dreadpirate
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Everything posted by dreadpirate
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Jona's Easy Redress Functions
dreadpirate replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for releasing this, I can see myself using it a great deal. I was just playing around with it in the editor and noticed a few things: The first time I tried to preview, I got an error: No entry 'config.bin/CfgWeapons' But after opening and closing the Config Viewer it worked, so it might be an A3 bug as opposed to something you've done. Next, the British units in vehicles were not redressed for me. Maybe a timing issue? Your script is running before the units are created or something? Lastly, the Helicopter Crew & Pilot uniforms have a USA flag on the sleeve. Maybe give them the civilian Worker Coveralls (similar design) or just CTRG? -
Information about ARMA3 MODULES
dreadpirate replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need a functions module in A3, it's included by default. As for setup, there are some good tutorials on YouTube. Search for "pickinthatbanjo" for starters. -
Nevbox's Texture Resources
dreadpirate replied to nevbox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great idea, I'll be following with interest... -
Easy British unit script
dreadpirate replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I really like this script, it effectively adds a whole faction without a single addon. I notice in this thread: http://forums.bistudio.com/showthread.php?150633-How-to-make-civilians-as-enemies-and-equip-them-with-weapons-some-of-the-gear that you have redressing scripts for FIA and "MFA". How would I go about using multiple redressing scripts in the one mission? ie How do I edit the description.ext? I'd like to add other redressing scripts when I get a chance: Cops & Robbers - Pistols, SMGs and light vests only... Islamic State - Shemags, Katibas & CSAT voices... Mercenaries - Wide variety of equipment, American, British and Greek voices mixed... -
Need a voice actor for a small role
dreadpirate replied to Falloutperson416's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried to add you and Steam couldn't find you... -
I've started making a script to auto-furnish buildings, starting with the military offices: Place a Game Logic over the building you want to furnish with the init line: nul = [this] execVM "furnish.sqf"; furnish.sqf: if !(isServer) exitWith {}; _building = nearestBuilding (_this select 0); _tmp = "Land_TableDesk_F" createVehicle position _building; [_building, _tmp, [2.7, -4.7, 0.5], 270] call BIS_fnc_relPosObject; _tmp = "Land_TableDesk_F" createVehicle position _building; [_building, _tmp, [-0.7, -1.7, 0.5], 90] call BIS_fnc_relPosObject; _tmp = "Land_TableDesk_F" createVehicle position _building; [_building, _tmp, [-5.1, -4.7, 0.5], 90] call BIS_fnc_relPosObject; _tmp = "Land_TableDesk_F" createVehicle position _building; [_building, _tmp, [-2.4, -1.1, 0.5], 180] call BIS_fnc_relPosObject; Eventually, I'll use attachTo to place chairs, computers and random small objects on the desks. But it's pretty tedious work shifting each desk around and previewing in the editor. I tried using Zeus, but the desks bounced around and fell over too often. I can use attachTo to pick up a desk and place it where I want, but how would I get a relative position and orientation to the building to plug into BIS_fnc_relPosObject?
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Easy British unit script
dreadpirate replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
(typo in the example above for a single unit) Works great! Even easier to use now with autodetect -
AI path finding - bumps into stones and walls when driving a car
dreadpirate replied to Heeeere's johnny!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
As a workaround, you could make the vehicle invincible until it arrives at its destination... -
Easy British unit script
dreadpirate replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great idea, I'll definitely be using this... -
Can't connect to servers in 1.63 patch
dreadpirate replied to MacMillan11's topic in ARMA 2 & OA - MULTIPLAYER
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Can't connect to servers in 1.63 patch
dreadpirate replied to MacMillan11's topic in ARMA 2 & OA - MULTIPLAYER
Same..... -
OK, I found myself putting the Muslim prayer sound on every minaret in every mission that I made. So I decided to work out how to automate the process and here's what I came up with: Place a Game Logic in the centre of the map and name it "centre". Place the Functions Module on the map. Add the following to your init.sqf: [true]execVM "scripts\initMinarets.sqf"; //use [false] if you don't want debug markers on the minarets Create a file in your scripts folder called initMinarets.sqf and paste the following: if (!isServer) exitWith {}; waituntil {!isnil "bis_fnc_init"}; _debug = _this select 0; possibleMinarets = ["Land_A_Minaret_Porto_EP1","Land_A_Mosque_big_minaret_2_EP1","Land_A_Minaret_EP1"]; includedMinarets = []; { includedMinarets = includedMinarets + (getPos centre nearObjects[_x,10000]); }forEach possibleMinarets; _i = 0; { call compile format [" if (_debug) then { _m%1 = createMarker[""myMinaret%1"",[position _x select 0,position _x select 1]]; _m%1 setMarkerShape ""ICON""; _m%1 setMarkerType ""mil_triangle""; _m%1 setmarkercolor ""colorred""; _m%1 setmarkerDir direction _x; }; _t%1 = createTrigger[""EmptyDetector"",getPos _x]; _t%1 setTriggerArea [0, 0, 0, false ]; _t%1 setTriggerActivation [""NONE"", ""PRESENT"", false]; _t%1 setTriggerStatements [""true"", """", """"]; if (random 1 < 0.5) then { _t%1 setSoundEffect [""$NONE$"", """", """", ""Muslim_prayer1""]; } else { _t%1 setSoundEffect [""$NONE$"", """", """", ""Muslim_prayer2""]; }; ",_i]; _i = _i + 1; }forEach includedMinarets; I haven't got it to work with minarets created by the Town Generator.
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Can you use different respawn types in the same mission for different sides!
dreadpirate replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd investigate: https://community.bistudio.com/wiki/addMPEventHandler and https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPRespawn (But someone wiser than me will have to help you use them properly.....) -
Can you use different respawn types in the same mission for different sides!
dreadpirate replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try respawn = base, combined with a teleport script for blufor to simulate respawn = instant. Might work... -
Objects on map versus created by script
dreadpirate posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, I'm creating a co-op Insurgency-style mission. Currently, I have 5 caches, named "cache01" ... "cache05" with a script that randomly hides them inside buildings (not too close to base, of course). Then I have triggers with "!alive cache01" etc as Condition to check for task completion. My questions are: How would I benefit from using createVehicle to create my caches? Would it be better to use scripts rather than on-map triggers to check for completion? What are the potential pitfalls for using that approach (publicVariable, etc)? -
How to get Town Locations
dreadpirate replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/text_location -
Civilian Behavior Controller script
dreadpirate replied to Rydygier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I could've sworn I tried this yesterday and couldn't get it to work, but it's working now! :) Thank you. So I can have some civilians standing still (shopkeepers, etc.), some following specific waypoints, some looping animations AND have your free-roaming civilians as well. I think this will replace ALICE in my future missions. Good stuff... -
Civilian Behavior Controller script
dreadpirate replied to Rydygier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm definitely going to give this a try. Sounds very promising... Added after having a look: So, if I want to use RydCBC_Units, I have to give a name to every Civilian? Could there be a way to exclude certain Civilians instead? -
Where are camo nets in the editor?
dreadpirate replied to zigzagtshirt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Which mod, by the way? -
ArmaII Object class library
dreadpirate replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this: BAF_L110A1_Aim With this ammo: 200Rnd_556x45_L110A1 -
My friend and I are working our way through all these missions and enjoying them immensely (also the Takistan & RCIR packs). Just one little edit I'm going to make: Switching from "GROUP" respawn to "SIDE" respawn (to allow team-switching). Last game, my friend and I got killed in quick succession and when we respawned, an AI was group leader! Things went badly for us after that...
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Fixed this myself in the end..... Yes, it's possible to switch around the sides & factions: https://dev-heaven.net/projects/patrol-ops/wiki/Porting I've made a CDF Patrol Ops on Chernarus vs the ChDKZ.....
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Dynamic Medevac Crew Mission
dreadpirate replied to flighttime95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you want to do SP or MP? (SP being a lot easier) -
Trigger+Game logic script?
dreadpirate replied to camdev's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can't you just run the script from the trigger? -
Dynamic Medevac Crew Mission
dreadpirate replied to flighttime95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd love to see a mission like this. The key to dynamic missions is locations: http://community.bistudio.com/wiki/ArmA_2:_CfgLocationTypes and http://community.bistudio.com/wiki/nearestLocations Pick a random location and then spawn in whatever units & vehicles you need for a particular rescue. You'll need to create a trigger or an addAction to make the wounded join your group, so you can order them into the chopper. (Unconscious folks, stretchers and so on are more complex, get the basics working first...). Then when you get back to base, you need a trigger or addAction to drop them off at the Field Hospital. As for the chopper, why not simply use the choppers with guns already on them?