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chal00

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Everything posted by chal00

  1. chal00

    R3F French Weapons Pack

    Hi all ! Salut les gars! I just wanted to know something when I saw that: " BIS Stanag magazines (30Rnd_556x45_Stanag) can be used on FAMAS G2, FELIN, SURB, MINIMI and HK416" Is it the same in real life?? Why does french weapons use those bullets? In the beginning of this mod, french weapons had their own magazines! Then I just want to know why you decided to make those magazines compatible? Thanks for your answer. ;)
  2. You can find them at : C:\Users\your_name\AppData\Local\Arma 3 But i have no errors in .rpt files about eos :j: And you have 4 errors about eos!! all others are "File A3\functions_f\misc\fn_findSafePos.sqf, line 90", then !...:j: Check your eos files here : http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos)&p=2502735&viewfull=1#post2502735
  3. Beautiful ;) thanks ;) I didn't test it because of not enought time those days !
  4. If there's something to add instead of improve the script, it is that : A kind to have a succeeded trigger when markers are invisbles :bounce3: See you soon ;)
  5. And what about this ? Is it good? What do you mean by : "you could add the afore mentioned "for construct""?
  6. I think it's not the housepatrol script, because in the v1.8, everything was good! then perhaps we should shearch in variables included in housepatrol array!!..
  7. HI ;) I wanted to tell you what i put in the script! In EOS\EOS\EOS_core.sqf, line 76 : 0=[_mPos,units _aGroup,_r,0,[],false] call callHouseScript; and line 98 : 0=[_bGroup, _pos, _r, 7, "MOVE", "AWARE", "YELLOW", "NORMAL", "STAG COLUMN", "", [8,12,16]] call CBA_fnc_taskPatrol; In EOS\EOS_UnitPools.sqf : // EAST CSAT FACTION _InfPool= ["O_SoldierU_SL_F","O_soldierU_repair_F","O_soldierU_medic_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AA_F","O_Soldier_AAA_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AR_F","O_Soldier_AT_F","O_soldier_exp_F","O_Soldier_F","O_engineer_F","O_engineer_U_F","O_medic_F","O_recon_exp_F","O_recon_F","O_recon_JTAC_F","O_recon_LAT_F","O_recon_M_F","O_recon_medic_F","O_recon_TL_F"]; _ArmPool= ["O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_cannon_F"]; _MotPool= ["O_MRAP_02_gmg_F","O_MRAP_02_hmg_F"]; I didn't test everything, but until now, everything seems to be OK :bounce3: Just House patrol, having sometimes troubles, but ...
  8. It's seems that "_slack" is the maximum distance from the center position! So no need to set it at "250" : => if (_slack < 20) then {_slack = 20}; <=> it's just to have a maximum distance > or = 20 !! I found something in the Shk_patrol.sqf : _p = [_p, 0, _slack, 6, 0, 50 * (pi / 180), 0, [color="#FF0000"][b][][/b][/color]] call BIS_fnc_findSafePos; :confused: I will download now the fixed script to see within! EDIT : finally i launched my game; and this is what ther's in function viewer! : File: findSafePos.sqf Author: Joris-Jan van 't Land Description: Function to retrieve and dynamic position in the world according to several parameters. Parameter(s): _this select 0: center position (Array) Note: passing [] (empty Array), the world's safePositionAnchor entry will be used. _this select 1: minimum distance from the center position (Number) _this select 2: maximum distance from the center position (Number) Note: passing -1, the world's safePositionRadius entry will be used. _this select 3: minimum distance from the nearest object (Number) _this select 4: water mode (Number) 0: cannot be in water 1: can either be in water or not 2: must be in water _this select 5: maximum terrain gradient (average altitude difference in meters - Number) _this select 6: shore mode (Number): 0: does not have to be at a shore 1: must be at a shore _this select 7: (optional) blacklist (Array of Arrays): (_this select 7) select X: Top-left and bottom-right coordinates of blacklisted area (Array) _this select 8: (optional) default positions (Array of Arrays): (_this select 8) select 0: default position on land (Array) (_this select 8) select 1: default position on water (Array) Note : if you wanted to have a maximum terrain gradient <50°, you should put "sin 50" = 0,76604444311897803520239265055542 (because it seems to be in meters!) In the script, the returned value is = 0,87266462599716478846184538424431 !!
  9. http://forums.bistudio.com/showthread.php?149946-A-C-R-E-Advanced-Combat-Radio-Environment-for-Arma-3&p=2495948&viewfull=1#post2495948
  10. And what about this Bangabob ? what do you think ?
  11. Hi BangaBob ;) I was wondering something !?! Isn't it simplest to have an array like this : null = [[marker],[House],[Patrol],[wheeled Transport],[Motorised],[Armoured],[heli Transport],[Heli attack],[static], [Faction,Typeofmarker,distance,Side]] call EOS_Spawn; I think it should be more simplest for you to separate transport from attack vehicules! And it should be nice for us, and more precise! I often need motorised whith EOS, and not transport truck, and like it is now, i can't know before what will be spawned!!... at least i modfy the groups, but it will be the same for all the markers :( Another thing is perhaps if you put [1,2], the game can't do it if it choosed an Ifrit!!... Same thing if you put [1,1] (hoping an Ifrit), It will be ridiculous to have a transport truck with 2 units in cargo O_o!!.. That's why i would like the array i said before, and i think it should be more stable and hasardous for the script! Another thing, said before, is that the groups spawn at the center of marker!?!... Or in the v1.8, with the same housepatrol script, everything was OK, then it's probably not the patrol script which do that! That's all for the moment! What do you think of that? Ciao ;) EDIT : Another thing... How can we get the tak succeeded for an invisible marker ?? Is it possible to assigne a value for a marker when it's captured, like _win = 1 or 0 ?? Because we can't use the marker color if it invisible! What do you think? ;)
  12. Thanks you very much ssechaud and you, BangaBob! It's clear for me now ;) I didn't see the "EOS_Patrol = compile preprocessfile..." command :eek: Everything is ok now!! Humm.. almost : I have so much things to learn :butbut: EDIT : I did a test because i found that there was too few ennemies in areas, regard to my parameters! And i did a little mission, with 2 area, and i set something to have only house patrol in one, and only light vehicles in the second, with this (one area is hidden, and not the other!) : null = [["Camp_rebel"],[2,2],[0,0],[0,0],[0,0],[1,0,0],[0,0,450,EAST]] call EOS_Spawn; null = [["region_rebel"],[0,0],[0,0],[1,2],[0,0],[0,0,0],[0,1,600,EAST]] call EOS_Spawn; ==> the house patrol doesn't spawn :butbut: I tested it 4 times on my server (see my signature below) ! and they doesn't spawn :( Is there someone with the same issue, in the EOS 1.9?? P.S : i have CBA_A3, @acre,@jayarmalib, and r3f activated!! but no problems with the v1.8! I'm on DEV branch, on altis ! Thanks for your answers :)
  13. Thanks you very much mate ;) Just an off-topic question ? I can see in EOS_core, this : 0=[_mPos,units _aGroup,_r,0,[0,4],true] call callHouseScript; and 0 = [_bGroup,_r] call EOS_Patrol; And i know that is what call the patrol script of groups! But i can't understand how it works, because usually, you have the name's file in the command! Or here, it is not the same! Then here, "call callHouseScript", i undertood that it calls "SHK_buildingpos.sqf", but why it isn't something like "execVM SHK_buildingpos"? Same thing for "call EOS_Patrol" ==> "shk_patrol.sqf" !! Can you explain me how it works, if you have enought time?? Thanks a lot !
  14. Hi! i would like to know : when i use bastion mod, i can see blue dot markers created on the map, with ennemies units group name!! Is it normal?? Thanks! P.S : how can i hide thoses markers?
  15. My bad, the file with the problem is call XEH_preinit.sqf which is packed inside of jayarma2lib_common.pbo I'm not sure what _JERR_ERR_U should be, probably either false or -1 or 0. I just changed it to 0 and it seems to be working. In fact you have to do : _return = "_JERR_ERR_U"; ;)
  16. For those who want to know, i found a setting in the EOS, because i found that ennemies were too statics for the light infantry group (house patrol)! Then i changed one value in the string: true => false!! And for the heavy infantry group, they were leaving their marker area ! So, for this i took the CBA_A3 taskpatrol script, because it seems to be better than the BIS_fnc_taskpatrol script, and you can set a lot of value ;) Then you guess: you need to install @CBA-A3 :o So, in my "eos_SpawnInfantry.sqf", at line 51, i've done this : 0=[_currentPOS,units _sideEOSInf,_eosMarkerSizeB,0,[0,9],false] call callHouseScript; }else{ if (_debugHint) then {hint "Spawning patrol";}; 0=[_sideEOSInf, _currentPOS, _eosMarkerSizeB, 7, "MOVE", "AWARE", "YELLOW", "NORMAL", "STAG COLUMN", "", [8,12,16]] call CBA_fnc_taskPatrol; }; ""0=[_currentPOS,units _sideEOSInf,_eosMarkerSizeB,0,[0,9],false] call callHouseScript;"" <=> "false" here is what it is set to the movement for the housepatrol! Default is "true" at the begenning, for static units! All this seems to be good for me, but i didn't test as longer as a real playing time mission! I hope it will be usefull, and perhaps Bangabob, if you read me, it can give you ideas to improve your amazing script by using cba tools, more than I can do ;) Guys, you can find how to set string values for those fonctions in the "fonction viewer" Ciao ;)
  17. how to do : >EDIT > "go to (ctrl + G)" : http://www.7tutorials.com/beginners-guide-notepad ;)
  18. When we give you a line number => never open file with "word pad" or "winword", or other... else you know something i don't !?! but!... Open your file with a notepad or same!!... And in notepad, you press "Ctrl + G" => you have a little window asking you line number!!.. Enter the number!! ;) If i had said number "2598", how you should do?? :butbut: Ok, then, this is what you're shearching for : // ZONE ACTIVE. CREAT SUB-TRIGGERS _currentMKR setmarkercolor getmarkercolor _currentMKR; if ("colorGreen"==getmarkercolor _currentMKR) then {_currentMKR setmarkerAlpha _mkrAlpha;} else { _currentMKR setmarkerAlpha _mkrAlphaHighlight;}; _spotEnemies = createTrigger ["EmptyDetector",_currentPOS]; _spotEnemies setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotEnemies setTriggerActivation [_enemyFaction,"NOT PRESENT",true]; _spotEnemies setTriggerStatements ["this","",""]; _spotTaken = createTrigger ["EmptyDetector",_currentPOS]; _spotTaken setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotTaken setTriggerActivation ["ANY","PRESENT",true]; _spotTaken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 10} count allUnits > 0","",""]; ;)
  19. => eos_Init.sqf, line 105... you have : if (!triggeractivated _spotFriendlies ) then {// CACHE SEQUENCE => then put this before : if (!triggeractivated _spotFriendlies) then {// Waiting time sleep 120; }; If you want , change "sleep 120" by what you want! I put "300" ;)
  20. You just have to put this in the eos_init.sqf, line 39 : _spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x&& ((getPosATL _x) select 2) < 10} count allUnits > 0","",""]; As you can see, if the heli isn't under 10m high, ennemies don't spawn!! Ok i will test both! But i don't understand your script in fact :( EDIT : ok i understood :) very usefull, and works like a charm! big thanks Mariodu62 ;) Sorry for my bad english! i'm french !
  21. I'm not sure! this is what he said : Perhaps if we just can add delay to de-spawn ennemies, will be a good option for this!! Is there someone tested this : Because, if we can't save deads ennemis, we can try to set a delay for despawn them instead we got time to return in zone before they disappear ? Someone think about something to add delay? Thanks ;)
  22. And what about that?? It would be very usefull for us :bounce3: So tell us if you think it is possible to do it, without too much problems!... when u're ready ;) Thanks ;)
  23. OK i found for my problem!! My martker name was "région_rebel" !!!! (i'm french :D )... and i had to call it "region_rebel" ("e" and not "é"!!)... Everything is ok now :p
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