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Everything posted by cc_kronus

  1. Hi II am calling a script from the init.sqf but it on start up there is the black window with an error. (unfortunately, the window don't show the kind of error it is). I have tried many things but I am totally unable to figure what is wrong. this is the code. { if (side _x == civilian && _x isKindOf "Helicopter") then { _x addEventHandler ["GetIn", "if ((_this select 2) == driver (_this select 0)) then {nul = [(_this select 0),(_this select 2)] execVM 'helocrew\crewIn.sqf'}"]; }; } forEach vehicles; Can someone, please, take a look at it and let me know what may be wrong? Thanks
  2. PREI KMAOCH LUONG - Straw Houses are highly resistant: Bullets hardly penetrate. They resist direct rpg hits. They should go in flames when hit with enough tracer ammo and/or hit by RPG . Rifle ammo should go through the straw walls like hot knives through butter spaghetti! - Bridges cannot be destroyed. Vehicles do not recognize bridges as part of the road. - AI infantry is unable to cross even low depth water crossings. - Some of the houses have sound effects of civilian life ..... speaking in greek! better keep them silent at all if you can't find cambodian sound effects. - sounds of seagulls. You should use Tanoa's jungle sound suite instead. - Drug trafficker's runway has nowhere to park planes... you could at least leave a flat area at same level and next to the runway so trees can be removed by user if they want to use the area as parking/platform for small propeller planes
  3. cc_kronus


    Hi Sk3y, I can't understand this. Can you be more specific on how to use the above data for the AI character to show a camo face? What specific line should I type in the unit's init? Thanks!
  4. cc_kronus

    Laws of War DLC Assets

    and don't forget the this animateSource ["outerTent_Hide",1,true]; to have all the complete set! :)
  5. yep very wrong thread. I was actually addressed to this post
  6. cc_kronus

    Laws of War DLC Assets

    Thanks Night 515!!!
  7. cc_kronus

    Laws of War DLC Assets

    Do you know if there is also a command to remove the walls and leave them as open tents? Thanks
  8. cc_kronus

    Laws of War DLC Assets

    Is there a template to edit the chalkboard " Land_wallsign_01_chalkboard_F" ? I tried with settextureglobal but it only changes the frame of the chalkboard.
  9. Hi When our RTO mark a point on the map and demand a virtual CAS support plane, the plane overflies the target point and then starts to circle it arround and arround and arround. It seems that if the AI pilot can't see the target, (which is most of the time in Dakrong map), they don't drop ordnance. Does anyone know of a way to force the airplane to drop the full Napalm load on the marker point placed in the map by the RTO? (regardless of what is below the jungle canopy, either VC or a lot of innocent bushes.!)
  10. Are those factions good for Echo version just released?
  11. I know it sounds like a noob question... but I am a noob! What should I type in the player combat supports' code box to remove the NVG to the chopper's crew?
  12. @eggbeast The radios I can see on 0:20 in this video https://youtu.be/mi-DushED4c will they be compatible with ACRE2? There are a lot of communities using ACRE2. I know that the ACRE2 team are very receptive to work with full mod developers to include compatibility of their system with the mod. Have you contacted them for this purpose? any news on that?
  13. Hi, With my very limited knowledge of programming (I am a copy-paster) I am trying to simulate a random radio broadcast to some radios placed in the scenario, but all radios must emit the same track. This is the code I am using in radios.sqf. The sountracks have already been defined in description.ext , and individually played, on a single radio as in - this say3d [ "voicetrack1" , 15,1] - they run OK. Now, I want all the radios. to play at the same time the same random track selected by the random function. _antena is an antena placed in the scenario. If destroyed, the transmissions end. _radios is the array of the devices I want to play the sound files, (the vanilla small black transistors) if !(isServer) exitWith {}; _antena = _this select 0; _radios = ["radio_1","radio_2","radio_3","radio_4","radio_5"]; _random = 3; while {alive _antena} do { _randomResult = floor(random _random); sleep 15; switch (_randomResult) do { case 0: {_radios say3D ["voicetrack1",15,1]; sleep 182;}; case 1: {_radios say3D ["voicetrack2",15,1]; sleep 197;}; case 2: {_radios say3D ["voicetrack3",15,1];sleep 171;}; }; }; The problem is that an error pops up and keeps telling me that it has found 5 elements (presumibly the radios) when only 2 where expected. I am totally lost and I have no idea on how to solve this issue. I would appreciate some help.
  14. vanilla + CBA As said before, if it is a characteristic of say3D, for the purposes of my mission, It would be better if each transistor played a random track
  15. @sarogahtyp & @Grumpy Old Man Thanks, both of your solutions makes all the radios sound and all play the same track, but I found a curious and unexpected issue. At the moment the player exits the listening radio of the say3D, the transmission pauses. This means that if you pass near a radio, listen to it, you get on your way until you can't hear it anymore and you get back within range to hear it again, transmission resumes right at the point you stopped hearing it. and when you get near the next radio, you hear the track start again from zero. it is not the case in the mission , but to give you an idea of the issue, Imagine you are hearing a terrorist making a speech trough a radio with a threat and a countdown, and you pass near radio1, and the speech starts, saying that after so many seconds he is doing whatever evil things terrorists do. you listen until he says that there is only half a minute left. you go away for maybe five minutes, you go back to the radio, and the next thing you hear is that you have 29 seconds left. Now if you get to the next radio2, you will listen the speech right from start. it destroys the inmersion and the purpose of the transmision. Is there any way to make all radios make the speech in a synchronized way? even if there is no player within the hearing radio of the transistors? If this synchronization can not be done due to the nature of say3d function. I would rather prefer that each radio1, radio3, etc. play a random track. @Grumpy Old Man I'm slowly getting into the dark side, but i cannot devote much time to it, so each aid is a great lesson on how the system works.
  16. Well, I hope that either he finds the time to finish this or let's see if someone else picks up the job of factions for Alive
  17. That would indeed be the easiest and cleanest solution for users
  18. cc_kronus

    ARMA 3 Addon Request Thread

  19. cc_kronus

    ARMA 3 Addon Request Thread

    Does anyone know if there is any mod existing or WIP that would enable a Jungle Penetrator on helicopters? with maps such as Tanoa, (or any other with dense forests or jungles) sometimes it is not possible to get to a clear landing zone to evacuate injured or rescue a squad in dense forests For those of you who do not know what a jungle penetrator is: This is how the device looks like. https://goo.gl/images/FWGvvb it designed to get trough the most dense jungle or forest canopy down to ground level. Once at ground level, the fins of the device are opened. https://goo.gl/images/AmRhfo each of the 3 fins serves as a seat and after securing the men to the penetrator with a safety belt, the device can hoist up to the helicopter a maximum of three people (one for each fin/seat) https://goo.gl/images/Uzk5bE https://goo.gl/images/sv7S5h It would also help to rescue someone from the water without need to hover dangerously low https://goo.gl/images/GV8R5j Obviously after hoisting up the men, upon arriving to the top they should be moved to a free position in the helicopter cargo. Please, let me know if anyone knows of the existance of this mod, or if there is already a WIP or if someone is planning to work on it
  20. The fact is to replicate an Arc Light, you do not even need the actual plane. They flew so high that the only thing visible from ground were the condensation contrails of the flight formation. A few seconds after the contrails pass overhead, you hear the distant humm of the engines and then the string of bombs hitting ground. If a script magician could organize that it would be cool, order an arc light, set up initial point and direction of the bombing run on the map, and after a few minutes, you see the white contrails in the sky, the script make a pattern of markers following the direction of the "flight", and then it creates an explosion on each marker with a short interval between them. I wish I had the skills to program it!!!
  21. Hi, I have spent hours looking for what I need but could not find it. We use Alive and there is a medevac chopper with Ai pilot. We also have an auto-heal script What we want to do is to be able to put injured players (often unconscious ) inside the medevac chopper, and when the medevac lands at the medic helipad back at base , there is a trigger that detect if anybody inside the helicopter is injured and run the auto-heal script on the injured player/s. How should be the condition and init of the trigger?
  22. https://forums.bistudio.com/forums/topic/205513-heal-or-eject-cargo-players-from-alive-helicopter-for-ace3-healing-solved/#comment-3208151
  23. The way is as follows: step 1. Trigger at helipad (for ACE3 healing) 10x10 square. type: none activation: anyplayer activation type: present repeatable condition: Player in thislist; On Activation: {hint "You are now healed"; [_x, _x] remoteExecCall ["ACE_medical_fnc_treatmentAdvanced_fullHealLocal", _x, false];} forEach thislist; step 2. The Helicopter (For ALiVE system). a) For whatever reason, I could not make it work with a chopper created with the transport module, consequently I had to put a medevac helicopter with Eden the normal way you put things in the scenario. b) syncronize the helicopter with Alive's PLAYER COMBAT SUPPORT MODULE. c) Enter this in the init of the helicopter: this addEventHandler [ "Engine", { params ["_vehicle", "_engineOn"]; if( !_engineOn ) then { private _pilotGroup = group driver _vehicle; { if( group _x != _pilotGroup ) then { moveOut _x }; } forEach crew _vehicle; }; } ]; this setvariable ["CS_TYPE","transport"]; this setvariable ["CS_CALLSIGN","yourcallsign here"]; this setVariable ["CS_SLINGLOADING", false]; this setVariable ["CS_CONTAINERS",0]; The helicopter only switches engine off when it arrives back to base, so that is when the eventhandler will be activated, will do the check on the crew and kick players out of the chopper. The lines with "this setvariable" are to enable ALiVE to recognize the helicopter and enable it in the Player Combat Support Module How does it work? Whenever you have in your team an injured that is stable but inconscious and in comatose state and the team medic is out of personal aid kits or enough fluids to bring the man back, it is evident that the player needs to be evacuated. Call the medevac chopper through ALiVE , load the unconscious man on the helicopter and send the chopper back to base. As soon as the helicopter touches ground on its helipad (can be a medic helipad next to a medic facility for inmersion) the eventhandler in the chopper will eject the player and when he touches the helipad the trigger will instantly heal the player. How you reinsert (or not!) the player back to the combat zone is up to the custom procedures of how each group of players/units operate. Thanks to The Magnetar for the trigger and to MrCurry for the Eventhandler.
  24. Hi we play in a group using ACE3 and ALiVE, Sometimes someone is badly hit, he is in stable conditions but still do not recover the conscience and the medic has run out of Personal Aid Kits or Saline bags to fully recover the player. We want to call a medevac (generated by ALiVE, so the chopper does not have a "name" we could use), evacuate the casualty to base, and as soon as the medevac chopper helicopter lands in the medic helipad, cure the injured running a function. in the code that is ran on the Alive Helicopter is : this setVariable ["ACE_isMedicalVehicle", 1, true]; so the injured stops bleeding. the trigger at the helipad has the following condition _x isKindOf "air" && isTouchingGround _x && player in thislist and on activation : {[_caller, _target] remoteExecCall ["ACE_medical_fnc_treatmentAdvanced_fullHealLocal", _x, false];} forEach thisList; Well, we have been unable to make it work and heal people inside the chopper. For example, changing condition to "this" allows anyone who gets out of the chopper and step on the helipad (where the trigger is) to get instantly healed. The problem is that most of the guys in the helo are usually unconscious, therefore, are unable to make any action to get out. or use an "addaction" which would solve the problem. We thought: wait a minute, if we kick them out of the chopper and fall on the helipad they will be instantly cured! so we have tried adding another trigger on top of the healing one to eject players out fo the chopper, but it does not work. We have tried with Getout: unit action ["getOut", targetVehicle] we have tried with eject: unit action ["eject", vehicle] none worked, we assume that the problem was that the players in the back of the chooper count as cargo, Please, Note that we are playing with an helicopter generated by ALiVE, so it has no name to refer to, and ACE3, so solutions such as "set damage 0" will not work. Any idea how to solve this? Either healing them when the chopper lands on the helipad or alternatively, with another trigger to kick players out of the chopper after landing so they fall on the helipad. The trigger must work in multiplayer, either on dedicated servers or on hosted server. Our programming skills are very limited, so if you post a solution that we can just copy and paste it would be greatly appreciated. Thanks in advance for your help.
  25. @mrcurry Works like a dream, I do not know how to thank you for your help. I have been after this for weeks. The medal is for you, mate!.