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wesley32

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About wesley32

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  1. wesley32

    ARMA III Contact - Custom Alien Behaviour

    It's done via scripting, they're nowhere near ready to release though. Still a mess =]
  2. Hey guys, Been messing around in the editor for a bit getting the aliens to do what I want, pretty good stuff so far. Got a mothership patrolling randomly with drones staying close and engaging humans when spotted and within 1500m of the mothership. Check it out: https://www.youtube.com/watch?v=Szbu_kk8WQg P.S. Sorry it's so dark, something went wrong with rendering I think, will try and fix =]
  3. Nice work on this convoy script, it's really good! I'm just having one little issue with trucks though, they keep stopping every 10-20m for about a second and then start moving again. Because of this they keep up an entire convoy unfortunately. Tested with Tempest and Zamak transport trucks. When placing one of these in editor with a normal waypoint the trucks move normally. Tested the script with all different speed modes and behaviours. Changing max speed also doens't seem to solve it. Other vehicles like Tanks, APCs and MRAPs move normally with same setup. Any suggestions? Thanks!
  4. I have a server script that spawns a camp with a flag (empty). I'm trying to apply a .paa texture that's stored in the mission folder to the flag the server spawns. I'm trying to keep things mod free. So basically Im trying to get something like this to work in the serverside script: campFlag setObjectTextureGlobal [0,"*missionfolder\texture\campflag.paa";
  5. Thanks for your answer, unfortunately it's not quite what I'm looking for. Is there a way to point to the mission folder using the path? e.g. execVM \*missionfolder*\test.sqf;
  6. Hi guys, Just a quick question, haven't been able to find this anywhere. I'm trying to have a serverside script execute an SQF that's located in a mission folder. How would I accomplish this? If I place test.sqf in my mission root and execute execVM"test.sqf" or execVM"\test.sqf" serverside I get a message "test.sqf" not found. Is it possible to point it to the mission folder? Thanks in advance!
  7. THIS SERVER IS CURRENTLY IN BETA. FEATURES MAY CHANGE DEPENDING ON FEEDBACK FROM PLAYERS. PLEASE LEAVE COMMENTS & SUGGESTIONS BELOW. Server IP: 192.223.24.171 Welcome to Arma 3 HardCorps! Key Features: - No mods required - First Person Survival - Persistent character and vehicles - Basebuilding - Missions - Lootspawns in buildings - Chopper crashsites - 24-hour Day/Night cycle - No Thermals/No lock on launchers - Hardcore gameplay experience - Group system - "End-Game" content for our diehard players About: Set out on Tanoa, HardCorps is a realistic sandbox survival experience. The objective is to scavenge supplies, weapons, vehicles, run missions, set up a base and destroy the other teams and factions. Loot spawns in buildings in DayZ style: military areas spawn higher grade loot than civilian areas. Vehicles also spawn randomly across the island and vary from simple civilian cars to armed military trucks. Chopper crashsites spawn randomly across the map and hold military grade loot, as do several missionsites. Missions are tweaked Wasteland missions: capturing stranded vehicles (no APCs and Tanks), ambushing syndikat convoys and retrieving loot from sunken boatwrecks on the oceanfloor. More varied missions will be added later. There's several territories across the island that groups can capture in order to earn credits. Capturing areas trigger waves of Syndikat Bandits that will try to take you out. Also when you capture an area, all players on the server will be notified. Plan your actions accordingly! Credits can be used to buy goods in a store, but these are very expensive. You will acquire your goods mostly by looting. Collected goods may also be sold at the various stores around the map, albeit at a reduced price. The north-west island is occupied by NATO forces. They have an arsenal of the best equipment in the game, some of which can be captured by players. They have patrols all over the island and will shoot you on sight. A full-frontal attack is not recommended as it will most likely end badly for you. These guys don't mess around so make sure you come up with a good plan before you attempt a raid. Completing anti-NATO missions will award you and your team with a high amount of credits. Missions include: sabotage, assasination and stealing classified documents. For more info check the ingame Q&A! If you've been looking for an amazing first person survival experience on Arma 3 this is for you. HardCorps was created using A3Wasteland as it's "framework". Many new features have been added and others removed to create a more challenging environment. Want more information? Come play!
  8. Thanks for your response, It's still showing up in the terminal menu unfortunatly. Any other suggestions?
  9. Hello all, I'm trying to restrict access to UAVS. I wish to disable the remote connect feature you get by right clicking on them in the "Open Terminal" map. Is it possible to only connect when standing next to them? Thanks in advance!
  10. Hi all, How would I go about executing killed EH code only on the machine of the killer (or filter him out) with the mission running on a dedicated server?. I see that using addEventHandler ["killed"] only executes on the machine where the unit is local to (server in this case). That means the killer won't have the code executed. I also see that addMPEventHandler ["MPkilled"] will execute the code on every machine. Can't seem to figure this one out. Any help is greatly appreciated! Thanks.
  11. Hi guys, So, I wish to execute code on every Man on init. I used the following: description.ext class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'Test.sqf')"; }; }; Test.sqf hint "Test Hint!"; In the editor it works like a charm. However when I launch this as a mission on a dedi, no hint pops up. Am I doing something wrong here? Cheers, Wesley
  12. wesley32

    "killed" eventhandler

    Took me a while to figure it out too, thought my code was broken at first. EH just fires for wrong unit. If you will, please post your issue on: https://github.com/acemod/ACE3/issues Hopefully this will get resolved quickly. :)
  13. wesley32

    "killed" eventhandler

    Are you using ACE3? If so, that's prob the issue. I have the same problem: https://forums.bistudio.com/topic/187040-kills-not-registering-properly/ Found out that the new ACE update messes up kills, the game thinks casualties suicided for some odd reason.
  14. Hi guys, I'm having an issue where kills aren't properly registered. Whenever I kill an enemy through headshot it works fine (a hint pops up), but when I shoot at the body armor of an enemy (take about 8-9 shots to make the kill) it doens't. I added a killed EH to the unit and used the following code to determine the issue: _killed = _this select 0; _killer = _this select 1; killerName = getText (configFile >> "cfgVehicles" >> typeOf _killer >> "displayname"); //Get the displayname of the killer _killed addAction ["Show killer", "hint format ['Killed by: %1',killerName]"]; //Add action to body and show displayname of killer though a hint When I headshot and the kill registers properly with killhint, I use the 'Show Killer' action on the body. It shows my own display name. This is supposed to happen. When I shoot at body armor and no killhint shows up, I use the 'Show Killer' action on the body. It shows the killed soldiers' own displayname. Anyone has any idea how this can be? It seems like when you kill by shooting at body armor, the killed suicides? Hope someone can shed some light on this, seems like some black magic stuff going on if you ask me :mellow: Cheers!
  15. What's a keyproblem? Everything in the ini file seems normal. Saving works the way it's supposed to.
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