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callmesarge

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Everything posted by callmesarge

  1. callmesarge

    Enemy occupation system (eos)

    I have had a search through the thread and cannot find an answer to this - is it possible to change the weapon loadouts for units you spawn with EOS to use modded weapons like the HLC AK Pack?
  2. Zen, I just tested that code on Altis - it's amazing! I will spend some more time playing with it this week - thanks for showing me the way!
  3. callmesarge

    Enemy occupation system (eos)

    Thanks Vince, that fixed it - I forgot about crew! Herp!
  4. callmesarge

    Enemy occupation system (eos)

    I am having issues with spawning armed offroads from the motorpool. They seem to spawn with 1 passenger, no driver and no gunner. Anyone seen this before?
  5. Thanks Chondo, Whilst messing around with this today, I can see what you mean about the EOS AI issue. I have sketched out a plan of what I am trying to do below. I completed the tutorials now, but the last 3 went over my head. I understand the basics of the framework, but not how to use some of the more advanced functions. Objective: To create an insurgency style mission in Chernarus Key Features: Designed for Co-Op only Max 16 players Randomized start locations Towns have Red 50x50m area markers that spawn enemy units Killing all units in a marker area makes the marker go green Side objectives to destroy ammo crates, triggered at 15-30 minute intervals Rewards for side objectives I am a total scripting novice, but I am thinking what I need to put in will be something like this: Use Zen_SpawnMarker to create the markers on towns, and set the colour to red Use Zen_FindGroundPosition and Zen_SpawnInfantry to create hostiles in the marker areas Use Zen_TriggerAreaClear to check if the grid is clear and set it to green (not sure for this bit - can I modify the marker, or do I remove it and add a green one in?) Use objective system with randomized sleep timer for side objectives Generate rewards with Zen_SpawnAmmoBox For randomized start - pick 8 start locations, place a marker at each, use Zen_ArrayGetRandom to determin which one is used Again, any advice or guidance would be welcome - I am pretty out of my depth here.
  6. I am a mission making newbie, done a lot of playing round in the editor, and a lot of VAS configuration, but never any scripting. I am going through all of the tutorials now. I want to make an insurgency style mission (clear the grids, turn red squares green etc). I am thinking of using EOS (http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos)) to handle spawning of insurgents, grid marking and clearing. I want to use The Zen framework to handle side objectives, random start positions, and other such things. Does this approach seem viable? Any advice would be welcome.
  7. callmesarge

    JSRS: DragonFyre -- WIP Thread

    Aural Sex! (was that a bad enough sound pun for ya FrankHH?) These sound incredible. When this is released, ArmA 3 videos are going to be stepped up a notch! Cannot wait! I'd also like to second SammyG in requesting support for Modded weapons - I know it is some extra work, and some of the mod weapon sounds are pretty good (toadies HLC), whilst a few others need some work (Massi HK417). Having the option to use these sounds with those mods would be outstanding. Love the work dude!
  8. MP5 over commonwealth for me
  9. callmesarge

    Authentic Gameplay Modification

    Ok, I will test it out. I thought I was using the official release, so I will double check that as well. Yes, that was me drunk casting VCoH back in the day! A bunch of the old GR gang play ARMA now; Sandland, Chains, General Hell etc. Glad you liked the casts fella!
  10. callmesarge

    UTS-15 Shotgun

    This looks great, I cannot wait to try it out!
  11. callmesarge

    Authentic Gameplay Modification

    I love AGM, but our group is really struggling with the medical module. It would be great in the future if it were easy to disable via the module setting in editor. As I understand, to disable it now, we would: 1. Remove the Medical PBO from the server 2. Get each user to also remove their Medical PBO Is that correct? Would it help if I added the PBO check module to my mission for doing this?
  12. +1, totally agree. The M14 pack is great for Marksman but we need some dedicated sniper love Toadie!
  13. Just tried these out, they are great - will put them in my next ArmA video!
  14. callmesarge

    Barret M107/M82 "Blackened"

    Sound got borked in the last patch, any plans for an update?
  15. callmesarge

    HAFM - ArmA 2 HMMWVs import

    Any plans to include the CROWS hummer in the future?
  16. callmesarge

    Arma3 Videos

    Some ArmA 3 Insurgency action, I am trying to step up my video editing game!
  17. Phronk, this mission is great - its exactly the kind of thing I have been looking for to play with my clan. I am a very amateur mission editor - before I read your post on May 3rd, I spent a day tinkering with stuff - mostly adding in massi units and weapons, as well as JSRS, Speed of Sound, blastcore and acre. This is not for release, this is for a private clan server. I have ensured everyone is credit correctly in the code. I am working on editing the VAS and the insurgents to only have weapons from massi - I am going for that 00's decade feel, ya know? If anything i have done is of any use to you, please let me know and I will gladly send it over. I mostly do the edits cos I like to make videos - here is a video I cobbled together of our weekends testing, hoping to get a larger group on next week. Thanks again for the mission - your work is great!
  18. callmesarge

    Arma3 Videos

    I tried to make a shorter, epic feeling video, based on Escape from Altis.
  19. Having played chains edit to the mission above, I made a couple of videos of it: Short Long
  20. callmesarge

    Insurgency

    LSD and Harzach - fix from p91 for large squads worked like a charm - thanks for investigating guys, I owe you a beer!
  21. Is there a way to put a fire team or squad in the cargo of a transport vehicle, but the squad leader is not one of the vehicle crewman? I'm trying to make an amphibious assault mission where blufor spawns in the water already inside of the boats. When I put the transported units the same group so they can become cargo, it puts the boat gunner in command of the entire group. I want either the designated team leader to be in charge of everyone, or the infantry treated as a separate group from the crew.
  22. callmesarge

    Domination MHQ

    Hi, This must seem like a really stupid question, but I have searched and searched, tested in game and watched a bunch of youtube threads and I cannot figure it out: How the hell does the MHQ work in domination? I decided to play off line, familiarize myself with it before introducing it to my clan. I red the Kelly's Heroes tactical guide, which stresses the importance of setting up the MHQ correctly. OK, I can do that. But whenever I spawn in, I cannot find the MHQ anywhere - have hunted high and low, tried a bunch of different classes, all to no avail. How does one obtain an MHQ in domination? (have been playing Domination 2 on Takistan, iggHQ and Mojo Rooster 2 versions).
  23. I play alot of insurgency, here is Episode 5 of a series I am doing.
  24. callmesarge

    Insurgency

    OK, so here is my PBO. Elements of my mission were copied wholesale from the 6th Airborne Insurgency adaption - I have credited this in the mission file. I have also created this for my clan to use, I am not trying to post this and take credit for anyone else's work! http://www.mediafire.com/?ca9b81csgnd2c6j Any advice on resolving the issue or improving this mission file would be most welcome. It's a bit of a mess in there i know!
  25. callmesarge

    Insurgency

    Thanks again guys. Edited the variables, had no effect. Tried it with 6 man squads, the issue still persisted. Its really twisting my melon! I will go back to 5 man squads for now as a work around.
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