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dreadpirate

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Posts posted by dreadpirate


  1. That's a really obvious answer which I should have considered. LOL! I'll try it. Thanks.

    I wonder what the criteria for "OPFOR not present" actually is? Within the marker itself? 200 m away from the marker? Hopefully it does what I need it to do. In a perfect world I'd be able to pause the trigger when OPFOR is actively engaging and not just nearby.

    It means what it says, OPFOR is NOT PRESENT in the radius of the trigger. Yes, that means that the sound will be playing when the players are on the other side of the map. But if a sound plays in A3 and no one is there to hear it, does it make a sound and / or mess up everyones FPS? :-)

    As for figuring out whether a unit is actively engaging, you could come up with an intricate script using commands like knowsAbout, but I suspect that would be a lot of effort for an effect that most people won't notice anyway.


  2. got a small issue.

     

    in a local coop mission. DAC generated units are disappearing when a player (the guy running dedicated server) is killed.

     

    Seems they are local to him.

     

    How can I make it so that they persist?

     

    Quite a let down trying to hunt the guys down only to realise that they have disappeared due to the player whose pc spawned them dying.

    Are the other players named s2, s3, etc? I believe that's what the caching is based on.....


  3. I heard setCaptive was bad to use that way.

    Some people say AI that has already seen something as "setCaptive true" will keep seeing it that way, even after "setCaptive false".

    Like, it only work properly for AI that hasn't seen you.

     

    But I will try it and see what happens.  :)

    It might be a bit more complicated in multiplayer, but I flew around an enemy AI in the editor. Every time I dipped below 50 altitude, he fired at me. Every time I was over 50 he ignored me.....


  4. Thanks dreadpirate I just had a go at that. It seems on a lan game, the save option is still grayed out. Is there a way to adjust "enablesaving [false,false];" 

     

    That might solve everything.

    Even if you could enable saving, I doubt the scoring and so on would work after a save. Those modules just aren't designed with that in mind.

     

    How do you want your mission to work? Maybe we can think of a compromise...


  5. ^ ^ AFAIK, you want "NONE - Opt out of all beta programs," which will give you the most up-to-date stable branch (including current corepatch dated Dec. 30, 2015).  I'm not sure what "legacy" branch is; perhaps it is an older version of 1.63 + corepatch from before the time when corepatch went to stable branch.  For that matter, I'm not sure what the "Beta" branch is, either.  You could try switching from NONE to legacy to beta and comparing the "date modified" of corepatch.pbo.

    Actually, I just tried it: "beta" has the most up to date version of corepatch. "NONE" doesn't have the G36 fix that is mentioned above, among other things.....


  6. I just got the following to work:

    1. Create an empty Ghosthawk in the editor. Give it a name like ghawk
    2. Create two pilots grouped together. this moveInDriver ghawk for one, this moveInTurret [ghawk, [0]] for the other.
    3. Create two Helicopter Crew, grouped with each other but not with the pilots. this moveInTurret [ghawk, [1]] for one, this moveInTurret [ghawk, [2]] for the other.
    4. Give the pilots the usual Transport Unload waypoint, set to Careless.
    5. Because the gunners are in a separate group, Careless doesn't apply to them and they engage any targets they see.....
    • Like 2

  7. So I have the above code working. Its spawns HOWEVER AI from both heli's decide to shoot each other. Not sure as to WHY. Any help?

     

    My guess would be you need to createCenter

     

    But also, did you know there are OPFOR guerillas hidden in the game?

     

    If you replace "B_G_Soldier_AR_F" with "O_G_Soldier_AR_F" and so on, it will spawn guerillas that are on OPFOR by default.....

     

    https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST


  8. Guerilla Garment again:

    "A3\Characters_F\Civil\Data\c_cloth1_co.paa" //Blue shirt with red scarf

    I figured something out about the Guerilla Garment: Texture 0 is the shirt and Texture 1 is the pants. All of the texture files above have pants, but I can't figure out how to apply them.

     

    So for now you can go:

    this setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; //Olive pants and boots
    
    this setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.1,0.1,0.1,0.3)"]; //Black pants and boots
    

  9. NATO Gorgon:

    this setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; 
    this setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; 
    this setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; 
    this setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; 
    

  10. Found some more reskins of the Guerilla Garment

     

    http://steamcommunity.com/id/DreadPirateAU/screenshot/359527686148150946

     

    "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa" (you had this already)
     
    "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"
     
    "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"
     
    "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"
     
    There is also cloth2_bandit, cloth3_bandit & cloth4_bandit (and the same for kabeiroi, v2 & v3), but they seem to be for different uniforms. Haven't figured it out yet.

     

    30B2CFCC3FEC1BB5FCF820AD7EF97F9D72E184C7


  11. Also Ambient civilians is spawning muchg less civilians than it used to, and the takistan version behaves odd

     

    When I used it yesterday, I actually thought it spawned too many civilians on Takistan. There were certainly too many Westerners for my liking.

     

    Corepatch incorporates the BIS Module Improvement Project which may be the cause of some of these issues.

     

    The ambient modules have always had some weird behaviour, but not to this extent, I agree with the posters above.

     

    My personal favourite:

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=421153765


  12. Thank you.

    How would I edit "userweapon" in a script outside desciption.ext so that the CfgRespawnTemplates would be updated during mid game?

     

    I could be wrong, but I think that description.ext is just a header file that passes variables to the mission, not a regular script file.

     

    So you would need to have all the possible loadouts in the description.ext and use BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory to swap loadouts in and out.

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