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thdman1511

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Everything posted by thdman1511

  1. thdman1511

    How do create mobile respawns.

    Thankyou for your reply, how would I use it, and the wiki description has confused me a little. Wiki says syntax is "Marker" setMarkerPos pos (pos being (x,y) but the example uses "MarkerOne" setMarkerPos, getMarkerPos "MarkerTwo" How do we get the x,y coordinates to use in the setMarkerPos.
  2. I have been thinking, that there are alot of First Time Mission creators coming onboard with Arma 3, And I am wondering whether or not it would be worth it, if some of the more experienced Mission designers actually set up a HOW TO sub-forum. There are many youtube tutorial out there that show you how to place units, set waypoints and triggers and some even show you how to use the modules and markers. However there are very few tutorials that explain, scripting and how to make the scripts work in Arma 3. It is easy to use a script that someone else has created, but unless there is a detail explanation on what each part of the script actually does in the mission, and how to adapt it to the users mission, then debugging is very hard to do. It is good that there a lists of scripting commands, but there are no real how to use them, guides. There are some script creator that are really good, and provide a detail explanation of the script so that to the beginner its easy to understand. I believe its important that you understand how a script works, if you are going to use them in your mission or campaigns. I am a member of clan and we have some first time users, including myself, most of the information we use to create our mission is very basic and we have looked to youtube to find out how to do them. However the more advanced stuff, which may not be on youtube such as game logic, and how to use it correctly (this is not explained too well on the wiki). It may take many hours to search the forums for the information on how to do things, like how to create moving spawn points etc, How to reload ammo on a vehicle for their weapons etc, and then finding a post that user can clearly understand is the catch. You can do searches, and go through each result of the search and stil come away not fully understanding what was explained. If all these tuturials and instructions on how to do things were put into a clear and concise sub-forum then I think it will reduce the time of the user searching around to find the information and concentrate on developing their missions. Alot of my mission I designed is based on what I know and understand and I know what can be done and create not knowing how to do things restricts our ability to created challenging mission and mission that make sense if you know what I mean. I would spend several hours trying to find information that will help me with my mission creativity, however finding information that I can understand has been difficult, and I dont have the funding to go out and buy books and videos on how to script. I am enjoying my time creating mission, but I would like to do more in my mission but cannot find the information to do the things I want to do within a reasonable time frame. So I think it makes sense that all the tutorial information be put into one place under a SUB-Forum Called HOW TO's instead of having to search hundreds or even thousands of posts to find a tutorial that explain things clearly enough and give the user confidence in using the scripts in their missions or even create scripts of their own. Thankyou for your time reading my post.
  3. I have been trying to change the Weapon on the Hunter, can someone tell me how I can do this. I have been reading the guide by Mr. Murray and using the this addWeaponCargo ["HMG_NSVT",1]; to change the weapon, but all I get is a blank error message. Was this the right coding to use, or is there a new command that I need to use. thankyou for your time to read this post.
  4. Do we have access to the developer suite at all.
  5. thdman1511

    Hacked by a player with no ID

    Today someone hacked our server and missions, and made our mission unplayable. This is a screenshot that shows what he put on the screen. https://dl.dropboxusercontent.com/u/81875798/2013-04-24_00001.jpg (121 kB) Can we prevent this from happening within our missions.
  6. Thankyou for your reply. So if I change the text file I use to copy and paste my custom loadouts to the unit Initialisation field to a sqf file, and then put the coding above into the units initialization field, then it should work ok, or is there added coding that need to be done.
  7. How do you get your soldiers and vehicles to respawn with their original custom loadouts. I have found that once my soldier is killed and respawn there are alway an item missing that cannot be replaced. The biggest item that tend to go missing when respawned is the backpack and when you go to resupply the soldier with the backpack, the inventory wont accept even thou the slot is showing vacant and available. How do I overcome this, and also with vehicles, they tend to respawn with no weapons or arm, especially the helicopters, you click on rearm AH-9 and nothing happens. How do we rearm the helicopters when they respawn. Is it possible to run two scripts in the units init box, one for the vehicle respawn then run the one for the weapon reload etc. Any help with this will be much appreciated.
  8. I am wondering if someone can direct me to a good guide to scripting for Arma3, even if it means learning from the start Arma/Arma 2. What I am looking for is a guide that will let me understand the coding that is used in some of the scripts that mission designers use in there mission, as I try to learn by look at the script they create for their mission and try to understand what the script is actually doing with its commands. The scripting structure, when to load the script in etc. I have done some basic scripting, as I want to understand how to manipulate the weather, how to correctly script for support, and understand what I am doing, in case I need to debug the script. I have used a script by Tophe of Ostgota Ops Simple Vehicle Respawn Script v1.81which comes with a good set of explanation notes and that serve the purpose for my first mission that I created, but I would of like to of been able to write a script myself. I have been going through the editor, and trying to extract class names for each part of the editor. But I am Still learning how to use the interface. I have downloaded the Deluxe Guide to Editing for Arma II by Mr-Murray think the author is, that give some basic scripting and editor information and I have use other guides and youtube tutorials to help get a basic understanding. Jester814 does a really good tutorials, I like his honesty as you does tell us when he doesnt know how to do certain things and admits when he makes a mistake. There are other tutorials out there however there are no voice overs explaining what they are doing. So if someone could guide me to good guide to scripting so that I learn how to do things properly It would be appreciated.
  9. I am wondering whether or not there are way to prevent other people using scripts in someone elses missions. The reason I ask this, is because someone came into our server, and was able to run a script that spawned in a vehicle that was not in the mission then blew up all the helicopters in the friendly base. He respawned in a Ka-60 from the opfor who are all AI. No air vehicle for the opfor side is in the mission. Also is Battleye is active for Arma 3.
  10. After stumbling through a mission and trying to debug my current mission I found the intel Interface I assume, its used to control the weather but I am not use, as there are many references in the post and guides I have read regarding intel, I am away of the Module - Intel, but not the intel that is shown on the top toolbar in the editor. It the one next to the merge tool. Can someone please explain how to use that or if there is a tutorial on it, then direct me to it please. Sorry if I ask so man question about the editor as often as I do.
  11. I am designing an amphibious assault mission from Pythos Island, I want and AI fireteam to sneak up behind the Lighthouse near Kamino Firing Range, and have them take out the enemy squad there, which will signal the start of the mission. I had set up a Assault Boat and Fireteam. I link the waypoint from the Team Leader to the Assault boat with the Get In waypoint. Then I set two more move waypoints. When I previewed it, the fireteam boarded the Assault Boat, started the engine, then did nothing else. They didnt move the Assault boat to its next waypoint. I set the Fireteam as playable. Can AI operate ships, or should I have already set the Assault boat and a friendly vehicle and just had them operate the Assault Boat. I have been able to get AI to mount vehicles and helicopters but having problems getting them to use Assault boats can someone assist me with this problem. ---------- Post added at 12:27 ---------- Previous post was at 11:44 ---------- I have been able to get the AI to work well with vehicles and Helicopters without a problem. I am having however difficulties with AI using the AssaultBoats. I tried setting Empty boat and have them get in and move to waypoints which have been linked to the team leader of a fire team, I have had blufor assault boat, which has one unit in it, and have him move to waypoint, and that didnt work. So I am just wondering whether there a problem with the AI running boats or is there a bug in the editor which is preventing them from operating boat or is it my location that is preventing it from happening.
  12. That for that Mikie Boy I am sure it will be of some help to me, I have saved it, so I can further read in depth. Once again Much appreciated.
  13. Update 0.54.103957 seems to effect the editor, as now I cannot load my mission into the editor to edit my missions I was working on. I want to try new things that I have learnt to do and see if they work, but for what reason I dont know , the editor wont load my mission so I can make these changes. Can someone Tell me whats going on. ---------- Post added at 16:23 ---------- Previous post was at 16:17 ---------- Ok,, Problem solved, It reverted back to my previous profile when I first got Arma 3 Alpha, I changed the profile back to the one where I was designing my missions.
  14. Ok I dont know whether or not anyone else is getting this problem, since the update the Editor wont allow me to load in my Mission that I have been designing. I get nothing in the load menu and it wont read the Arma 3 Alpha directory in my documents. Can someone advise me please.
  15. Thanks for that, that was the reason, I couldnt load my mission. situation resolved.
  16. thdman1511

    Today's patch changelog

    yes I notice this, how do I use the console, and is there a guide to using the debug console. ---------- Post added at 17:08 ---------- Previous post was at 17:05 ---------- Will there be an updated list of class name changes.
  17. I am new to Arma 3 Alpha, the closed I have gotten to play Arma is DayZ, mod in which I had to purchase Arma 2 Combined edition. Since the release of Arma 3 Alpha, I have been enjoying myself. However I am wondering whether or not there is a Tutorial guide of some sort on scripting for Arma. I have downloaded and reading a guide which is wonderful, give me the basics I need to design and plan missions. However I would like to be able to understand some of the scripts that I am using in my mission. There are quite a few great scriptors out there, I made use of a vehicle.sqf file for respawning vehicles when they are either destroyed or abandon, however I have been asked whether I could heal the vehicle once they are respawned after being abandoned/deserted, and I am going through the script so that I can understand what the script is doing, so that I can put in commands that allows for the damage to vehicles that are deserted and respawn are back to fully functional. I have been referring to the scripting commands list and the new scripting Commands for Arma 3, through the post the links to wiki. I get a basic understanding of what the commands do, but how to structure the script is what I am looking for, when and where to put the command that resets the damage to a deserted vehicle once it is respawn etc that will improve my mission designing skills. So if anyone could direct me to a good tutorial on scripting where it actually take you through both ingame editor and the scripting process would be much appreciated. The vehicle.sqf script was written by Trophe of Ostgota Ops. Thanks for making the available. Any assistance given is greatly appreciated.
  18. thdman1511

    How to stop AI from respawning

    I dont have any other scripts running with the mission, I do have a description.ext file with the mentioned respawn coding. nothing more.
  19. After reading Mr Murrays guide on Editing for Arma 3, I thought I would try and test it out. The scenerio is as follows: I placed a opfor vehicle near some wrecked building, and set a respawn marker to Air Station Mike 26 and name the marker Respawn_Vehicle_East In the vehicle initialization box I put the following: VEhicle1 respawnVehicle [10,5]; I then set up an blufor Rifleman (AT) shoulder and set him as player and set a respawn point at camp maxwell and called it Respawn_West Scenerio I was testing was to see whether or not I could get the vehicle to respawn in Respawn_Vehicle_East (Air Station Mike 26) However I found that my blufor character when killed respawned to Air Station Mike 26 which is the base for opfor, and when I destroyed the ifrit HMG it should have respawn back at Air Station Mike 26, but it didnt, the crew respawned but not the vehicle. In my description file I have the following: Respawn = base; RespawnDelay = 15; respawnvehicle = base; Can someone tell me where I went wrong, or why it didnt respawn the vehicle when I destroyed it. I have place a link to the Description.ext and mission.sqm file https://dl.dropboxusercontent.com/u/81875798/Vehicle_Respawn_test.Stratis/description.ext https://dl.dropboxusercontent.com/u/81875798/Vehicle_Respawn_test.Stratis/mission.sqm
  20. I had problems with my respawn script too, by following the tutorials, however I was told to use respawn = "base"; found that didnt work, so i removed the " " from the script and it work really well. But now its time for me to respawn vehicles.
  21. I am new to ARMA 3 and I have been enjoying watch some of the wonderful tutorials that are published through youtube. However I am looking for coding that can be used when setting up triggers for actions to occur. What I am trying to do, is set up blufor, to mortar opfor when opfor enters the trigger zone. However I cannot seem to find a list of codes that can be used in the Act box of the triggers dialog box, so that the mortars will target the trigger point. blufor is an AI unit. Can someone tell me where I can go, to get hold of the coding used in the Act box please. I have downloaded some of the guide but I am not sure they would help with Arma 3, but any assistance you can give would be appreciated. ---------- Post added at 16:00 ---------- Previous post was at 14:57 ---------- Can someone tell me what ammo a Mk 6 Mortar uses as this is not on the list. I get a Mk_82 on the list but the editor only has a Mk6_mortar in it list and I need to know what shell/ammo it uses.
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