dreadpirate
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Everything posted by dreadpirate
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I recommend this: [h=1]Jona's Easy Redress Functions[/h]
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List of all hidden texture inits
dreadpirate replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there some way to browse all the paa files in the pbos without unpacking everything? That might turn up a few we haven't seen before... Also, I know nothing about config editing, would it be hard to make a little mod with the uniforms listed above?- 195 replies
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[Release] Red Light inside of Chopper
dreadpirate replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't seem to be working on the Huron. All other helis tested in editor work fine... -
List of all hidden texture inits
dreadpirate replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How about: this setObjectTexture [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]; (works with any uniform) Not really a hidden texture, but I like using: this setObjectTexture [0, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; to turn the AAF uniform olive and then using the olive vest, boonie, caps, backpacks, etc. to make a generic woodland army...- 195 replies
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Retain leadership of AI in multiplayer co-op using team switch
dreadpirate replied to jassida's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In your init.sqf: onTeamSwitch "group player selectLeader player"; Does this not work in multiplayer? -
Make ArmA II campaign similar as GTA?
dreadpirate replied to bboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've never used them myself, I just know that's how it's done. Google "arma addweaponpool" , there are a few examples floating around. -
Make ArmA II campaign similar as GTA?
dreadpirate replied to bboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://community.bistudio.com/wiki/addWeaponPool https://community.bistudio.com/wiki/addMagazinePool -
Is there a way to increase preformace in scenarios by using a Module that spawns AI?
dreadpirate replied to Neviothr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have a look at my script Jebus. It can spawn AI by trigger and despawn when no enemies are nearby. It's pretty basic, but it's designed to be noob friendly... -
Defence module mission help
dreadpirate replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think that's the pre-Zeus version of Defend. You know what would be great? Demo missions for Defend, Sector Control, etc. that actually go through step-by-step how to build your own versions..... -
[WIP] CorePatch: config patch for ArmA 2 OA
dreadpirate replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
OK, switching to beta. Thank you. -
[WIP] CorePatch: config patch for ArmA 2 OA
dreadpirate replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
So, we don't need CorePatch anymore? Everything is in the beta? -
Defence module mission help
dreadpirate replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Arma3\Curator\Addons\missions_f_curator.pbo is where the Defend missions are. -
Defence module mission help
dreadpirate replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Multiplayer - New - OK - ZvP 10+1 Defend Kamino There is a way to extract missions from the game files, but someone wiser than I will have to explain..... -
Defence module mission help
dreadpirate replied to Theodor Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It does work. I just loaded up Defend Kamino and was attacked by AI within a couple of minutes. No Zeus involved. The problem is, the Defend module is so poorly documented that no one (outside BIS) knows how it works. -
[WIP] CorePatch: config patch for ArmA 2 OA
dreadpirate replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is this a problem that can be fixed with CorePatch (I'm running v1.0.0.24) or is it a JSRS problem? Thank you for all your hard work. Tracking down bugs is no fun, so you've done the ArmA community a great service..... -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Jebus at present doesn't save the unit's loadout, it just respawns them according to classname. You could write a script to re-add the loadout and call it from Jebus eg nul = [this, "INIT=, "[_proxyThis, getMarkerPos 'city] call JebusAttack; {[_x] execVM 'myLoadoutScript.sqf'} forEach units group _proxyThis"] execVM "Jebus.sqf" I like using Jona's Easy Redress Functions for that sort of thing. Tell me which units you're changing the gear for and I'll write a quick example. -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's ok. I want this script to be usable by noobs. If people are struggling to understand it, I want to know why. Try adding the "DEBUG" parameter. eg nul = [this, "INIT=, "[_proxyThis, getMarkerPos 'city] call JebusAttack", "DEBUG"] execVM "Jebus.sqf" Or make a Civilian near where the units are supposed to spawn, set it to "Player" and preview your mission and see what is happening. -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, if you have a marker named 'tower', the group will spawn at the leader's position and attack the 'tower' position. If the group is all killed, they will respawn and repeat 4 - 8 times... -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Type nul = at the start of the line. Sorry, need to fix up the examples... -
Soldiers shoot sitting or lying? (Force)
dreadpirate replied to ScripTingTool's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://community.bistudio.com/wiki/setUnitPos -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated script Added reset when no enemies are within certain radius Added Arma 2 demo mission Example using "RESET": nul = [this, "ACT =, 1000, "RESET", "INIT =", " [_proxyThis, 'tower] execVM 'UPS.sqf'"] execVM "Jebus.sqf" Group will not spawn until enemy units are within 1000m. Group will delete itself if no enemies are within 1000m of leader's current position. ​ -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Almost done adding this feature sergeziegler. Just needs some more testing..... -
Init script for spectator mode?
dreadpirate replied to nullrick's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Re: letterboxing..... https://community.bistudio.com/wiki/showCinemaBorder -
Making enemy empty vehicle friendly
dreadpirate replied to bospor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had this issue once in Arma 2. The mission required the (WEST) players to destroy a downed F-35. But as soon as they did, the AI turned on them. Solved it using an eventHandler: this addMPEventHandler["MPkilled",{_this select 1 addRating 7000}]; -
Jebus - Just Editor Based Unit Spawning
dreadpirate replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How many groups does your mission have? Jebus is based around quickly making small scale single-player or co-op missions, but it doesn't have advanced features like unit caching or battlefield clean-up. If your mission is larger in scale, I'd look at AI Spawn Script Pack, EOS or DAC which have more advanced features than my humble little Jebus. Optionally, you could try running AI Caching and Distribution System or cB AI Unit Caching Demo alongside Jebus and see if that helps. If I get a chance on the weekend, I'll try out these caching scripts with Jebus and see how they work.