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spookygnu

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Everything posted by spookygnu

  1. thanks panther! that worked and was exactly what I wanted to happen. apologise for the noobness here on this next question but you mention I could pass it as a group! What would the main difference between the two options be?? If I did it as a group would it assign each unit spawned as an individual leader and spread the order out more for them to garrison. At the moment I have the radius set to 500 and they all tend to accumulate in the same cluster of buildings or building, not spread out in a 500 meter radius like I was hoping. Otherwise I would have to spawn more groups in and have them set to different radius' to occupy Garmsar.
  2. thanks for the tip Gunter! I'm not sure this script is what I am looking for. Although the two garrison scripts pretty much do the same thing, zorilya's script, puts them in positions and gives them a direction to look in, I have also noticed while messing about with it, that units patrol the given area you want them to garrison. Jakerod's script (by what I was reading) looks like it still needs a little bit of work on it (ie, units facing a direction once spawned and air control tower not set up for positions yet). I'd really like to use the one I have tbh, plus it would help me out with a bit of coding knowledge if someone could explain a couple of things to me. I appreciate the link and all, but I'd rather not get pointed to another place and someone say try looking here, seems a little like cheating and laziness in some ways tbh.
  3. spookygnu

    Why Altis might be way too big...

    Flintstone racing around Altis would be pretty cool to do as a mod! lmao!
  4. spookygnu

    Snipers need extra Realism tweaks

    I think the thought of having bi-pods deploy-able is a great idea. I used them in A2 OA with the ACE Mod and they worked a treat and added to the sniper experience in a "Sim". Also not only should the bi-pods be used but like Superman0023 said about B3, all environment assets should be able to help us have a resting point for every weapon. (without going of topic), Snipers would use anything around them to get a good steady aim. As do regular units with regular rifles. Also, with longer distances, is it me, or am I not able to see my bullet flight path, maybe having a vapour trail where you can only see it in during certain weather conditions. like this
  5. spookygnu

    What ArmA 3 is missing

    you don't arf do a lot of complaining about games. Is there anything you do like? Anyway, BOT! I wonder if we could paste some of the compound buildings with these logos. What I reckon would look cool also if we could make a flag with the DR logo.
  6. spookygnu

    What ArmA 3 is missing

    yeah I did! but I think the term "smoke and mirrors" gets used quite alot. SLT and D-Day and IW proved that. anyway back on topic, I bet the helos would look pretty nice with those logos on too! lol!
  7. spookygnu

    What ArmA 3 is missing

    You guys really are behind with the times on this game. Goes to show how much you all can't stand it for the debaucle that is CM. I don't blame ya. But the community is supporting it now and in all honsety all the slating you guys give DR, its all outdated now. I've played DR a number of times and like njmatrix I am also big fan of the game. the amount of times my session has ended due to some sneaky PLA shitbag getting a headshot on me is uncountable. Let alone the amount of times I have gotten off a good headshot. One shot one kill! thats all I am saying!
  8. spookygnu

    What ArmA 3 is missing

    Bet you haven't played it recently then??
  9. spookygnu

    ARMA 3 Addon Request Thread

    Has anyone done anything about a "controlled UAV" apart from the MCC version?
  10. spookygnu

    ARMA 3 Addon Request Thread

    Anybody posted about a UAV drone yet. If not! can we have a modder make one for A3? cheers!
  11. That has to be the best thing I've seen yet! Is there a possibility of the UAV drone being made into an addon by itself with the use of a console? That would be soooo handy for situational awareness.
  12. I have four military speedboats placed at the jetty at Camp Tempest, and, I want to place a fireteam in each one. Has anybody tried this yet or something similar. I've had a go at using a "Get in Nearest", "Get in", waypoint. Also tried using the "In Cargo" from the special field, but no joy yet. anybody got any ideas for this?? thanks!
  13. Thanks man! I hadn't realised that there was already a speedboat unit in the editor with a crew assign in the positions. I had also asked someone else I know who helped me out. So for anyone else heres some advice: The Ai mounting an empty boat is abit glitchy at best. The best way to get a team to mount we found was doing it on mission start or you could spawn them in like this. Empty speedboat one fireteam units init field: as a driver: this moveInDriver boatName; as a gunner: this moveInGunner boatName; as a commander: this moveInCommander boatName; -- this also controls the front weapon. as a passenger: this moveInCargo boatName; Each unit you need to assign the special to InCargo. cheers.
  14. 1: place a Blufor unit on the map. This can be your player unit. 2: place an Opfor unit on the map and set his probablility of presence to zero. 3: place a functions module on the map and not sync or group it to anything. 4: Place a triggerzone on the map. Adjust the size of it however you please. 5:place a marker on the map and name it however you please. ie: spawn, spawnpoint, enemyunits ..... whatever you like! 6:now place this code in the onAct field of the trigger. [getMarkerPos "spawn", EAST (configFile >> "CfgGroups" >> "[color="#FF0000"]East[/color]" >> "[color="#FF0000"]BIS_TK_INS[/color]" >> "[color="#FF0000"]Infantry[/color]" >> "[color="#FF0000"]TK_INS_Group[/color]")] call BIS_fnc_spawnGroup; the parts in red you can adjust to suit your needs. This code will spawn a small group of units in that triggerzone you place the code into. You can have multiple triggers on the map with this code and it will spawn units in once you enter them. I hope this gives you some enjoyment. After I have had fun playing around with it after a full week of "TRIAL AND ERROR":rolleyes: and figuring this out for "MYSEEEELF". I have now managed to be able to give the rest of the noobs a small tutorial for spawning units. Waheey! I say again, considering the size and scope of this game I haven't seen anything as basic and as explanatory to do with basic unit spawning. here is a list of links for units, groups and vehicles: http://community.bistudio.com/wiki/ArmA_2_OA:_Infantry http://community.bistudio.com/wiki/CfgGroups http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#top (Arma2) http://community.bistudio.com/wiki/ArmA_2_OA:_Vehicles (Arma OA) you can also watch these videos for a bit more information on what the different parts of the syntax does. There are 4 or 5 tutorials, sadly some info is missing which is why I ended up here. But hopefully reading this post you won't have any trouble. I have one last thing to say btw, I have no years of experience in coding and this took me less than 10 minutes to type out. considering the majority of the community has a lot more years on me and of coding and playing Arma, I'm really surprised at the lack lustre attitude towards giving information out in a simple and basic informative way. If someone says they are a noob, is it not too much to ask for a simple and basic step by step guide to help them out like I have had to do myself to get my point across? OR do you all expect them to pick up the information straight away without even a hint or where to start? NUFF said. I'm done here now and I've worked it out.
  15. maybe you should read my posts fully first before you condescend the fact that you think I haven't tried trial and error. I have tried as many trial and errors as I can think of in my abilities. look at what I was trying to say I wanted to do!
  16. Scroll up and look at post 32, my first sentence! I'm still waitng for an answer to that question? I already knew what you have tried to explain. All that does is spawn Russian units! I WANT TO SPAWN MILITIA OR INSURGENTS. I have the config text I need to spawn them but I don't know if it goes into the onAct field, into a .sqf file and called from there (if so How? what I have isn't working), or do I shove this whole bloody game up my ass and hope and pray I crap it into the ocean to be lost forever. I KNOW THE BASICS OF THE EDITOR! I had arma2 free for a while and played soo much with just plonking units on the map I got bored with it, plus that slowed my game down too much, I know the basics of the onAct field, I can get helos to fly at certain heights if I want, I can set timers in on waypoints by using the waypointUI, all I want to do is change the bloody faction from russian units. So! sorry, but NOT SOLVED!
  17. Its ok! I'm not sure whether I made the mistake of asking my question or you made the mistake or attempting to answer it. Which I still haven't had. If some of you have been editing for five years or more, then surely you can oblige by giving a simple explanantion to one of the very first things that goes in to a mission. I have those two manuals above, I also have those links bar the last one you sent me. My bookmarks for Arma is actually BIGGER than my bookmark main menu. When I say I have spent countless hours a sifting through the information trying to find something that can remotely help me, I mean it. I cannot beleive that such a massive game with such a massive community and wealth of knowledge, that NO ONE has even bothered to give a detailed description of "HOW TO SPAWN A UNIT". I'm not on about vehicles, ammo crates or respawning. I am on about a unit or group of units from Differnet factions. You know what fuck it!
  18. Did that, I didn't get the error message after that was sorted but no AI was appearing at the new spawnpoint I set up. Applied the code in the onAct field as another solution. Still nothing. I used the commands above in my .sqf file called it using _null = [spawn2] execVM "triggerspawn.sqf"; Result: Nothing. (I even tried taking out spawn2 and used just the closed hard brackets) took that code out of the onAct field for the trigger and pasted the same command fully into the same field. Result: Nothing. If I can get this down all I would need to do in various places is place a trigger, marker for spawning, set up the different .sqf's to call and I'd be able to have multiple locations I can attack if I went through a specific trigger. Simple as that really, might be a bit simplistic for your advanced coder etc, but I'm no way near anything like that. I've only just figured out how to set up an sqf file, so that says something. It's ok pasting a load of code in the thread for me to look at but if there is no follow on from that then I'm stuck. I'm not expecting easy answers to anything just a little bit more descriptive tuition on it. Post 6 in this thread is prime example for what I am looking for in terms helping me out with this: http://forums.bistudio.com/showthread.php?125906-ARMA-2-Realistic-Paradrop. I need step by step instructions as would any noob who wants to do a simple basic spawn command for any type of unit they want. Is that not too much to ask. As you can see this issue is digging in me like virus and I'm beginning to find it very very frustrating. If the guy in the youtube link that I had posted had of given clearer instructions to what was actually going on and not missed anything out, maybe things would be differnet, but here I am jumping through frigging hoops just for a simple spawn command.
  19. Ok, but do these types of things have to go into .sqf files or can they go in the onAct fields?? I've tried using .sqf files and everytime I enter the trigger it comes back that the script is not found. I've loaded the mission correctly, named file trigger.sqf, called it using _null = [] execVM "trigger.sqf"; and it returns file cannot be found???? tried this so many times and nothing happens. Hence I am resorting to placing things in the onAct field instead. At the moment thanks to your first bit of advice I have a group of russian soldiers spawning, but I would ideally prefer to have militia instead or maybe some insurgent locals etc.
  20. thats great! but, I've seen those pages tooo many times, you are not actually answering my question fully. I give up on this place seriously! I mean you ever tried learning astrophysics? if not look here: http://tutorial.math.lamar.edu/Classes/CalcI/CalcI.aspx
  21. LMAO! is that all it was! I can't believe that, it bloody worked. Thanks a bundle for that dude! heres another question though, if I wanted to spawn it with different units, How do I apply that in the code he has written, is that need to have scripting to execute the commands? after sifting through the stupendous amount of threads and wiki topics, and a part of that set of tuts on Youtube, am I right in assuming that I need to start to think about the cfggroups?? Thanks once again.
  22. Here's my scenario first! I get a merlin helo to land, my paras board, the merlin flies to a waypoint, drops us off and then we seek and destroy two waypoints. On route to the second waypoint, I want to enter a triggerzone and a spawn some enemy AI into the game. This is the point of the mission. Just go in look around for opfor then kill them if you find them, get back to base. Simple as that. I have the insertion fine, the debus fine, the seek and destory fine, this GODDAMN SPAWNING IS NOOOOT working. I've tried sifting the threads in the FAQ about spawning groups etc and looking on YOUTUBE and nothing is helping. Right I've about had it with all this information on spawning, I've tried for the past two days to find some decent , easily explained step by step way of 1. setting up the sqf files in the sqf editor????? NOTHING AROUND! 2. when you enter a triggerzone, a group of ENEMY AI spawn in. NOT BLUFOR, OPFOR, I've seen too many things related but not what I want. (set of videos on youtube, using BIS functions which don't work. HE does what I want but the code doesn't work. )3. executing all the above. Help before I uninstall this game! If you are willing to help a frustrated, anxious, patience loosing Noob like me, I'd be ever so grateful that you have taken this weight of my shoulders. I'm almost about to uninstall the game AGAIN! I've never jumped through hoops this much for a game before. cheers
  23. spookygnu

    Lite Versus full

    can someone tell me the differences between the lite versions of BAFand PMC compared to the Full. I'd like to have more brit units etc but I'm not sure whether I already have the full amount when I got Arma CO. Cheers.
  24. Hi all, At the moment I have been messing around in the editor and playing on island Panthera (cracking island btw!) anyway, I have decided to have the smaller island to the north of the main island, inhabited by BAF. After scouting around the small island I noticed a few cool places, so decided to build up a full on BAF Garrison. Heliport, Main Airport, Transport deport, training areas, SF regiments HQ's, infantry Hq's etc etc. What my vision of this is when I enter the game it would be a working garrison, vehicles moving around civvies walking about, officers being saluted etc blah blah I think you get the picture. A working Army base basically What I would like to do is place some sign posts around for the various regiments. I'm using 3 rifles, Paras, RMC and SAS as my infantry units and would like to have some signs on fences etc denoting the various regiments for there barracks etc. Plus some stuff for the Airfields and vehicle depots and training sites. If no one can help me on this, how easy is it to make some myself? Also, through scouring the addons today I found some possible handy ones from the "Arma, Armed Assualt" files. Do these work with Arma CO? cheers guys hope you can help?? Spooky
  25. Thanks mate, but as mad is this sounds it's all foreign to me tbh. I have a friend who knows scripting for Arma and I'm gunna try and see if he can help me out with it that way. But like I said I'm a complete noob to programming and haven't got a scooby do. I'm really surpirsed on the lack of "basic" information there is on the wiki when it comes to scripting and coding for ARMA. I mean there isn't even a basic spawning/despawning guide there at all. Its all just lines of this lines of that, not an actual tutorial. Its like you are expected to know what the various things are already. @JW Custom, I meant to say my web browser is screwed up and everytime I click on that link it gives me an error. Do you have any other suggestions?
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