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fn_Quiksilver

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Everything posted by fn_Quiksilver

  1. fn_Quiksilver

    Helicopter fastrope script

    I have tweaked the script for MP to prevent cargo/passengers from deploying/cutting the ropes ... If someone wants the tweak, let me know.
  2. fn_Quiksilver

    =BTC= Revive

    if units are spawning at [0,0,0] then I have to ask ... do you have a respawn marker? commonly called "respawn_west" also in your description.ext, something like: Respawn = 3; (means respawn at base) RespawnDelay = 4; Usually if stuff is spawning in the bottom left, it means there is an error and the engine doesnt understand the position you are trying to give the spawned units. with EOS, and example is trying to spawn units on a marker that doesnt exist ... they will default spawn to 0,0,0
  3. fn_Quiksilver

    =BTC= Revive

    TY I'll have a play around with it this evening.
  4. fn_Quiksilver

    UAV Briefing / Intro

    Any idea what showUAVFeed does in description.ext? showUAVFeed = 0; or showUAVFeed = 1; https://community.bistudio.com/wiki/Description.ext#showUAVFeed Works in 1.16 ArmA 3 .. We are only on 1.14 IIRC.
  5. fn_Quiksilver

    Best Skill Level

    here is my base AI skill, called function that is applied to spawned units. Keep in mind, AI skill in MP is also determined by server/network/mission performance. If the server is sluggish and its just chugging along, AI will be less skilled as their CPU usage is waiting in the same line as other processes.
  6. fn_Quiksilver

    Civilian Occupation System (COS)

    Thanks BB I have some applications in mind for COS .. Just have to try to fit it within the ever-present performance budget for MP.
  7. fn_Quiksilver

    Shuttup (Players) Already!

    Does noCoreConversations affect AI ability to communicate with each other?
  8. fn_Quiksilver

    Virtual Ammobox System (VAS)

    Looks okay to me. Remember however, that there are 3 of each. Blufor, Opfor, Ind. Each has their own set of mortars backpacks. Here is my vas_r_backpacks: As you can see, bolded, I have the Ind and Opfor mortars disabled but the Blufor ones are not restricted. Simply add the "B_" variants.
  9. fn_Quiksilver

    Generic Vehicle Service

    There is a market for coding a re-arm script that can be configured to only re-arm specific magazines/ammo. ie. If I want the A-164 in my mission but believe that some ordnance on it disrupt the balance of the game, I want to be able to specify in the re-arm script, exactly which weapons can be rearmed and which ones should be left at 0 or blacklisted.
  10. fn_Quiksilver

    Shuttup (Players) Already!

    In your servers Arma3Profile, you need to have AutoSpot=0; in addition to enableSentences false; in the main init.sqf (or initServer.sqf).
  11. fn_Quiksilver

    =BTC= Revive

    I had best results by taking the BTC_player_killed from 0.95 and putting (most of) it into 0.97. Even then there are some anomalies. as i said above, first time I used 0.97 I was unable to First Aid anybody until I edited the above ^^ addActions, both in init and functions sqfs. if you want to do some tests let me know. i dont mind helping. we are in different time zones (+10 GMT) but can probably find a time.
  12. fn_Quiksilver

    Enemy occupation system (eos)

    are you using area markers (ellipse/rectangle) or just making the icon marker larger?
  13. fn_Quiksilver

    =BTC= Revive

    I have a 0.95 version that works quite well ... I'll see if I can't prod 0.97 into working today though .. seems there might be an issue with BTC_player_killed in =BTC=_functions.sqf. EDIT: 0.97 isn't really ready for stable release. There are some issues with it still, and the removal of the 'new system' is only partial. ie. 0.97 =BTC=_revive_init.sqf line 101 My first round of tests with 0.97 resulted in irreversible case of disableUserInput true; and subsequent Alt+F4s. So I look at line 101, and there are still some calls for 'new system' functions. I couldn't get the First Aid addaction in my test of 0.97. so I shorten it to: With that, I can 'usually' get the First Aid addaction, although there are still inherent bugs I have to fix. - Stuck in first-person when down despite config changes. - First Aid option does not consistently appear. I do always get the Drag/Carry options though. - Carry seems to be partially broken. - Sometimes when revived, stuck in prone. - some config settings cause disableUserInput true; which require you to stop your game session (Alt+F4). eg. BTC_camera_unc = 0; // if = 1 then have to alt+F4 as cant respawn. either that or wait for revive or respawn timer. - ... I'll chip away at it, but will take some time. ... EDIT 2: So I got 0.97 somewhat functional. After doing so I've stopped using it and am using 0.95 again. Reason being that 0.97 has dropped Medkits as an optional requirement to revive, and I really don't feel like getting down and dirty with the coding required. Will reply in a day or two with dropbox links to both versions.
  14. fn_Quiksilver

    Enemy occupation system (eos)

    _markerArray = ["EOSinf_1","EOSinf_2","EOSinf_3"] call BIS_fnc_selectRandom; null = [[_markerArray],[2,1],............]] call EOS_Spawn; this method may work, however I haven't tried it. #define ZONE_MARKER "EOSinf_1","EOSinf_2","EOSinf_3" null = [[[ZONE_MARKER] call BIS_fnc_selectRandom],[2,1],..........]] call EOS_Spawn;
  15. example, in description.ext: wreckLimit = 5; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 600; corpseLimit = 10; corpseRemovalMinTime = 60; corpseRemovalMaxTime = 600;
  16. fn_Quiksilver

    Enemy occupation system (eos)

    thanks however it worked just fine and dandy for months. created those missions in Dec. wondering if maybe the last 1.14 ArmA update may have changed some things. Or, just as likely, in my latest pass at mission coding perhaps I broke some things. ;) BangaBob if you want to see the whole pbo, let me know.
  17. fn_Quiksilver

    Enemy occupation system (eos)

    EDIT: issue solved. in the call, I requested a vehicle to spawn, but there was no vehicle in the faction 5 array in unitpools.sqf. Error highlighted in red. Currently encountering a caching problem. EOS v1.97 I created another faction in UnitPools.sqf. At the moment there are two factions spawning at the same place ... Civilians and OPFOR (created faction). When a player leaves the zone, the Civilians de-spawn correctly, but the created OPFOR faction does not de-spawn. The result is AI littered around old EOS zones. this is the faction that does not despawn also getting an error: my EOS_markers.sqf looks like this: and this is how they are called/deactivated:
  18. fn_Quiksilver

    Less fps since september

    Simply too many variables. Many popular I&A servers are running more complex and more challenging (more AI) versions than what was running in September. Naturally that will bring down FPS, however I always recall I&A being 25-35fps average, +- 5.
  19. fn_Quiksilver

    TrackIR - Does it add £130 worth of fun?

    I use trackIR when driving/piloting vehicles, but dont use it when on foot. On foot, I find it awkward due to alignment of body and head. When in vehicle when body is fixed alignment, I find it great.
  20. fn_Quiksilver

    Virtual Ammobox System (VAS)

    https://docs.google.com/spreadsheet/ccc?key=0AtmsSXwzHrffdDFQSDZGelVRQkJYajN2YVdjWk93Ync&usp=sharing#gid=0
  21. fn_Quiksilver

    Enemy occupation system (eos)

    _populatedTown = [[_towns],[2,2],[2,2],[2,1,90],[2,60],[1],[1,0,90],[0,0,350,EAST,FALSE]] call EOS_Spawn; _desertedTown = [[_towns],[0,0],[0,0],[0,0,0],[0,0],[0],[0,0,0],[0,0,0,EAST,FALSE]] call EOS_Spawn; if(random 1 <= 0.5) then {_populatedTown = ... } else {_desertedTown = ...}; ^ the above abit rushed but you get the idea
  22. fn_Quiksilver

    'Balancing' of the Slammer UP

    M2A4 Slammer UP seems like a parallel dev model that was not pushed into 1.00 release ... IMO the M2A4 is the real Slammer and the M2A1 is actually the incorrect one. ie. it has a short barrel and is half APC half tank, but somehow has the big shells. This creates a balancing issue when they're both in the game. But that said, scenario makers now have a bit of variety to play with.
  23. fn_Quiksilver

    Flags not waving

    There must be something like 'enableSimulation false;' somewhere in the code or init field. That or disable simulation on nearestObjects. If those aren't it, then try adding some wind :P
  24. fn_Quiksilver

    TMR Modular Realism

    thanks TMR. turns this: http://www.imfdb.org/images/thumb/9/9c/Rco3.jpg/600px-Rco3.jpg into this: https://www.dropbox.com/s/3bwup9hujwf0s1p/arma3%203-03-2014%206-01-01%20PM-900.png *gag*
  25. fn_Quiksilver

    Jurassic Arma

    T-100 = T-Rex
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