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fawlty

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About fawlty

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  1. The last time I noticed it is when I was checking civies on the VR map. Not a big deal, the only time it's frustrating is when Tank or APC buggers off. I usually spawn things on separate zones at a different radius. I always have Zeus to correct things though. Thanks again for the modification to EOS Cheers
  2. Ya I just gave it a try and it ran fine (I'm going to use it, thanks JB) That character as sarogahtyp pointed out is out of place.
  3. @strider42, thanks so much for the update. I changed over all my templates to your update (Prairie Fire, IFAS, Cup and default. I'm aware this issue is not based on Striders update but does anyone know why sometimes, be it Inf, Civilians, Tanks or whatever sometimes have a waypoint located at the bottom left (0,0,0) corner of the map? I go into zeus to correct it but it would be nice if it didn't happen. Also phronk a couple of post up mentioned "setTriggerInterval script command to increase the interval value. I personally set it to 2, whereas by default a trigger's interval is 0.5" Where can I find this to try it out. Cheers Guys
  4. Posted this on the PF discord site but not having any luck. Here's my issue I've attempted to host PF a number of times but am running into these massive lag spikes (not around the AO) that makes playing impossible. The last mission I built had no mods using EOS to spawn enemy. I have a 600mb down 30 up connection. My system is a new intel 6 core 5ghz/32 mb ram. I don't have any problem running anything else (Arma related) and am wondering what the cause could be. BTW I have the fps capped at 60 and it pretty much stays there until the lag hits. (not dedicated) If any info about the mission is needed such as scripts etc. let me know and I'll fill in the blanks.
  5. Just started playing with EOS to save resources and keep the ai numbers up. I'm having a problem with attack helis, the troop drop is working great but not attack. I've tried different values but no go This works fine but I need to add a value for Heli attack. null = [["z_0"],[0,2,100],[2,1,100],[0,0,100],[1,100],[0,100],[1,2,100],[0,0,250,EAST,TRUE,False]] call EOS_Spawn; ([1,2,100] heli Drop) Here's my unitpools // EAST N_Vietnamese FACTION if (_faction==0) then { _InfPool= ["vn_o_men_nva_15","vn_o_men_nva_22","vn_o_men_nva_21","vn_o_men_nva_16","vn_o_men_nva_17","vn_o_men_nva_20","vn_o_men_nva_18","vn_o_men_nva_19","vn_o_men_nva_28","vn_o_men_nva_44","vn_o_men_nva_25","vn_o_men_nva_23","vn_o_men_nva_27","vn_o_men_nva_24","vn_o_men_nva_20","vn_o_men_nva_17","vn_o_men_nva_16","vn_o_men_nva_19","vn_o_men_nva_18","vn_o_men_nva_16","vn_o_men_nva_17","vn_o_men_nva_20","vn_o_men_nva_18"]; _ArmPool= ["vn_o_armor_type63_01","vn_o_armor_m41_01","vn_o_wheeled_btr40_mg_03","vn_o_wheeled_btr40_mg_03"]; _MotPool= ["vn_o_wheeled_z157_01_vcmf","vn_o_wheeled_btr40_01"]; _ACHPool= ["vn_o_air_mi2_03_03"]; _CHPool= ["vn_o_air_mi2_01_01"]; _stPool= ["vn_o_nva_static_dshkm_high_01","vn_o_nva_static_pk_high","vn_o_nva_static_rpd_high","vn_o_nva_spiderhole_03","vn_o_nva_spiderhole_02"]; _shipPool= ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F"]; _crewPool= ["vn_o_men_nva_06","vn_o_men_nva_39","vn_o_men_nva_37"]; _heliCrew= ["vn_o_men_aircrew_04","vn_o_men_aircrew_03"]; Don't mind the shipPool, haven't got to it yet Appreciate any help Edit; disregard, figured it out (No passengers is the answer) [1,0,100]
  6. Give this a try, you need to set up markers [] spawn {[getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 65,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 90,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 65,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 100,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 55,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 110,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; [getMarkerpos "flyby1_1", getMarkerpos "flybybye1_1", 65,"FULL","vn_b_air_uh1c_07_02"] call BIS_fnc_ambientflyby; sleep 3; }; partial credit goes to Benchmark for helping with this Use multiple triggers or add to this for more hueys, or any of the SOG aircraft. Won't work for 3rd party (CUP) aircraft it's one of I'm sure, many ways of doing it.
  7. That worked great Pierre, I've been trying to have something like this for a while. One more thing , if I want to change the flyby to 1 group of 2 or any changes like that do I adjust this sleep ([2,15] select (_i == 1)); Edit: It's OK I figured it out for "_i" from 0 to 1 do Thanks again
  8. this is what I'm using now in a trigger but only works for stock planes and heli's [] spawn {[getMarkerpos "flyby2_1", getMarkerpos "flybybye2_1", 100,"FULL","vn_b_air_f4b_navy_mbmb"] call BIS_fnc_ambientflyby; sleep 2; [getMarkerpos "flyby2_1", getMarkerpos "flybybye2_1", 110,"FULL","vn_b_air_f4b_navy_mbmb"] call BIS_fnc_ambientflyby; sleep 15; [getMarkerpos "flyby2_1", getMarkerpos "flybybye2_1", 90,"FULL","vn_b_air_f4b_navy_mbmb"] call BIS_fnc_ambientflyby; sleep 2; [getMarkerpos "flyby2_1", getMarkerpos "flybybye2_1", 80,"FULL","vn_b_air_f4b_navy_mbmb"] call BIS_fnc_ambientflyby; };
  9. No Go with this 0 = [] spawn { private _existingVehicles = vehicles select {_x isKindOf "air"}; ["B_Plane_Fighter_01_F"] call BIS_fnc_ambientFlyby; private _createdVehArray = ((vehicles select {_x isKindOf "air"}) - _existingVehicles); if (_createdVehArray isNotEqualTo []) then { private _createdVeh = _createdVehArray #0; _createdVeh setVelocityModelSpace [0,150,0]; }; };
  10. I used this in a trigger Pierre but I obviously don't know what I'm doing, got a error msg. 0 = [] spawn { private _existingVehicles = vehicles select {_x isKindOf "air"}; [LIB_FW190F8] call BIS_fnc_ambientFlyby; private _createdVehArray = ((vehicles select {_x isKindOf "air"}) - _existingVehicles); if (_createdVehArray isNotEqualTo []) then { private _createdVeh = _createdVehArray #0; _createdVeh setVelocityModelSpace [0,150,0]; }; }; Bf190 from the Iron Front mod
  11. Guys is there a way to setvelocity [295,90,150]; (speed, direction, alt.) in conjunction with ambientFlyby. The reason I ask is, if you use some 3rd party (cup) aircraft they will just drop out of the sky. Using set velocity with hide show works but I'd like to use ambientFlyby. Thanks
  12. Thanks Pierre, sometimes I forget and run these drops over hostile areas on the map we haven't cleared yet resulting in no drop. Now I don't have to worry about module placement on a map. Thanks again.
  13. Hey Pierre, first off thanks so much for your modules, I've been putting them to good use. Question I have, Is there a way to make the heli doing the vehicle drop captive so as not to get shot down by AAA. I used to do this and set behaviour careless before using your module but haven't figured a way to do it now. example _this setCaptive 1; _this setBehaviour "CARELESS"; Pardon me if this has been answered already.
  14. Got this 'Localize: Unknown' show up in my compositions. Tried with no luck to delete it. Also tried removing all the compositions but it still remained. Anyone have a idea how to get rid of it? Thanks
  15. Ok Beno, that's got it. Thanks for hanging in there, appreciate it. Cheers...F
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