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breech99

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Everything posted by breech99

  1. Awesome first version. I hope Bohemia can contract you to do a (hunter) mrap MATV replacement. Looking forward to the JLTV - the armored up Humvee replacement. The extended wheelbase version of the MATV can seat eleven. Good details. Keep up the great work!
  2. breech99

    [MP] =BTC= Hearts and Minds

    Updated Current Adaptation of Malden and Tanoa maps zip file downloads - with mods available Advanced Urban Rappelling | @AdvancedUrbanRappelling | F/A-18 Super Hornet pack | @JS_JC_FA18 | CUP Terrains - Core 1.3.0 | @CUP_Terrains_Core-1.3.0 | MELB v0.00003 | @MELB | USAF Mod | @USAF | RHS: United States Forces | @RHSUSF | RHS: Armed Forces of the Russian Federation | @RHSAFRF | Advanced Combat Environment Extras 3.2.0 | @ACEX | Advanced Combat Environment 3.10.21| @ace | Community Base Addons v3.3.1 | @CBA_A3 | https://github.com/Breech99/HeartsAndMinds/tree/Hearts-and-MindsMain_Blufor_Base Enjoy!
  3. breech99

    64 bit and mods

    64 bit running a lot better for mods. I would avoid the USAF air force mod right now, it's 32 bit, has a lot of script conflicts with new arma 1.70 build and does crash missions if you start with planes placed from editor. Kicks out a lot of errors. Their team is working to bring out a new USAF update soon. Other than that, ACE and all other mods running stable
  4. breech99

    Zee Identity Pack

    Hey Zee, make sure to check out maitreya from second life. These people are doing amazing female avatars. https://sl-maitreya.blogspot.com/ https://sl-maitreya.blogspot.com/p/maitreya-mesh-body-developers.html But then again, if we had maitreya quality avies it might be like "Soldier Shoot that person." "I can't, they're too adorable." "Just don't look them in the eyes..come back soldier! wait.."
  5. The usual way is to list all of the variables then post defined equal to. Something like this... private ["_group","_pos","_max_area","_behav","_allowwater","_min_area"]; _group = _this select 0; _pos = _this select 1; _max_area = _this select 2; if (_max_area < 50) then {_min_area = 0;} else {_min_area = 50;}; _behav = _this select 3;
  6. Create a root folder in your mission folder called functions, then place the GOM_fnc_functions.hpp file in that sub folder. I did that in mine just to make it easy to list.
  7. Create a folder in the main mission directory call it functions, then place GOM_fnc_funtions.hpp in the hpp code near the bottom } } } #include "..\..\functions\GOM_fnc_functions.hpp" } then it will stack it like a grocery list as it reads the hpp commands. Works for me.
  8. This is great for that old predator mission! - team vs predator player. Interesting research! Good discovery. Turns out, that old predator mission does use alpha textures named cloak ending in _ca. It's a cool effect.
  9. As posted by Wolf earlier, this addAction["<t color='#f9ff03'>Edit Payload</t>", {[vehicle player,"PILOT"] call GOM_fnc_addAircraftLoadout}, nil, 1.5, true, true, "", "true", 1, false, ""]; I placed in the appropriate plane to give it action, then set all the settings to false for required trucks and player will be able to have action to rearm, refuel, reload while in vehicle. Seems to work nicely for now. This method only gives the specific vehicle you placed in init the action.
  10. yep. I forgot to add as in the functions library player call myTag_fnc_myFunction; or [player] call myTag_fnc_myFunction; naming either specific player or UID. But good to see it removed from addActions. I prefer the ACE3 interactions using ace_interact_menu_fnc_createAction Also using ACE_MainActions and ace_interact_menu_fnc_addActionToClass commands to add ACE interaction in their menu system. Awesome stuff there Grumps!
  11. Your add action menu is spamming multiple "Change Aircraft Loadout" and adds another action if more players join on a dedicated server. Might set that to local or something so it doesn't spam?? I've seen that before and forget the easy fix for that stacking menu error.
  12. breech99

    Jets DLC documentation

    MK84 did an interesting youtube checklist video going over the VTOL hud details. ArmA 3 - Update 1.70 VTOL Checklist/Guide/Procedures
  13. breech99

    [MP] =BTC= Hearts and Minds

    I've added carrier dlc to the mix on both tanoa and altis, along with DEP(dynamic enemy air patrols) using some few interesting mods,(awaiting USAF to update) feel free to download and test both versions. The mod list is on front page of github. Enjoy. Hearts and Minds Github Altis and Tanoa versions
  14. breech99

    AI Driving - Feedback topic

    Reminder for those coding traffic that the Tanoa map has dirt trails which are not connected to anything and create error. A workaround for trails is to try using _roadConnectedTo = roadsConnectedTo _road; if (_roadConnectedTo isEqualTo []) exitWith {0}; _connectedRoad = _roadConnectedTo select 0; _direction = _road getDir _connectedRoad; _direction for bridges and roads spawn ai in a safe position near roads and use scripted way points, have them drive at full speed After testing most of the time the traffic/Patrol fail to find a correct city when they are on an island so you have to NameMarine locations for boats and etc. You can do a check if the end city has been found, if not take the closer city. Also good to find a useful end city from the start city depending of vehicle type.
  15. breech99

    Delete Destroyed Building

    Yes, definitely the idea. For other event handler conditions I have a addEventHandler and a RemoveEventHandler to prevent spamming. Just marking for destroyed building condition and not every point of structure damage. Would only be applied to like a church, hotel, uncommon structures around a mission area like a weapon cache or something.
  16. breech99

    Delete Destroyed Building

    Thanks guys, some pretty good ideas to test out.
  17. breech99

    Delete Destroyed Building

    Anyone have any examples or experience using this new event handler BuildingChanged?? I'm curious but sadly I haven't found much documentation outside of the biki. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#BuildingChanged I wanted to have a vip set of buildings, hotel, church etc. that when destroyed it will link to a reputation script to punish players for destroying structures. Stuck on this issue... The basic idea is to just add new mission handler and subtract reputation then. Then check how often it's called, whether it covers edge cases and whether the "isRuin" flag works as expected, since that could be used to add extra penalty for fully destroying a building. Then it's just a case of adding an array which gives you the mapping from building string to the modifier.
  18. I've used nearestObjects and found no real difficulty or negative issues with placing. I first check isflatempty in an area then I use if (count (nearestObjects [position _this, ["LandVehicle","Air"], 10]) > 0) exitWith {hint "Clear the area before mounting the FOB";hint str((nearestObjects [position _this, ["LandVehicle","Air"], 10]));}; for generating a land base
  19. breech99

    [MP] =BTC= Hearts and Minds

    Hearts and Minds Altis version - the respawn seems to be not reading the respawn code and players can't respawn. respawn_west marker is present. Hearts and Minds Tanoa version is just fine. Respawn and markers working fine. I think you forgot to add in description respawnTemplatesWest[] = {"Counter"};
  20. breech99

    [MP] =BTC= Hearts and Minds

    I see what's happening. Make sure your marker radius is large enough to reach out and overlap the epicenter of the town you want to black out. Then it works.
  21. breech99

    [MP] =BTC= Hearts and Minds

    On Tanoa, when using airbase at (aeroport de tanoa) and 600 radius is set, the nearest town Lifou activation still places IED on base but not AI.
  22. breech99

    [MP] =BTC= Hearts and Minds

    Noted: But from last reports the RHS versions are older and the Mod is a more current update from the last build with hotfix 2016. Besides, it's only a mod to enable. Enjoy
  23. breech99

    [MP] =BTC= Hearts and Minds

    I did a fork and for a form of variety and difficulty, Hearts and Minds version with a blufor main airbase w/safezone. Dep opfor air support and RHS troops sprinkled in to make it appear china and russians have been aiding the guerrilla forces. Found here on github. Enjoy and thanks to all who have been doing crazy fun coding. I'm thinking of trying a blufor base using tetet's Nimitz carrier and possibly adding that vanilla scratch built oil rig platform. Amazing stuff from the community. https://github.com/Breech99/HeartsAndMinds/tree/Hearts-and-MindsMain_Blufor_Base Features Uses Main Tanoa Airport as Blufor base with safezone over base Added Features: -Intro start with UAV cam and ANN report -fnc halo jump at main base -CHVD dynamic view distance script suite -igiload logistical load system to helicopters and RHS trucks and vanilla trucks -gvs helipad repair/rearm/refuel - Motorpool shop with repair/rearm/refuel -ace medical facility with automedic- joins group and despawns after 120sec. -VCOMAI - enhancement for AI. makes them perform less robotic -recorded music and sounds -DEP dynamic enemy population *only using the opfor aircraft to patrol/attack every 20-30 min -kp_fuel_consuption script to have fuel dependancies -MELB little birds -USAF C17 transport -tanks -base defenses ---------------------------MODS USED In this version:------------------------------------------ @cba community based addons @ace @acex @RHS afrf @RHS usf @CUP Terrain Core @MELB mission enhanced little birds @USAF ---------------------------optional client side mods: @athena @advanced urban rappeling
  24. breech99

    RHS Escalation (AFRF and USAF)

    I was able to get Igiload logistic loading script system to work with RHS. Needs some tweaking but for the smaller trucks like the M1083A1AP2 you can list under VAN class and the Larger Oshkosh you can list under HEMMTT trucks. Hauls cargo around and makes the trucks actually have a mission purpose. Keep up the nice work RHS team. Please make sure to fix the M1083A1P2 internal window first person view and it will be near perfect. It's got alpha showing on mesh.
  25. I still get damage from vehicle accidents even from small collisions when using the medical module feature checked "damage from Accidents disabled".
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