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Everything posted by -TFP- Bridge.J
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JTF Sabre - Now recruiting
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
Campaign Pale Horse started on the 10th of January and is so far going well considering the current situation on Panthera. JTF Sabre have been able to re-purpose two enemy Humvees to help us with our fight as well as arranging a meet with the local insurgents for next week. The enemy occupation is still strong, but thankfully our secret base remains undetected. VIDEOS Campaign Intro Video Week 1 (SAC forces invade Panthera) -
My group is having an issue with not being able to use the built-in rangefinders on the Apache and also the Wildcats. This started after ACE updated so guessing something is not playing right between the two mods.
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How can I use custom retextured objects in my terrain?
-TFP- Bridge.J posted a topic in ARMA 3 - TERRAIN - (BUILDER)
So in my terrain I wanted to retexture a billboard and place it somewhere. Now I can make the billboard by retexturing and assigning the texture via hiddenselections with a custom config but as far as I can tell I can't then import that to be placed on my terrain. Unless I'm being stupid and there is a way but it appears you have to select .p3ds for placing objects and obviously with a custom retexture there isn't a new .p3d. Please help? I'm probably being an idiot but who knows. :) -
JTF Sabre - Now recruiting
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
Our first six months have been great, with the group growing from two members to thirty. We now run two eight-man squads as well as a fire support group, sniper/marksman team and a single aviation flight. Our fire support group now uses the M2A2 Bradley Fighting Vehicle to provide heavy fire support and to carry their equipment around.. so far it's proving very useful. Here is our 2015 in review video for those who may want to see how our operations have gone: If you are interested in joining then check out our website and joining process here: Website: http://jtfsabre.shivtr.com/ Joining Process: http://jtfsabre.shivtr.com/pages/process CPT Bridge.J on behalf of JTF Sabre -
ACE3 - A collaborative merger between AGM, CSE, and ACE
-TFP- Bridge.J replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed I can't get the RHS Stinger to lock on to anything -
JTF Sabre - Now recruiting
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
Campaign Free Reign has finished and was a great first campaign. Campaign Free Reign videos: Intro Video Operation Long Arm Operation Burning Sky Operation Checkmate There is also a highlight reel from our most recent op, Operation Sandgrab here. Check us out here for more info! 2LT Bridge.J -
JTF Sabre - Now recruiting
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
We have just started our first campaign - Campaign Free Reign. Campaign intro video: The first operation was a success, resulting in NATO forces establishing a foothold on Chernarussian soil. Some of our recent operations are here: Operation Intrude S2715 Operation Hell's Gate Operation Mail Order Check us out here for more info! 2LT Bridge.J -
Help needed with init eventHandler and textures
-TFP- Bridge.J posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
EDIT: Ok so I figured it out, had to change class eventHandlers { init = "nul = [_this] execVM ""\JTFS_Uniforms\scripts\scr_changeuniforms.sqf"""; }; to this in the config: class eventHandlers { init = "nul = [(_this select 0)] execVM ""\JTFS_Uniforms\scripts\scr_changeuniforms.sqf"""; }; So apparently this makes a big difference .. oh well I'm just glad it's all working :) Hi all, so I'm working on a script/change to our addon to allow our mission makers to define our camouflage pattern, so our units read a variable and then change the texture accordingly. Here's a snippet from my unit config so you guys can see where it fits in: scope = 2; displayName = "Sabre 1-0 Squad Leader - Bridge"; faction = "JTFS"; vehicleClass = "JTFS_I_SABRE_D"; icon = "iconManLeader"; class eventHandlers { init = "nul = [_this] execVM ""\JTFS_Uniforms\scripts\scr_changeuniforms.sqf"""; }; weapons[] = {"JTFS_M4A1_M320", "Laserdesignator", "Put", "Throw"}; respawnWeapons[] = {"JTFS_M4A1_M320", "Laserdesignator", "Put", "Throw"}; And "scr_changeuniforms" is the following: _unit = _this select 0; sleep 2; if (JTFS_CAMO == "WOODLAND") then { _unit setObjectTextureGlobal [0, "\JTFS_Uniforms\data\jtfs_uniform_m81_1.paa"]; }; So JTFS_CAMO is the variable defined in the init.sqf of the mission... that part works fine. However the texture does not change when placing the unit, however I can run the exact code from "scr_changeuniforms" (changing _unit to _this of course) in the debug monitor and it works perfectly. So I'm guessing it's something to do with the init eventhandler but I don't know for sure. Tearing my hair out over this one so would be great if someone could offer some insight. Cheers, Bridge -
JTF Sabre - Now recruiting
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
Highlight reel from our latest operation, Sundered Earth: https://youtu.be/W1HgC0Vvg-w We've recently gained enough people to have a permanent M2 Bradley crew as well as a Flight Lead and two pilots, plus most of our ground squad full. We're still looking for quality members though, so regardless of experience if you're looking to get involved with a casual-milsim/realism group then check out our website http://jtfsabre.shivtr.com/or join our Teamspeak and look for 2LT Bridge.J or CSM Smith.Z: jtfs.typefrag.com -
Hey all, So I've got my map working ingame which is all good, and I can see roads/buildings on the map fine. However I cannot see trees on the map, as shown in these pictures: http://imgur.com/a/Jqmr2 Any idea as to why this is? I pack the pbo using pboProject.
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Vegetation not appearing on map
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - TERRAIN - (BUILDER)
Well, just checked and my buildings, objects and rocks (which do show on the map) are all type 68. However all my vegetation (bushes & trees) are type 60. Could that be the problem then? If so is there any way to convert them to 68 or anything? -
Vegetation not appearing on map
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - TERRAIN - (BUILDER)
Just checked, they are type 60. I use the free tools. -
Vegetation not appearing on map
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - TERRAIN - (BUILDER)
pboProject -
Vegetation not appearing on map
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - TERRAIN - (BUILDER)
It was at 4 so I lowered it to 2 and that didn't work, so I tried 1 but that also doesn't change anything. -
Squad/Clan List - Please read the rules in first post!
-TFP- Bridge.J replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: Joint Task Force Sabre Timezone/location : EST although we are an international group Gamemode preference (eg coop or pvp): Co-op Contact email: jtfsabre.a3@gmail.com Website address: http://jtfsabre.shivtr.com/ Short description: We are a casual milsim unit that focuses on the ingame realism and milsim, not out of game. Feel free to hop on our Teamspeak and talk if you want to know more (address is on our website). Language: English -
Pacific Arms Coalition - Now Recruiting
-TFP- Bridge.J posted a topic in ARMA 3 - SQUADS AND FANPAGES
Promotional Video: Hi all, I'm representing the Pacific Arms Coalition. We are a relatively new ARMA 3 Milsim & realism group looking to expand our member base. Our founders are experienced with Milsim, we all come from previous successful groups. We are based upon a fictional coalition of pacific islands, and we are not tied to a greater alliance (we are an independant group). This means we can use equipment from both sides (eastern & western) and gives us a variety of situations and conflicts to take part in (as alliances shift and change). We currently simulate Easy Company, 119th Marine Battalion Pacific Arms Coalition as well as 228 Squadron, Pacific Arms Coalition Air Force. As we grow in size and hopefully fill our first platoon we want to add more, including an armoured unit. We are an international group and base our practices on CST. We currently meet every Saturday at 1300 CST. These practices consist of training and an operation to practice the skills learnt. Our operations are co-ops (against AI) but we encourage unofficial missions and events during the week using our server. We use a ranking system and awards/ribbons to show member progression and commitment to the group. However, we don't want a group where you have to call people "sir" or by their rank. PAC is a group based around having structured but fun operations and gameplay in a Milsim environment. Our forums are located here: www.pacificarmscoalition.com, we have more information regarding the group there. If you have any questions then our Teamspeak is open to potential members (details can be found on the forums) so you can hop on and talk to us or alternatively sign up on the forums and send a message to anyone on the leadership team. If you are interested in joining then our enlistment process is located here: http://www.pacificarmscoalition.com/index.php?/topic/25-the-process/. That thread will tell you everything you need to do before joining. All of that is done in a relaxed manner. Thanks for reading and I hope to see some of you with us! CPT Bridge.J -
Squad/Clan List - Please read the rules in first post!
-TFP- Bridge.J replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: Pacific Arms Coalition [PAC] Timezone/location: International, official events based on CST. Gamemode preference (eg coop or pvp): Primarily Co-op, although we do want to try TvT when we have more members. Contact email: admin@pacificarmscoalition.com Website address: www.pacificarmscoalition.com Short description: PAC is an INDFOR group looking to expand it's current member base. We currently simulate a marine platoon and an air squadron from the fictional Pacific Arms Coalition. We want to enable people to learn new skills in ArmA regardless of if they've just bought the game or have been playing it since it released. We run a custom modpack and provide a Teamspeak and game server for our members to use and currently we host official practices at 1300 CST every Saturday, with required attendance being 2/4 of these a month. Language: English. -
Not sure if I'm an idiot, but why isn't this working?
-TFP- Bridge.J posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So basically, I'm trying to spawn some units and load them into a helicopter that is also being spawned. Here's what I've got: _requested = _this select 0; _marker = _this select 1; _htype = ""; _count = count _requested; if (_count <= 6) then { _htype = "B_Heli_Light_01_F"; }; _helicopter = [getMarkerPos _marker, markerDir _marker, _htype, WEST] call bis_fnc_spawnvehicle; { _temp = createVehicle [_x, getMarkerPos _marker, [], 0, "NONE"]; _temp moveInCargo _helicopter; sleep 0.5; } forEach _requested; So, everyone spawns correctly BUT they refused to moveInCargo. I've tried quite a few different combinations, but nothing seems to work. Any ideas? I'm probably missing something that I should see. (this is what happens when you script after working all day :( ) EDIT: By the way, this is how the script is called: nul = [["B_Soldier_F","B_Soldier_F"],"marker1"] execVM "reinforcements.sqf"; -
The mod's config.
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As far as I'm aware adding in the AGM lines to the config will not create a dependency or mess up the mod for people who don't have AGM. Basically as it's just a variable and then the positions it simply won't do anything if you don't have AGM installed. :) At least, that's how it appears.
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I did update them for my group to have AGM fast roping, it's a couple of lines you put in the config. You need to add the following to the helo's entry: AGM_FastRoping = 1; AGM_FastRoping_Positions[] = {{ 0.6,-4,-0.25 },{ -0.6,-4,-0.25 }}; The positions are coordinates for the ropes, as there are no side points for ropes to attach to I just added two spots on the rear ramp. :)
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Hey everyone, I've got a script where an AI helo brings a vehicle to me. I use setSlingLoad to make the helo sling the vehicle, but how would I detach the cargo via commands? All I've found are a bunch of rope commands but no idea what ones to use to get it to work properly. Thanks EDIT: This is how I sling the vehicle: (_helicopter select 0) setSlingLoad _veh;
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Detach sling load command
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually I just found out a way to do it: (_helicopter select 0) setSlingLoad objNull; Works fine :) -
Not sure if I'm an idiot, but why isn't this working?
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got it, thanks :) -
Not sure if I'm an idiot, but why isn't this working?
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Aha, that works! :) So why would createUnit work while createVehicle doesn't?