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Everything posted by MFG4Ever
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Armaholic, how did this pass under your radar?
MFG4Ever replied to haleks's topic in ARMA 3 - GENERAL
Chiming in on this. What's worse is, that it was posted at 8.27 am CET, so that makes it almost 9 hours now, without any action. How this managed to reach the front page of Armaholic baffles me. A sad day for the Arma community, a sad day indeed. Not to mention all of the families and people who were, and still are, affected by this horrible tragedy. Total lack of respect towards them. -
Yeah, tried it with ACE, without ACE, as an explosive specialist etc. but even if I get to around 2-3 meters proximity of the IED and place down explosives, it does not trigger the IED. Trying to crawl any closer, and BOOM goes the specialist ;-) I'm just trying to figure out, if it's intentional, that the IEDs can't be triggered by explosives, firing high caliber rounds at it, or lobbing grenades at it. Although having an option to disarm would be cool as well.
- 230 replies
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- dcg
- cooperative
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STRV 103C - Swedish Cold war MBT mod.
MFG4Ever replied to Sgt Potter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very nice looking piece of hardware -
So after playing around with DCG, I have a question regarding the roadside IEDs. Is it not possible to disarm them, or place down explosives to detonate them? So far all tests I've done, ends with me dying. Testing includes: - Driving over it in a vehicle (It seems that if you go fast enough, the IED does not detonate) - Driving over it slowly in a vehicle (BOOM!) - Walking/crawling/crouching up to an IED (This has been done several times, to try and see if the ACE interact menu would give me an option, but the IED explodes before I've gotten close enough, also placing down a demo block within a couple of meters of the IED, or firing a .50 cal at it does nothing. Same goes for lobbing grenades or HE rounds at it. So naturally my question is, am I doing something wrong, or are the IEDs buggy? Otherwise a great mod, with a lot of potential :-)
- 230 replies
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- dcg
- cooperative
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Very nicely done! One minor suggestion, if possible, have the helo's engine running when on the ground at the evac site.
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No entry 'bin\config.bin/CfgWeapons.'.
MFG4Ever posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Nevermind, solved the problem. Apparently you have to put something into weapons [] and magazines [] to stop the errors. -
So I'm working on creating a bit of ambience in a mission, and I've got the ambient flyby part down. But right now, thanks to limited scripting skills, and a fried brain, I'm placing down multiple triggers with this line in it: ambientFly = [getmarkerpos "mkrStart", getMarkerPos "mkrEnd", 50, "FULL", "B_Heli_Light_01_Armed_F", WEST] call BIS_fnc_ambientFlyBy; Granted the marker names are different for each trigger, but what I would like to have is a scripted version of this, where it's possible to spawn multiple ambient planes/choppers, insead of having to put down a bunch of triggers and markers. I'm thinking that a script with a sleep function between the calling of each plane/chopper, should see to it, that the spawned aircraft don't crash into one another. Now I know there are great scripters in the Arma community, and I'm also guessing this would involve some arrays of some sorts, but is it possible to actually script this, or is it only possible to have multiple ambient aircraft by doing it via multiple triggers? I have a feeling it is possible, and probably fairly simple to do, but at this moment I can't wrap my head around it somehow. (Maybe to many hours of editing, has finally taken its toll ;)) So I'm hoping someone can/will point me in the right direction.
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Vcom AI V2.0 - AI Overhaul
MFG4Ever replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Should be a fairly easy fix then ;-) -
ACRE 2 possible translator role
MFG4Ever replied to MFG4Ever's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Well we have different languages set up, and Babel working for INDEP side, as they sometimes are allies, and sometimes not. The farsi bit is something you can define on your own, since ACRE doesn't use "real" languages AFAIK. So you can, by theory, set it to Martian ;-) But this is just my theory, from what I've read on the ACRE wiki. But I'll have a look at your suggestion for the individual part. It seems we're headed in the right direction, we just need it to be called after the main ACRE init. -
In my group we're trying to build a small mission, in which we'll need a translator. Actually we'd like to have the role on a more permanent basis, if our initial mission pans out. So far, while playing around with ACRE2, we've yet to have any luck in assigning Babel language to a single role. We do not intend for everyone to be able to switch between Babel languages. As our mission framework is based mainly on F3 framework, we work with roles defined called via a function in an unit's init. It seems however, that the code we've composed, is either being overwritten by the ACRE 2 init, or simply is wrong. Most likely it is wrong, but right now, we're having trouble seeing exactly where we went wrong. Hopefully someone in the Arma community, can shed some light into whether or not it is possible, to actually limit the Babel language to only one role/player. Here's our code, which we've tried running both as part of a loadout script (based on roles) and as a separate script, after ACRE inits. waitUntil{[] call acre_api_fnc_isInitialized}; if (_typeOfUnit == "int") then { ["english","greek","farsi"] call acre_api_fnc_babelSetSpokenLanguages; }; int is the name of the role. Running the ["english","greek","farsi"] call acre_api_fnc_babelSetSpokenLanguages; as an exec command from the debug works fine. Which makes us even more sure, that we're missing something somewhere.
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Vcom AI V2.0 - AI Overhaul
MFG4Ever replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any word on the compatibility with units spawned by Zeus and using HC? Had a small mission today where the pre-placed units were working like a dream. But once we spawned in a couple of groups via Zeus, and they were moved to the HC by the Werthless script, they didn't move, or a lot of times they started bunching up, or even more strange just outright dying after they spawned. Not sure it's 100% related to Vcom, but never had that happen before. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
MFG4Ever replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sweet had a hunch it was something like that, but you know, better safe than sorry ;-) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
MFG4Ever replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So a quick question about the medic and repair roles. I'm trying to build a framework, where the use of pre-placed ACE modules isn't necessary. For our vehicles that are repair or medic vehicles, I know that I can use: _unit setVariable ["ACE_IsMedicalVehicle", true]; Example here being a medical vehicle. But for units, would I be able to do the same? We operate with two types of medics, one is a "regular" medic and the other has the doctor status. What I'm trying to figure out is, what line of code I would need to define each role? The same goes for the ability to repair stuff. We have engineers and designated repair specialists. Here I'm thinking I could just be sure to use the vanilla units, but I'd like for us to be able to designate roles, regardless of classname. So I'm guessing my question, in regards to the medics and/or repairmen, is this. Would the code look something like this: _unit setVariable ["ACE_IsMedic", 1]; - for a regular medic _unit setVariable ["ACE_IsMedic", 2]; - for a doctor And if so, would the same procedure apply to engineers and repair specialists? -
Thanks for sharing, might come in handy for future mission making
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[WIP] Terrain Diyala province Iraq
MFG4Ever replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Another sweet looking map. It might be Summer, but it's starting to feel like Christmas with all those great maps underway. -
Panjshir valley, Afghanistan
MFG4Ever replied to giallustio's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks very promising -
Kunduz, Afghanistan [10km] v1.20
MFG4Ever replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We'll most likely be using it in our upcoming MSO campaign, so videos will be posted on our homepage and/or YouTube channel. I'll see if I can remember to post some here as well, so you can see the fruits of you labor ;) Have been flying around the map for the past hour or so, and I'm still amazed, really looking forward to getting some missions going on this map. -
Kunduz, Afghanistan [10km] v1.20
MFG4Ever replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Amazing map, great work! Definitely worth the wait :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
MFG4Ever replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So much for the April Fools thoughts. What a way to end April 1st :) -
[eods] explosive ordnance disposal suite
MFG4Ever replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds great! I would like to offer my help, but my scripting abilities are somewhat limited, but anyway, if you need someone to bounce some ideas of, or a second opinion etc. I'll be more than willing to lend a hand. -
[eods] explosive ordnance disposal suite
MFG4Ever replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi! I remember a while back I asked if you guys had any plans of including pressure-plate IEDs, just wanted to hear if they are still a part of your plans, or you've decided against the pressure plates? Also since you have plans to create a Buffalo and Husky, any chance you might sneak a 6x6 Cougar in there as well ;) As always, it's a great mod, with some really cool features, and a ton of potential. I especially like the apobs, which always causes a lot of fun, and damage, for whoever uses it :) -
Edited version of our latest mission. Didn't go too well, but it was a lot of fun ;) http://youtu.be/_QIT3922yY0
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Community Upgrade Project - CUP_Terrains
MFG4Ever replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A rainy Sunday suddenly got a little sunshine ;) -
Check for civilian addaction
MFG4Ever replied to MFG4Ever's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah I see. Thank you very much :) -
So I got this idea, that I wanted to create a sort of "Hearts and minds" script, which actually might be more of a, "give MREs or other stuff to civies"-script ;) I'm currently in the middle of planning and trying write said script, but what I'm stuck at right now, is that I want to have a sort of condition in my script, which checks to see if it's a civilian the player is "talking" to. Basically all the player need to be able to do, is give the civi something. I'm thinking MREs, but might look to expand on that idea and be able to give them other things. The plan is not to have these "gifts" alter the AI's perception of the troops, just that they receive them, and the object is then deleted from the player inventory. I've been searching around to see if there were any scripts with this function, but so far without any luck. I know there are plenty of scripts which interact with civs, but even when looking at them, I can't seem to find a specific one, which only runs the addaction when it's a civilian AI. So naturally I turn to the great BI forum ;) In essence I just want a parameter in my script, which allows all players to give stuff to civies only, and only if the player has the item or items in his inventory.