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Magirot

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Everything posted by Magirot

  1. From general gameplay standpoint, my first reaction when I saw it was that it made the map look a little cluttered, at least in the mission we were playing, since it isn't very well differentiated from regular markers. It could profit from a different colour/style of the circle, though I have no idea what that could be. Then my secondary concerns were pretty much the same as Alwarren's. I thought it as a nice new idea for singleplayer, but I'd prefer a supported way of turning it off server or mission-side.
  2. Doesn't that move it to the origin position and leaves it there ? Does it? For me it moves it to the lower left corner of the map' date=' and if I change RscDiary_playerPos to [-10000,-10000,0'], it's moved well off the map altogether. Thanks, .kju. :) Voted for the ticket as well, since it would be nice to be able to easily disable it from all missions beside just the ones made by yourself.
  3. Really? I've often used this in my coop missions to check if all players have died, and it's worked fine even if all playable slot weren't filled. Weird things.
  4. It might be because the "player" command is local for every player, and they're being cross-executed in some weird fashion? Since you put them in the init box, use _handle = this execVM "the file" instead of "player", and in the script, use "_g = _this;". It could solve the problem. As far as I know, this script only gives the correct equipment for a single respawn, though, I think you need some kind of a loop for multiple ones. Edit: Eh, of course it doesn't, since the whole script is executed again. You need to leave the last "player"'s intact, at least.
  5. The reason why I didn't mention this was that I thought there was a hardcoded score decrease from killing anyone on the civilian side, at least in ArmA 2. I guess I remembered wrong since I can't find any mentions of it right now. It is pretty simple, though at least with my limited knowledge pretty cumbersome since the classnames need to be listed manually. This is one way to do it: add if(isServer) then { {if (side _x == opfor) then {nil = [_x] execVM "civguise.sqf"}} forEach allUnits }; to init.sqf, then create a script called civguise.sqf and add this: waitUntil {!isNil "bis_fnc_init"}; _civ_clothes = ["U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour"]; _civ_hats = ["H_Cap_red", "H_Cap_blu", "H_Cap_brn_SERO"]; _vests = ["V_Rangemaster_belt", "V_TacVest_brn", "V_BandollierB_cbr"]; _unit = _this select 0; // Remove original equipment removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; removeBackpack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; // Add vest and clothing _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit addUniform _cloth_item; // Random integer, if 1 instead of 0, add a random item from the array if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; }; // Random weapon loadout switch (round(random 3)) do { case 0: { _unit addMagazines ["30Rnd_65x39_caseless_green", 5]; _unit addWeapon "arifle_Khaybar_F"; }; case 1: { _unit addMagazines ["30Rnd_65x39_case_mag", 5]; _unit addWeapon "arifle_TRG20_F"; }; case 2: { _unit addMagazines ["200Rnd_65x39_cased_Box", 3]; _unit addWeapon "LMG_Mk200_F"; }; case 3: { _unit addMagazines ["30Rnd_65x39_caseless_mag", 5]; _unit addWeapon "arifle_MX_F"; }; }; _unit addMagazine "HandGrenade"; Now, all units on the OPFOR side will get their equipment cleared and are applied with random clothes and weapon loadouts. In case you want to apply this to only specific units, skip the init.sqf line and add nil = [this] execVM "civguise.sqf"; to the unit's init box instead. It can be applied to whole groups by adding {nil = [_x] execVM "civguise.sqf"}} forEach (units group this); to the init of any single group member. Uniforms, headgear and vests can be easily added to the relevant arrays in the script, while for more weapon loadouts you need to change the number in "switch (round(random 3)) do" and add new cases. Any more experienced scripter can probably suggest improvements.
  6. One way to handle this is to set up regular civilians, and make them led by an OPFOR soldier with the "probability of presence" slider set to zero. This way the OPFOR guy won't be around but the civilians whose leader he was regard themselves as OPFOR. Then give them weapons and ammunition with addWeapon and addMagazines. You can find the classnames for equipment from the SIX Config Browser, for example. And more on hostile civilians in the wiki. Take a look at this and this. In case you want to go with the dressing OPFOR as civilians, add this to the unit's initialization line: removeAllWeapons this; removeUniform this; removeHeadgear this; removeVest this; this unassignItem "NVGoggles"; this removeItem "NVGoggles"; followed by the equipment you want to add, for example this addUniform "U_C_Poloshirt_redwhite"; this addHeadgear "H_Cap_red"; this addVest "V_BandollierB_cbr"; this addMagazine "HandGrenade"; this addMagazines ["30Rnd_65x39_caseless_green", 5]; this addWeapon "arifle_Khaybar_F"; Since this makes the initialization box quite cluttered, many prefer to use a seperate script file instead, but I guess this is easier for starters.
  7. I can't find them either. The in-editor Config Viewer shows them under CfgGlasses, though. G_Diving, G_Shades_Black, G_Shades_Blue, G_Tactical_Clear, G_Sport_Blackred and None are the ones available. And my thanks as well to Sickboy for this invaluable and helpful tool.
  8. Magirot

    How to find specific item IDs?

    Six's classname listings The wet suit is "U_B_Wetsuit".
  9. Magirot

    Compass + Watch Enlarger

    I checked and this isn't the case, for me it's exactly the same size without the mod: http://i.imgur.com/Hxur5Po.jpg Could interface size or something else in the graphics options have an effect?
  10. this setUnitPos "MIDDLE"; makes the unit always crouch, at least. Coupled with this setBehaviour "SAFE" (to have the weapon lowered) it looks somewhat relaxed. I don't know what animations there are currently in the game, but in ArmA 2 you could use playMove to make them do something in the background, though if I recall correctly they would complete the animation even if they were shot.
  11. Magirot

    Compass + Watch Enlarger

    Curiously this doesn't seem to work for me (unlike for every other person in this thread?), the compass sizes normally. My friend got the same result. Any ideas what's wrong? Some screens to show that I've at least managed to enable the mod: http://i.imgur.com/rrhccxS.jpg http://i.imgur.com/kd8v1fH.jpg
  12. Wasn't mentioning the Geneva convention just a finishing note to a message otherwise discussing specifically gameplay concerns? Always allowing it in the way you describe (with the faction adjust) sounds like a balance concern to me, but eh. You can easily create a script to take uniforms from a dead enemies (though I couldn't find a way to get which uniform the enemy is wearing, and had to specify that individually. Someone made a thread about the same problem earlier. Passing it as a parameter when the enemy was still alive didn't work for me either). In case that's all you want to do (maybe coupled with SetCaptive), here are some clunky scripts. And if there's an easier way to do this, please share it, folks, I'm new to this. In the initialization of enemy units you want to be able to loot: nul = [this] execVm "uniform_init.sqf"; Create a file called uniform_init.sqf in the mission folder and throw this in it _unit = _this select 0; waitUntil { !alive _unit }; _handle = _unit addAction ["Take uniform", "take_uniform.sqf"]; take_uniform.sqf _enemy = _this select 0; _playerc = _this select 1; _id = _this select 2; _player_uniform = uniform _playerc; removeUniform _enemy; _enemy addUniform _player_uniform; removeUniform _playerc; _playerc addUniform "U_OI_CombatUniform_ocamo"; // enemy uniform classname _enemy removeAction _id; But the faction switch is the annoying endeavour. I did (or tried to do, at least) a mission where the enemy units switched to friendly-to-all Independent when players took enemy uniforms, after which detection was based on distance to players, and an alarm switched the enemy side back to OPFOR. It works in the context of this mission, but I wouldn't know or want to try to implement it in any kind of a universal way.
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