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Posts posted by byrgesen
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This is awsome mate, fantastic job.
Reading through your thread you mention its "easy" to add the other explosives aswell, do you have any plans for doing this or will i have to figure it out by my self? :)
Im primarly thinking satchel charge, as the other ones really dont have any purpose being attached to anything.
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Got another question about this.
By simply putting:
{ _x setSkill ["aimingaccuracy", 0.2]; _x setSkill ["aimingshake", 0.2]; _x setSkill ["aimingspeed", 0.2]; _x setSkill ["endurance", 0.5]; _x setSkill ["spotdistance", 0.2]; _x setSkill ["spottime", 0.2]; _x setSkill ["courage", 0.4]; _x setSkill ["reloadspeed", 0.3]; _x setSkill ["commanding", 0.5]; _x setSkill ["general", 0.7]; } forEach allUnits;
In the init.sqf, does that execute for all AI, even the ones spawned half way through the mission?
Have anyone tryed this with HC missions and spawning AI on the HC?
I am doing some testing on this but im not sure it actually works hehe.
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It's more than likley a mistake. basically sets the same variable twice so only the last value is used.Roger, thats what i was assuming aswell.
Thx for clarifying mate.
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Sounds like you need to go back to stabile branch mate :) Best, and most likely only, solution to your problems.
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Does anyone know why theres 2x SpotDistance?
{
_x setSkill ["aimingspeed", 0.1];
_x setSkill ["spotdistance", 0.1];
_x setSkill ["aimingaccuracy", 0.1];
_x setSkill ["aimingshake", 0.1];
_x setSkill ["spottime", 0.1];
_x setSkill ["spotdistance", 0.5];
_x setSkill ["commanding", 1];
_x setSkill ["general", 1];
} forEach allUnits;
What does it do and whats it purpose? To me it seems like the same parameter is being called twice, are we suppose to do that?
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I haven't tried that with the Beta, but since I last tried, no. You can't have two clients join the same server with the same steam uid.Was just looking for answers on this very subject tonight.
I can confirm it still doesnt work on the stable branch in v.0.70.106872
So i need one of my friends to help me, by allowing me to use his account, to test if my HC missions work lol.
I really hope theres gonna be a solution or even just a sloppy workaround soon :( One can only dream of a HC.exe hehe
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Sorry i have no experience with HC :(Ok, will see if i can make it work :) Fingers crossed.
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Thx for this amazing script, simply loving all the new editions :)
I have a question though.
Have you ever tryed making this run on a HC?
i would love to make a mission with a huge amount of EOS markers and massive reinforcements, running from a HC.
Im thinking simply make the eos_OpenMe.sqf start on the HC, but it cant be that simple can it?
Any guidance would be greatly appreciated :)
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Thank's but dont work.119 Radio doesn't appear in the back ... :(
Try using:
(unitBackpack this) addItemCargo ["ACRE_PRC119",1];
Tryed and tested, it works fine.
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Glad your finding the script useful :DAs for hiding markers. Well. you could always use invisibly markers.
OR you can find this line inside eos_init.sqf - _currentMKR setMarkerAlpha 0.5;
and swap with this
_currentMKR setMarkerAlpha 0;
EOS will work exactly the same way with any marker. I just prefer the rectangle insurgency style markers.
Will try it out straight away, thx so much for your hard work. Keep it up mate :)
EDIT:
Works like a charm, thx for the help mate.
EDIT2:
One more question hehe, In the new script does helicopters active the areas?
If so how would i go about disabling that?
I saw the answer a couple of pages back, but it doesnt seem to apply to this new version:
Find _spotFriendlies trigger. Replace _spotFriendlies setTriggerStatements ["this","",""]; with _spotFriendlies setTriggerStatements ["this && {((getPosATL _x) select 2) < 5} count thislist > 0 ","",""];
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Hey mate.
First of all, awsome update, it seem to really improve performance alot mate.
Ive got some questions about the map markers.
I want to hide the map markers, because i feel it ruins immersion to simply look at your map to see if theres more enemies in the area.
So far ive used this in init.sqf:
{_x setMarkerAlpha 0} foreach ["mkr1","mkr2","mkr3","mkr4","mkr5","mkr6","mkr7","mkr8","mkr9","mkr10","mkr11","mkr12","mkr13"];
Ive put the markers into the eos_init.sqf like this, did some tweaking of the groups aswell:
// DEFAULT ZONES = TWO SQUAD IN BUILDINGS _eosDefault = ["mkr8","mkr9","mkr11","mkr12","mkr13"]; // HEAVY ZONES = TWO SQUADS PATROLLING ZONE AND LIGHT VEHICLE AND REINFORCEMENTS WILL SPAWN _eosHeavy = ["mkr2","mkr3"]; // LIGHT VEHICLE = ONE SQUAD AND LIGHT VEHICLE _eosVeh = ["mkr10"]; // APC EOS ZONES = TWO SQUADS AND APC _eosApc = []; // REINFORCEMENT EOS ZONES = TWO SQUAD AND REINFORCEMENTS WILL SPAWN _eosReinf = ["mkr1","mkr4","mkr5"]; // EMPTY ZONES = CHANGE MARKER COLOUR WHEN UNITS ENTER (NO AI SPAWN) _eosEmpty = []; // SIDE MISSION EOS ZONE = USE THIS WHEN YOU ARE CALLING EOS FROM SCRIPTS _eosSide = [_externalMarker];
But for some reason it doesnt hide mkr8, mkr10 and mkr11. Im not sure why.
Is your script forcing the markers to be visible somehow?
Ive used this method in all previous versions and it always worked like a charm, now it just doesnt work for 3 of the markers.
Do you have any wise words?
I would also like to suggest an option to hide the mapmarkers via config chance (1/0), if you have any interest in this and if its not to much work :)
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;2435238']I hope so.Here's a sample of the hack I mentioned earlier... one of my friends recorded it.
Just mute the audio. :)
Agreed, its gonna be nice when theese #@!$#! are caught and punished ;)
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;2435204']Not that I've ever seen BattlEye stop hackers in ARMA II' date=' but I suppose it's better than nothing at all.
[/quote']
We will never stop hacking, we all know that.
But I have to add, in Arma II, a correctly configured BE filter could stop 99% of all hacking pretty much.
1000's of people got banned by BE and it did actually work, if you knew how to set the filters correctly.
The main problem in A2 was CD-key theft, which isnt a problem in A3, because its tied to your steam account.
So people would have to steal entire accounts to have a supply of keys to hack with, not really gonna happen tbh.
Again it comes down to the server admin, the filters are his responsibility to do.
So if you have an admin that doesnt know anything about the coding in the game, ofc he will not be able to protect you properly.
Im confident with the time and money they have put into Arma III, we will see people getting banned by BE as soon as it arrives.
We can only assume more money and time = more resources to develop the game and 3rd party AC, and the more tools we will have to help us.
If used the right way, BE is way more effective then VAC or PB can ever hope to be.
Just look at BE 2 years ago and compare it to BE now, the amount of stuff being logged had increased 100x and it will only get better tbh.
In the end we will be able to see every single action a player ever did on the server.
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Basicly use sites like this to find your external IP:
If you dont have remote desktop acces to where ever your server is hosted, find it on the list of arma servers:
http://arma2.swec.se/server/list
You should be able to find all the info you need there.
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Why not ask the author in the actual EOS thread, instead of making a new thread where its not needed mate.
http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos)&highlight=EOS
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Yeh this is good stuff mate.
Cant wait for release :)
Keep up your good work.
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Good old .bat with self created config files.
Works like a charm, runs great and is very easy to handle/configure what ever you want.
Ive had a look at several server launchers, but the good old way works perectly :)
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Use this:
this addItem "ACRE_PRC119"; this assignItem "ACRE_PRC119";
Done :)
Items in the "toolbelt" has to be assigned aswell.
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I have a question :)
When you save your loadout, where does it save it? A local file? if so where exactly?
We wanna be able to make x specific loadouts and distribute it to our members, but we dunno where its saved from the VAS exactly.
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will do :)Thank you very much :)
You made our community very happy.
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Try a steam cache verification, it usually takes care of this problem for our group. :)
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I would like to request a server key for this addon :)
We wanna start using sig verification and this mod is great, but it needs a key.
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Im would like to request a serverkey, since we wanna start using sig verification.
Can you make that happen OP? :)
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I would like to request a server key for the download :)
Didnt find one at the Armaholic Download.
[SCRIPT] Explosive-To-Vehicle
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Well thank you good sir ;)
The community is lucky to have people like you here hehe.