Jump to content

thefinn

Member
  • Content Count

    154
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by thefinn

  1. I think VA is unnecessary. Much prefer you worry about CO-OP :)
  2. thefinn

    LEA - Loadout Editor for ArmA 3

    I wonder if this is even being worked on anymore... Can't seem to get uniforms spawning for singleplayer loadouts. Certainly the entries are missing from the loadoutsingleplayer.sqf file.
  3. I've been playing around with loadouts for co-op for a week or more now. Obviously, just adding weapons and magazines globally doesn't work "out of the box". What I'd like to know is .. exactly how this is supposed to work - the difference between server-side addweapon and client-side addweapon and what this MEANS in-game. I'd rather know how to fish, than be given a fish in this case, ok ? Trying to piece together how client side vs server side works with ARMA through reading scripts is not really cutting it. As far as code is concerned: Now after doing this, I am getting a bunch of the correct magazines, but no gun. The AI on the other hand is getting the guns, but no magazines! :) I feel like I'm close... but...
  4. Yeah I changed that a little bit, adding the while loop to deal with addmagazineglobal (which won't add a number of magazines, just one at a time). Here's the whole script. I've fixed all ammo issues, however, under no circumstances will the player himself be issued a weapon other than the default (for whatever reason). Is there some magical reason the weapon needs to be given to the player on the client side or something ?
  5. Would love to see the code you used for this.
  6. thefinn

    Setting Fire Mode

    https://community.bistudio.com/wiki/forceWeaponFire About half way down the page there's an example by Killzone Kid for this... works perfectly. Something to note - many AI mods will override this anyhow because they have set parameters already for when the AI will automatically switch weapon mode - usually defined by distance from target.
  7. Any way to run this from init.sqf instead of the actual initialization box for each unit ?
  8. Can anyone suggest a decent RPG-7 and/or Dragunov mod to go with the AK's from here ? (I would prefer not to have to use other AK's as I already have these working in editor the way I want).
  9. thefinn

    HAFM ISIS Addon

    I tried adding in hlc_wp_ak weapons and whenever I repack the pbo (Using Eliteness) then none of the units show up in the editor at all - altho the hellenic symbol shows on the arma 3 main menu... Am I missing something ? Do I need to resign it or something weird ? It's just to use for private sessions.. Thought I'd add this - got it working :) RPG7's are from the Escalation Mod.
  10. I'd love this to incorporate a decent loadout editor for soldiers and enemies that deals with the various game modes. It's one of the basic things that arma just does extremely badly.
  11. I see I see, so it's only good for prestige per tick... There's no other bonuses like equipment or anything from anything but a factory and airports ? Great thanks for the help with that. lol I was sitting at a pier trying to see if I could get a boat ;) But I also noticed things like 50% discount for having an Antenna, but what do the rest of the things do ? Anything ?
  12. Yeah I have no idea what the "captured" ones do however, I have captured a port atm, no idea what it does. Can't see a special menu or anything for it. Same for power plant or storage. I know airports allow for equipment shops and factories produce all manner of things... That's all I can see so far ;) I'm playing SP. Good tutorial video on these things somewhere or something ?
  13. Just wondering if there's an explanation of what the various resources do? Pier's, Storage, etc.. Factory I worked out, but I haven't worked out what happens when you ask a village to be a factory for you - for instance. 300ish pages is actually kinda hard to find anything with search. Thanks for any help.
  14. Just wondering where these multiplayer missions are kept ?
  15. I did a lot of tutorials recently in order to make missions, however, none of the ones I read/watched showed the difference between sp and co-op. I finally got a lot of that fixed (addmagazineglobal for instance), however, I cannot seem to get NVG's placed/assigned onto people. (it works fine in SP). Can anyone show me what the difference is for CO-OP ? Thanks!
  16. Might give that a go and check out the output, thanks paul..
  17. lol I was't asking how I remove _ ... He said he doesn't do it through init at all, so I'd like to know how he does it. Much as I'd like an easy way to do it I dislike adding layers of abstraction on top of programming language in order to get through barriers that will only come up again later in other unforseen ways. That's why I don't want to use someone's redress script. I know I can build soldier classes from the ground up through the configs but that also seems overly complicated just to add loadouts for co-op. I might just go grab some of the official co-op missions and see what they did... (if they even changed any of this).
  18. How do you do it ? (I just got through playing a co-op on steam which had the EXACT same issues involved - equipment in backpacks the players wearing them couldn't see but other players could etc...)
  19. This confuses me. IsDedicated will be true if it's running a dedicated mp server only. Going by this page: http://www.kylania.com/ex/?p=26 The issue I'm having is co-op JIP. I need more context here I think... Like - under what circumstances does a script like this run on a client ? Why is it pulling SOME equipment off other people ? I could understand not letting the server run the script possibly, or not letting the client run the script. So isMultiplayer could tailor your script to work either single or multiplayer. But I still don't know when I need to use it. Have been looking for tutorials but many just cover multiplayer or make little sense because the examples given are for vehicles or something else I haven't even started to play with. Something tells me this is all BI's fault anyhow, why isn't this shit context sensitive ? Been playing with this for 2 days - behaviour seems completely illogical. The below script works fine in SP, however in co-op with only 1 player the rest of the soldiers (AI) are naked with a set of nvg's ;) Which makes SOME sense as I don't take the NVG's off them - however, the part of the code where I remove uniforms AT ALL is embedded in the if statement - so why are they naked at all ?
  20. thefinn

    auto open parachute in INIT

    The chemlight is indeed detached, I got rid of it personally. I'm using the script as the opening part of a mission I'm currently working on. If you open up description.ext, you will find this in there the part pertaining to cfgfunctions. This is where you turn the simple sqf file into a function you can then "call". So you'd then have description.ext and fn_halo.sqf and the sounds folder. (I removed the COB directory altogether and just made the necessary location changes in description.ext). description.ext: Then in a soldiers' initialization window I just put: [this, 3000, false, true, true] call COB_fnc_HALO; The false there turns the chemlight off.
  21. thefinn

    auto open parachute in INIT

    You'd have to be more clear on that sorry.
  22. thefinn

    auto open parachute in INIT

    The halo script out of this also works a treat - opens at 300 for AI's I think... but you can set the player to be anything. http://forums.bistudio.com/showthread.php?167042-AI-HALO-Jump-Example-Mission
  23. Great script, I notice the AI open their chutes at 300 no matter that I set the script to 150... any way to change that ?
  24. Ah yes the age old problem ;)
  25. Ok works as a function, instead of execvm. You'd know better than I why.
×