atlantisthief
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Everything posted by atlantisthief
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Follow-Up on the OP Palladium
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Have you played Tactical Battlefield? Why did you stop?
atlantisthief replied to Oric-1's topic in ARMA 3 - MULTIPLAYER
I played it, I loved it. I stopped due to me stopping playing Arma 3, but recently I am getting back into A3 but TacBF server are always empty :/ I believe TacBF on Tanoa could be interesting, atleast I think I have more FPS on Tanoa then any other map right now. I would play it once players are back in it.- 8 replies
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- tacbf
- tactical battlefield
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JTF16 was hosting a mission for more then just their own community. TFW participated!
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ACE3 - A collaborative merger between AGM, CSE, and ACE
atlantisthief replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A little bit sad to hear that. But as we speak of network traffic, I actually don't see any bigger lags on the 70 Slot TacBF server, but who knows what power is sitting behind it. Wouldn't it be atleast possible to walk over bodies that are unconces so urban combat would be a bit less painfull? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
atlantisthief replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I mean the body should behave like in this video (with maybe a bit few jumping): http://youtu.be/epFOf-SpV7g Things to notice: #1 The body can be dragged and while beeing dragged it is in the same position as in Ace³ (fixed animation I would guess) #2 As soon as I release the body, it turns into a ragdoll again #3 Medical actions can be applied at the ragdoll (see how arms and legs are positioned?) I can walk over the body aswell. There is no indication from distance to see if that body belongs to a unconces player or to a dead one. #4 After medical treatment is finished (aka revived), player can move as normal. THIS is what I would like to see in ACE³ instead of that freaking horrible fixed ragdoll stuff it has now. :( -
ACE3 - A collaborative merger between AGM, CSE, and ACE
atlantisthief replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
#1 Great ^^ #2 I know the medic system, my clan and me are using the advanced medic system ^^. I was probably unclear, what i mean with the TacBF medic system the dragging itself is not done with a ragdoll, instead it's a very similar animation state like it's in ACE now. But on dropping the wounded person, the body turns into a ragdoll again, all medical actions applied happen on the "ragdoll". If I find the time, I will make a short video today and upload it to show exactly what I mean, as I clearly prefer the way a body is handled in TacBF compared to ACE³ right now ( :( ) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
atlantisthief replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey! I like the mod a lot! It adds a lot of depth to the core gameplay. But I have a few requests to the mod: #1 (rather unimportant) Reintroduce the vehicle maintenance options from AGM. Make us fix wheels, make us fix the engine and refuel. Maybe even the tow rope. #2 (rather very important) Been playing TacBF recently and there is always one thing that I would LOVE to see on Ace³ that is the way a shot body is behaving. I want to see a ragdoll of a dead player, I don't want to be able to decide if a player is still alive or dead simply by checking how his body is lying (fixed position vs ragdoll). Please check out how it's done in TacBF, since there is also drag, and healing and reviving (on a rather basic level but still). It would also solve the issue that a "dead" player is blocking paths, simply because he is in an animation state. I posted this already on your github threadnought called "suggestions" but I believe it drowned under the massive ideas amount. -
Hello everyone, I want to have in a mission that is running with ACE3 a way to give dieing players the chance to spectate the further game. I did a little bit of research and found this Modified Kegety's Spectator Script (http://www.armaholic.com/page.php?id=22827). On that point, it looks like something i want to have. But I can't get this script running after a player died (and had to respawn). My Description.ext contains those relevant settings: Respawn = "3"; RespawnDelay = 10; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition"}; Out of the BIWiki, Respawn 3 aka Base should also trigger onPlayerRespawn.sqf, where I have the same call as in my editor version to switch to the script and spectator mode. By now I was able to get the "onPlayerRespawn.sqf" trigger for Respawn = "1"; but I want the player to respawn as a unit so they can, in case of an error in the mission/bug, rejoin the mission. The respawnOnStart is something that is needed of some of our Zeusmissions, so the Zeus can change the initial spawnzone. So to come to a proper question: How can I get this Spectator Script, or any other suggested one, running on a player respawn, but still allowing the player to rejoin the game easily (by hitting esc and leaving the specator view for example)?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
atlantisthief replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
legen.... dare to not give us ACE3 within a week, righty? -
Hey everyone, I just need a small helper here: I do some Zeus-Coop Missions with a bunch of people and sometimes accidents happen and friendly fire / team killing occurs. We are using AGM so everyone can be revived and so on, but there happens that player can't enter vehicle no more. I know this is related to friendly fire but how can I make my fellow players join vehicle although they did teamdamage accidently? This once killed a whole mission for me, as I couldn't get everyone transported. I tried to use "player addRating 10000" via the debug console to give every player a positive rating back, do I need to do this BEFORE the teamdamage happens? Is there anyway to fix the situation AFTER it happened?
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ALiVE - Advanced Light Infantry Virtual Environment
atlantisthief replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to have the persistent saving function done locally? My server admin is not willing to do use the current model as it would be dependant on an external databse. Can you maybe explain me how to change it so it will save it on the local server instead? -
Hello everyone, i have gathered a few questions I'm stuck upon playing a few zeus missions (as zeus :P): I play on a custom zeus mission, filled with 2 Zeus Entities as playable units (Unit on ground), a custom base and a virtual aresnal box. So here are my questions: 1. Can I as Zeus somehow apply certain script commands to a player? Something like "this setCaptive true"? I can do that on debug screen, but obviously I can't target a specific player. I could try to achieve that using names for each placed unit in editor, but it's hard to determine who is who once everyone joined in (after I have build stuff). 2. How can I place a new box with an action menu entry going for an virtual arsenal via Zeus? Yesterday someone made a mistake and destroyed the virtual box for everyone :( 3. Is there a way to make it possible to actually edit player positions? As said, a predefined unit spawn location is set for a pretty much default "out of base" experience, but I was interested in doing a start somewhere else on the map. I had a workaround getting the players geared up and getting on a HEMTT which I later via debug camera moved to the destination.
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On 2. Have you checked how many uniforms, weapons and items are there by default??? That's a lot clicking :P 1. I see, well i have to find a workaround when I want to work with a template mission. 3. Immersive not, but as yesterdays example: on default faction is blufor, but I wanted to give them the fun of beeing some guerillia fighter in opfor suits, so they changed but had to be moven somewhere else because they didn't clearly belong to the blufor camp anymore :P Missions doesn't always have to start at a base to be rolled out in some cases ^^
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Thanks for your respond novemberist, 1. Yes I mean human players (as of right now, i dont have any script input box like on AI units) 2. I could do that ... but considering all those different items, weapons, attachments, magazines AND stuff added from mods i will be clicking all the time on one evening to create one such box :P 3. I simply mean a way to "teleport" players from A to B, not by killing or respawning. (Killing wouldn't work since we use AGM as our medical system).
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UPSMON Updated to ArmaIII
atlantisthief replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wonderfull, my fault on the game object (thought it was a line somewhere) Still Fortify bugs by myside: Error in expression <_id = -1; { _id = _id + 1; If (typename _x == "ARRAY") then { _alturatemp = _x; > Error position: <_x == "ARRAY") then { _alturatemp = _x; > Error Undefined variable in expression: _x File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_FORTIFY.sqf, line 90 -
UPSMON Updated to ArmaIII
atlantisthief replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have some error messages preventing to use UPSMON. I have downloaded the 6.0.8 Hotfix version from Armaholic. Is there any way how i can get a Logfile from A3 showing all script errors? I would post it here so it can be fixed :D Found it in the RPT: Warning Message: Script scripts\UPSMON\!R\markerAlpha.sqf not found Error in expression <d",UPSMON_grpindex]; _lead setBehaviour _orgMode; _lead setSpeedmode _orgSpeed; > Error position: <_orgMode; _lead setSpeedmode _orgSpeed; > Error Undefined variable in expression: _orgmode File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 35 Error in expression <_x, [],0,"form"]; _newunit setBehaviour _orgMode; _newunit setSpeedMode _orgSpee> Error position: <_orgMode; _newunit setSpeedMode _orgSpee> Error Undefined variable in expression: _orgmode File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 57 Error in expression <d",UPSMON_grpindex]; _lead setBehaviour _orgMode; _lead setSpeedmode _orgSpeed; > Error position: <_orgMode; _lead setSpeedmode _orgSpeed; > Error Undefined variable in expression: _orgmode File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 35 Error in expression <_x, [],0,"form"]; _newunit setBehaviour _orgMode; _newunit setSpeedMode _orgSpee> Error position: <_orgMode; _newunit setSpeedMode _orgSpee> Error Undefined variable in expression: _orgmode File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 57 Thats basicly all i could find and which i have seen on the error window appearing. -
Hello, I rather have a short question but I simply can't figure it out myself: I want to add a few UAV Pictures in my Briefing, some kind of Intel for the missionplaning. I managed to get the briefing loaded in the game and the pictures to be shown, but they are cut and like that not really usefull: Here are some screenshots: Ingamescreenshot of example uav1.jpg: https://dl.dropboxusercontent.com/u/27198162/Screenshots/arma3%202014-06-14%2019-28-18-617.png (1415 kB) uav1.jpg picture itself: --------------------------------- Ingame example uav2.jpg: https://dl.dropboxusercontent.com/u/27198162/Screenshots/arma3%202014-06-14%2019-25-46-005.png (1401 kB) uav2.jpg picture itself: https://dl.dropboxusercontent.com/u/27198162/Screenshots/uav2.jpg (411 kB) Here is how i call the briefing: Init.sqf[code]call compile preprocessFile "briefing.sqf"; briefing.sqf player createDiaryRecord ["Diary", ["SITUATION", "LOT OF TEXT INFRONT OF THE SCREENSHOT TO HOPEFULLY EXTEND IT! <img image='uav1.jpg'/>"]]; [/code] Any suggestions what to do there?
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Briefing image getting cut
atlantisthief replied to atlantisthief's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Easy as simple ... it works, but there is no way to use a higher resoultion image? Like something to click on to expand it? -
Arma 3 Helicopters DLC Discussion (dev branch)
atlantisthief replied to FredAirland's topic in ARMA 3 - GENERAL
I would like to clarify this statement. Everyone with a copy of A3 will get the ToH Flight Model (FDM?) aswell as shooting from vehicles. But only owner of the DLC will recieve pilot access to the new Helicopter? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
atlantisthief replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have run into a smaller issue with MCC the last time: On my mission i use the A3 Wounding System (http://forums.bistudio.com/showthread.php?170975-A3-Wounding-System) instead of BTC because of personal and community preference. During the last session, i was the MC and have been going to hijack some enemy AI to spice things a bit up for my fellow members. I got shot pretty soon and got back into my own player body (staying in base). But after a while, the Revive System kicked in and i has been respawned as the Hijacked AI unit at the respawn point, which only could be solved by going back to lobby and rejoining. The second smaller issues, probably also linked to this other revive system, is that every respawned player did not get notified as "player" in the list. I couldn't simply select them anymore and so i couldn't let them get back into action via parachute for example. Is there something i could do to keep using A3 Wounding and use all the features of MCC? -
Hi, i have played A3 since Alpha and i really like the way it developed from that point. But there is one thing i swear i could remember: In Alpha (maybe even still in Beta) i could turn down my option for "Radio Volume" so i don't have to hear my Avatar's voice calling out targets or annyoing me on MP sessions with "group members" not beeing close to me. But after a patch in Beta i think, this was gone. If i am NOT the group leader, i don't care much since i really don't hear it. But if i am the Group Leader, or I am just close to a group leader (doesnt matter if friendly or enemy) i can hear them always go for the call "get to XXXXXXX". Espacially for MP TvT it is sometimes totaly annoying to hear that or "say" that, because it gives away your position. Maybe i just missed it, is there an option hidden somewhere? Or is it something i could change in the mission? Like "no_radio_chatter = true"? Or will i now be stuck to that forever? Do i have to make every player a "lone wolf" to disable it? I appreciate every response.
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Character is talking too much
atlantisthief replied to atlantisthief's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the replies, i dont have time yet to check the MRB mod up, but the script line is interesting aswell. If it fullfills the same roll (even for KI without making them stupid/slow) it would be awesome and for me a "MUST HAVE". -
Hey, i was hearing from some mates in my clan that A3 is going to get the TOKH engine for choppers to enhance the experience. Is this true or did my mates troll me? Asking for evidence turned out into: "Can't find the link". Actualy, what would be the benefit from the engine in A3? I don't have TOKH but like flying my helicopter in A3.
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Hello everyone, i am aware that there are working pilot checking scripts around, but i wanted to get my hand on scripting by myself. Now i am stuck with this: sleep 3; server globalChat "Script gestartet"; _v = _this select 0; _p = 0; server globalChat "Initialisiert"; while {true} do { server globalChat "While erreicht"; waitUntil {driver _v != 0}; server globalChat "Heli nicht leer"; _p = driver _v; if (!(_p isKindOf "B_Helipilot_F")) then { _p action ["getOut", _v]; sleep 1; _p = 0; }; waitUntil {driver _v isNil}; _p = 0; }; This thing is in the init of a helicopter (winter = [this] execVM "pilotCheck.sqf";). I recieve on start the 2 globalChats "Script gestartet" and "Initialisiert". But no matter what i do, i seem to fail using the while-loop. It's already the 3rd attempt using a while, and everytime it stucks right there. Can someone please point me my mistake? If i made a mistake in the script by myself, don't tell me, i want to handle this by myself. All i ask here right now is "Why doesn't the While-Loop work?". I looked it up in script wiki but couldn't find anything that would help me. Thanks for your answers in advance! :D
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Problem with PilotScript
atlantisthief replied to atlantisthief's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Kylania: The reason why i did use _p = 0 is, that I am a total newb to scripting and just wanted to get the "undefinied Variable" thing done right from start. I didn't know that there is a objNull. Further down, when my only 2 Variables in a small script can be meant to be Vehilce and Pilot, V and P should be enough to identify ^^. I COULD use that script, but i would like to learn a bit more about scripting and i guess everyone can confirm, that is best done by simply scripting things. The whole problem right now is that the script actually STOPS at the while. This is what i am asking here for, why the script just don't go on at this point. @Lappihuan Tried it, didn't work. ---------- Post added at 06:50 ---------- Previous post was at 06:34 ---------- Here we go, i fixed it. I used the objNull and changed the waituntils. I made it step by step, so actually it seems, that the waituntil caused the script to stop working on the first try already. Here the working product ^^ sleep 3; server globalChat "Script gestartet"; _v = _this select 0; _p = objNull; server globalChat "Initialisiert"; while{true}do { server globalChat "While"; waitUntil {!isNull driver _v}; server globalChat "Heli nicht leer"; _p = driver _v; if (!(_p isKindOf "B_Helipilot_F")) then { _p action ["getOut", _v]; sleep 1; _p = objNull; }; waitUntil {isNull driver _v}; _p = objNull; };