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thdman1511

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Everything posted by thdman1511

  1. Is this only meant for dedicated servers or can it be used on non dedicated servers: We are new to misson making/designing and we obviously dont have a dedicated server, so basically what I personally need to know is it safe on a non dedicated server, or will we have to download and install it, and test in on our server. Will it work with the Beta and will it be updates when BI puts in more units and makes changes once it has be released.
  2. Thanks for that Kylania. ---------- Post added at 16:11 ---------- Previous post was at 15:57 ---------- I tried to enter a name into the description field of the unit, but it keeps coming up with Invalid variable name. I was entering 31st Militia 1, then 31st_Militia_1 then Delta and all I got was invalid variable name. Any suggestions what I am doing wrong.
  3. I am just wondering whether any of the BI tools have been updated for Arma 3.
  4. yes I can see the difference no, silly me, wasnt focussing, thank you very much for your help.
  5. I am designing and sniper wars mission, and I looking for coding that will allow a trigger to check whether the side are out of the battlezone. Condition, to be if blufor and Opfor are not in the battlezone, On Activation: hint "Sides enter the battlezone; On deactivation: hint " Commence Battle"; I am not sure what to enter in the condition field or does this need to be done via a script.
  6. I still having some problems with this script, I keep getting Invalid number in expression. I have set up an end 1 trigger with the following coding. ({alive_x && side == West} count thislist) == 0 && ({alive_x && sides == east) count thislist) >= 1; What I am trying to do is, check to see if west has no players left while east has at least 1 player let if so, end the game. and have the second trigger to do the same for east can anyone help me.
  7. I have just updated my CBA addon and have installed acre for my arma 3 Beta, when I host a mission through the internet I can get acre to work properly, however when we go and play a mission on our Arma 3 Server, it doesnt work. Do we need to add it to our server directory. Any advise would be appreciated. I apologise in advance if there is already a post on this, but when I did a search it showed up no match. ---------- Post added at 20:36 ---------- Previous post was at 18:44 ---------- Manage to get it work on the server, but we have encounter a few issue, that were not present when we tested it through the host session. The issues are we hear echo through teamspeak where it didnt happen when we hosted a session. When we hosted a session, it muted our teamspeak so that we could only hear one another ingame through teamspeak, and whether that was supposed to happen or not I dont know, but I sure there are a few community member who have used acre before. Can anyone advise us on this issue.
  8. Thank for that Maztex, unusual way of setting it up.
  9. After reading the above post and watching a youtube video on unitcapture, I have found the the capture part records a lot of data using BIS_fnc_unitCapture, but I havent been able to get it to playback. And I think that is because you need a function module, which I cannot find in Arma 3 Beta. I havent been able to get it to playback using BIS_fnc_unitPlay. So if anyone know of a way to get it working would be nice.
  10. I am having issue with ACRE, the radio chat doesnt come up at all. The base radio appears in my inventory, and when I go to chat nothing happens. I have the dll installed on teamspeak and enabled. I work in the Alpha but since the beta came out, it has stopped working. I also get a error with the @CBA addon as well, mainly to do with the scripts that use the setVehicleInit commands which have been removed. Anyone know if there an update to @oucba addon.
  11. Thanks for the reply, I have tried the above code, but it seems to work for both when they are in the battlezone and when they are outside the battlezone. What I want to achieve it that as soon as the mission starts is checks to see if both sides are within the specified area or not, and if they are in the area the battle begins but if they are outside the area then that are requested to enter the area. I had the code entered into a trigger condition field, and in the onActivation I had hint" Players are outside the battlezone please enter the battlezone to begin"; However the message appears whether or not the sides are in the battlezone or outside the battlezone. I am not sure how to approach this. Scenerio of the mission is, two side each with two sniper teams consisting of a sniper and a spotter. Each player will be allowed 3 respawns, and then after that the side who eliminates the opposing sides sniper teams is the victor. I had thought it would be easy to set up, but due to my limited coding knowing I was wrong. Any help would be appreciated. In the meantime I will keep researching hoping to find a solution.
  12. Thank Dirty Haz unfortunately I get a Type Bool, Expected Nothing error, whatever that mean. Just wondering whether or not the ({ should be {(.
  13. thdman1511

    Download mission from game server

    Is the BI mission Defending Kamino, that is loaded on the server only and doesnt get loaded to the clients side if I am right. I say this because I only have one mission that is in my appcache for Arma 3. Have quite a few for Arma 3 Alpha. Please correct me if I am wrong.
  14. Thankyou for that information Araxiel, I tried it out in one of my mission and it work, however I had trouble getting the names to be displayed. I went with the west2 example. I use the Missile specialist AA load out using vehicle = "B_Soldier_AA_F"; I also added displayName = "Anti-Air" however ingame, it didnt show anti-Air it showed missile specialist AA. How do you get the displayName added to the MenuInventory instead of the displayName of the Class. My Description.ext is as follows author = "thdman1511"; onLoadName = "Assault and Secure"; onLoadMission = "Assault and secure bases captured by unknown enemies" class header { gameType = COOP;// set game type to Coop minPlayer = 1; // sets minimum number of players maxPlayer = 16; // sets maximum number of players }; Respawn = base; // sets the respawn location on marker respawn_west. Respawndelay = 15;// Set a 15 second delay before player respawns. respawnDialog = 0; respawnTemplates[] = {"Base","EndMission","MenuInventory"}; aikills = 1; class CfgRespawnInventory { class WEST1 { displayName = "Light"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; vehicle = "B_soldier_AA_F"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. displayName = "Anti-Tank"; show = "side group _this == west"; vehicle = "B_soldier_AT_F"; }; }; So what I looking for is, to display in menu Anti-Air instead of Missile Specialist AA, and Anti-Tank instead of Missile Specialist AT Any suggestion will be greatly appreciated.
  15. Thankyou Eclaird for your reply: After reading the wiki on Arma 3 Respawn I have some questions regarding the informations. It states that your need to create two sqf files, onPlayerKilled.sqf and onPlayerRespawn.sqf. Are they just blank files, if not what coding is needed to go into them.? Also it states that there are respawn templetes, How do you use these templates? When they talk about respawn templates they state the following: None: None Bird: Spectator, EndMission Instant: Instant, Counter Base: Base, Counter Group: Group, EndMission Side: Side, EndMission Are the above the base unit for respawn and there is nothing special about them. The templates list shows the following None: Singleplayer death screen Spectator: Spectator Mode Instant: Empty Base: Empty Group: Cutscene showing a newly controlled unit. Side: Cutscene showing a newly controlled unit. Seagull: OFP - Style seagull respawn Wave: Adjust respawn couter so players Spawn together EndMission: Automatically fail the mission once all players are dead. Counter:Show a simple respawn countdown Menu Position: allows to select a respawn position defined by markers or by call BIS_fnc_addRespawnPosition function MenuInventory: allow players to select loadout defined in the CfgRespawnInventory in description.ext How do we use them correctly. I have been trying to find the Defending Kamino MP mission and have not had any success as I wanted to know how they set it up so that I could learn from it, Any further assistance with this would be appreciated.
  16. thdman1511

    Radio chatter

    There is an addon that you can install called @ACRE - Advance Combat Radio Environment, which also need the addon @JayArmA3Lib and @CBA addon. I had it working in Arma 3 Alpha but havent activated since Arma 3 Beta. Still learning how to use it properly.
  17. I have been reading the posts on How to use the Zone Restriction Module in Arma 3. However reading the different forum post have confused me. Is there a youtube tutorial I could watch and see how it down. Or could someone explain it in simple terms, with explaining what goes where in the Module parameters, as there are 12 parameters in the Zone Restriction Module, and Biki doesnt explain these parameters to well. What I am trying to do, is a mission where 2 opposing forces have two - two man sniper teams (Sniper and Spotter) and they have to hunt down and kill the opposition sniper teams and the side who has the surviving sniper team or Sniper wins the game. The battlezone cover 800x600 Eclipse. Should any teams go out of the restriction zone, they will be orders back into the zone, after a certain time, if still outside the zone, they are killed. I just really want to know how to use the Zone restriction Module. Any assistance would be greatly appreciated.
  18. thdman1511

    Scripting Language

    This is a question pondering me, what language is best to help learn scripting for Arma 3. I just want to be able to understand the workings of scripts others have written, so I know what going on, so that when there is an error, I can see whether its my mistake or a issue with a script. So any advise would be much appreciated.
  19. These modules were removed in patch 0.56 of Arma Alpha as there were designed for campaigns and not mission so I was advised. So we have to look for another avenue to do dynamic spawns. Also there was no means to maintain them apparently. I did put in a request through the tracker. But Im sure they will not put them back in.
  20. When using ACRE do you need to upload to your server for multiplayer mission or is it totally clientside. As our clan uploaded the addons to our server and when we went into mission it came up no radio options, and another member has a warning stating that ACRE is not connected to teamspeak. Can anyone shed some light if possible. I have no problem with single player modules, but then takes away the purpose of using acre. And it work good when previewing mission in the editor, I can access the radio and clan member can hear me in teamspeak. So I know it works but not in multiplayer missions in arma 3
  21. Has ACRE been release for Arma 3 yet.
  22. you will need to organise a load out script for each container. Thats the only way I know how to put in custom loadout. Jester814 has a great youtube tutorial on custom loadouts and gears, search arma 3 custom loadout and custom gears in youtube and you should be able to find it. I have only used a script on supply crates and havent had any real problems with it.
  23. thdman1511

    Random patrol module

    I think we talking about the Modules sites Random Patrol if I am correct. Where you have one Group Pool in which I think you list the types of soldiers you want in the patrol, and the waypoints using markers, I am not sure whether you can have multiple group pools without going to a script. There use to be a Skirmish Dynamic Patrol where you could have multiple waypoints etc but they removed it. So I am not sure whether or not this will do the same.
  24. my understanding of the site modules is that they supposed to spawn units inside military building, But I have notice that the number of unit spawned has reduced, and no reactionary force is deployed (vehicles) like in the previous versions. I am hoping that is all sorted out for the beta in a couple of weeks. I think alot of the modules are not working properly or I just dont understand how they work, and that why they dont work. But I hoping that will change in time. ---------- Post added at 17:19 ---------- Previous post was at 17:17 ---------- Also I think the vehicle spawns have been disabled because most times they are placed on other objects and then explode and are no longer useable (in the site modules I mean).
  25. I am just wondering whether or not its possible to created custom radio chats. What I am looking at is, having a group of blu flying into custom base on stratis and during this flyin, I am wanting to create a HQ radio chat telling the squad leader in the Helicopter what the situation is and giving him his first task. I know this is a little bit advanced for someone who is still learning how to do basic scripting, but would like some direction on whether its an easy task, and how I should go about it. I believe I need to start with class CfgRadio, but I am not sure about the rest, and whether I need to use "say" command to get the chat going. Any help help or advise would be greatly appreciated.
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