to dead people perhaps? and look in ACE/AGM to check for the way to run the carry/drag animations and attach the people together... That's where I'd start.
  5. thefinn

    AI-group member bots gets stuck

    Actually I'd prefer to just despawn and spawn a new unit if possible. I find the unit's AI is just "broken" a lot of the time. Even if I move them with MCC they remain "broken" I've noticed. Any code for that ?
  6. This is good stuff, keep it coming.
  7. Considering something along these lines. Going to add the contents of the box to VAS (not transfer from one box to the other). Any input helpful. Pretty sure I can do "remove object" from the crate ;) However, I'm less sure how to - 1. start with an empty VAS but still accept gear. 2. add things to VAS "on the fly" so to speak, but also just add 1 gun/item at a time, without just unlocking unlimited amounts. Any help appreciated by any VAS experts. :)
  8. thefinn

    Arma3 - AGGRESSORS

    Getting a caf bikey fail over caf_wp_weapons_c_patch.pbo... Any clue as to why ? All the other files work fine. Any help appreciated. Edit: Nevermind it was the audio patch.
  9. Save it to sqm - either mission sqm or (I've never used it before) MCC sqm. 1. In my recent mission, I created a large ALiVE warzone in Takistan. I saved this as "Takistan Insurgency". 2. After I saved it and made a new clean map. I save the new map as "Takistan Base." 3. I then created a base in Zeus, and saved it with MCC to a mission SQM. (This copies it to clipboard and I saved this to the new "Takistan base" mission.sqm). I can then edit the base a bit more if needed. One thing to do here is put down any defensive infantry as I've noticed in the latest version of MCC that once you save it via the clipboard you won't be able to edit it again with zeus (I made this mistake). You also can't add "Site Modules" containing modded factions. 4. Then I can merge the two missions together and save it to a new 3rd finished product "Takistan Complete" (This is important to leave the other 2 maps, in case you find issues you can go back and edit either of them and remerge later). Then I can add in players and equipment boxes or whatever. 5. These are the steps I currently use to make a base for the map, if I want MCC created missions to save to the profiles, I make an EMPTY map and make a mission, save it to profile, and make an EMPTY map, make another mission, save it to profile again etc.. 6. Then load the main finished base + insurgency mission "Takistan Complete" and load the profiles as needed. This gives me a good base with defenses where I want them, a completely random and pretty smart warzone (including everything from CQB, Suicide Bombers and IED's all randomly generated) going on around the players through ALiVE and missions with briefings for the players to complete.
  10. It'd be more like finding a crate and then throwing it into a truck (via ALiVE logistics) and then bringing it back to base, unload it and "store weapons" (or whatever's in it) into an inventory that is then accessible (I'm considering using VAS) to equip yourself/teammates. (I'd use the BIS Arsenal, but I don't think you can limit the amount of a particular gun by however many are found and stored). You can in fact already do this exact thing in Whole Lotta Altis, however, I cannot read his code for love nor money ;) I already have a working loot system and can spawn AI with the best of them, I'm really just looking for a good way to do this for a more survivaly feeling.
  11. thefinn

    TRYK's Multi-Play Uniforms

    That's ok I didn't even realise VA listed them, I guess we both learned something lol Or not, no classnames are listed in VA as far as I can see. Would be nice to get a list. I'm sure someone who wrote the mod has one laying around.
  12. Is this true? I have been beating my head against a wall trying to allow non-medics to use epi pens. I thought it was something to do with MCC interfering. ---------- Post added at 14:11 ---------- Previous post was at 13:41 ---------- This was for turning off the "advanced locking" for launchers. How does a user save their settings ? Sorry we are just changing from AGM and it's kinda nightmarish that there's not just a "save" button there - people don't wanna have to set it up every time they join the server - it seems to reset to default each and every time...
  13. thefinn

    TRYK's Multi-Play Uniforms

    Yeah I hate to be "that guy" too, but there's no readme in the zip file at all. Great pack.
  14. ok so I've read some of the end of the thread... it sounds a bit confusing to say the least. I have the A3MP pack, I have this "fix" pack. I also have since downloaded the ascz arma 2 map fixes. So, how do I get thirsk winter running to make missions on?
  15. Making a 2035 mission, would like to turn off the "advanced guidance system" for it. Can anyone tell me how ? :) Thanks.
  16. for "_n" from 0 to 50 do { sleep 0.25; _buildingPos=_house buildingpos _n; if (str _buildingPos == "[0,0,0]") exitwith {}; if (_probability > random 100) then { null=[_buildingPos,_showLoot] execVM "spawnloot.sqf"; }; }; }; }foreach _houseList; that'll fix any lag issues I think, make it 0.5 if you still get lag.
  17. sleep 10; CH1 setdamage 0.4; CH1 setHitPointDamage ["HitVRotor", 1]; sleep 10; CH1 setdamage 0.85; CH1 setHitPointDamage ["HitHydraulics",1]; CH1 setHitPointDamage ["HitFuel",1]; CH1 setHitPointDamage ["HitHRotor",1]; CH1 setHitPointDamage ["HitEngine",1]; _FIRE = "test_EmptyObjectForFireBig" createVehicle position CH1; _FIRE attachto [CH1,[0,-3,0]]; CH1 allowDamage false; sleep 90; CH1 allowDamage true; CH1 setdamage 1; Tried to both detach and deleteVehicle for the _FIRE, neither seem to work. Anyone?
  18. Skip to near the end (around 3:10 would do) if you just want to see the nuke, I left it as-is to show the player experience fully. You have to understand that the 40-something man children I play with will all be giggle and joking on the way in in the chopper, so I know this will get their attention lol Once this scene takes place the two ALiVE OPCOM's go into action and start a war between east and west altis. Thought you might like it. Suggestion: Change the script a little to detect buildings in the blast zone and place fires in them so there's an after effect. It does seem weird that there was a nuke just went off and there's no fires. https://www.youtube.com/watch?v=p2cIRMwmQMI&feature=youtu.be
  19. Simply Brilliant. Brilliantly Simple.
  20. So I just made this for an intro for a mission I'm working on. sleep 5; CH1 setdamage 0.85; CH1 setHit ["motor",1]; CH1 setHit ["mala vrtule",1]; CH1 setHit ["velka vrtule",1]; CH1 allowDamage false; sleep 180; CH1 allowDamage true; CH1 setdamage 1; Now I'm not even going to go into why some of BI's code must be written in Czech, and just roll my eyes and say "Well obviously". The one issue I'm having is the "motor" and the main rotor lines don't seem to actually be working, and the pilot (like a dick) actually keeps it in the air without control of the back rotor :) (I know I can zero the fuel, but pretty sure that doesn't sound the pilots warning alarm inside the chopper which sounds pretty cool). I'd also love to add some fire/smoke or something to the chopper, but unsure how to attach it. (I'm using the Ghost Hawk). Any suggestions?
×