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Von Quest

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Everything posted by Von Quest

  1. Parachutes are terrible right now. Ugh. Amen brother. Too quiet when in freefall; and animation landing into water is comical. Plays "land walking" when splash down. Also MP parachutes are absolutely dreadful. I have to set player damage false for every jump or we die 90% of the time on impact... Anyway... Still amazing work, thanks for all your stuff! Checking this thread every day. Waiting for someone to ask: "Can you just add everything into your mod?" :cc:
  2. Sochor's are mad tough. Had to call in AT Mines via Artillery on MSR ahead of it. Placed Charge at intersection where I knew it would be after that. 1 indirect explosion of small Charge disabled it. (2 cents) Satchel Charges are super powerful, try one of those...
  3. Greetings once again gents... Need some of your input/ideas/scripts/know-how on how to display specific Intelligence on the Map. Been trying to work on a system for the HQ/FOB/Briefing Room setup, where you as the player can check-on a variety of Battlefield/AO live Intel when in a specific room, near X, taking to commander, and so-on. This would be very similar to using the High Command Module. Thoughts? If you place the High Command Module in the Editor, you can always access the Live 'Known' Data that your side has a visual on at all times. BUT I need to turn off/deny that Intel when in-the-field. I can manually do a script for each and every Unit/Squad; but that takes forever and does NOT take into account anything you spawn-in (which is now required with the sheer epic size of Altis). What I'm looking for: :lookaround: 1. How to just turn On/Off that High Command Module (or similar idea) when you are standing in front of, for example, the Whiteboad, or a Display Screen, etc. Then when in the field, you should NOT be able to see all of that Intel (Icons/Markers) on your Map (delete Icons/Markers). Any and all ideas welcome! (the High Command Module is just an example) I'm stuck/tired/missing something...
  4. Von Quest

    Tao Folding Map

    Love this mod. Wondering; anyway to use the folding map ONLY? No big map in inventory. I want to use the big map for Intel-type stuff, briefings, etc, BUT use the smaller-more-realistic folding map when in-country. Possible? Also, how would you use this with Artillery? I'm guessing you can only point to area in-world OR use big map only? Hmmmm
  5. OR Jump in with another Unit in your squad. Make sure you out-rank him. Go into the building and use your command button ~ to point to areas. the cursor will jump to nearest 'named spot'. Write down which ones you want to use. Jump back out to Editor and place Waypoint directly OVER the NAME of the building. Double-Click to get that pop-up. You will now have the option to select any of the NAMED SPOTS from a drop-down list. Just select the SPOT you picked out inside to place. Repeat as much as you want to get them to move/patrol WITHIN the building between all the SPOTS you want. Don't forget the CYCLE at the end to loop.
  6. #1. Use BIG Backpack: this addBackpack "B_Carryall_blk"; #2. Just use addItem "uniform_name_here"; OR for multiples use: additemCargo ["FirstAidKit",5]; MP can get goofy. For example I use: (unitBackpack this) additemCargo ["rpr_TGSD_uniform2",1]; May want to try _unit or unit instead of this when experimenting. I forgot the "correct/best" syntax to use for loadouts. Do Not use my example with that uniform. It's from a mod. Fill in your own.
  7. Here is my Police Truck if you want to use it. As TPW stated, its more on the Mission level. handle = this spawn {sleep 0.1; _this animate ["HidePolice", 0]; _this animate ["HideBumper2", 0]; _this animate ["HideConstruction", 0]; _this setObjectTexture [0, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"]; _this setObjectTexture [1, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"];}; The Police I use are more Mod dependent so you'll have to search on your own to dress them.
  8. Negative Ghost Rider, the pattern is full. *chuckle* Something I should know about? KABOOM *spills coffee* Son-of-a.... Great vid! Bring on the JETS!!!
  9. Strategic Map is still lacking documentation! I'm confused on how to use this exactly... Anyone have any good examples and clever techniques on how to set this thing up? I see some potential here, but not sure what. How is this different/better than just to click-to-spawn (or whatever) somewhere? I see some potential to setup an HQ or Ready Room somewhere where you can prep before jumping into the mission/area. Some questions: 1. Good Examples on setup other than just "teleport" to some area (if any)? 2. Trying to use this with my HALO setup, but since I start on the ground before "teleporting" into area, my script no longer works. It only works IF I start in the air at Mission Start. Do I need to do something different in the On Activation box in the Strategic Mission Module for script to work? I'm guessing the On Activation is to run extra/other code for Mission Setup/Load?
  10. WOW. You impress me more and more every day. Thank You!!!! That was fast. Playing only SEAL/Spec-ops missions, we HALO in at over 36,000+ ft; you can imagine the sound! Zoiks! LOL Thanks again. ;)
  11. Von Quest

    Beginner reporting in..

    1. Set Heli up high within Elevation Box: 500m 2. Set fuel to 0 3. Place Heli Crewman near where Heli will fall from sky 4. In Unit's Init Box to remove his helmet with: removeHeadgear this; (optional) 5. Sprinkle OPFOR around crashsite X meters away with Waypoints leading them into the area. Set the Type/Movement/Behavior how you prefer. 6. ESCAPE the vile enemy Search Team!
  12. This is good. Was thinking about doing this myself. Love designing/running websites. Now you just need stats-data like armor thickness values, ranges, crew, etc. I find all BIS documentation very lacking or just plain wrong. Thumbs up.
  13. Fun little addon! But,... there is a crash/explosion sound when parachuting onto ground. And,.., there is a very loud crash/explosion sound when parachuting into water. FYI. Keep up the great work brother!
  14. ...and now OPFOR is: "NVGoggles_OPFOR";
  15. Yes. (sorta) There will be user-made Maps coming within the year that will have 2 (or more) islands that can be used as several have already asked; within the vision of island-vs-island. But not as-is with default Altis-vs-Stratis; likely not (would be awesome though). :p
  16. @Larrow, Thank you! So far so good. So odd that code works, but when I used "timebombcore" in mine it does not. Why is that? Bizarre. Now I have to figure out how to plug that into my dialog. Anyone know how exactly? I've spent the past two days working on that part (not including any graphics). I have chunks of it working more or less. I just need to marry the two systems. SQF + Dialog. For the Mine Detector I'm going to be displaying a series of images for the readout. The closer you get to an explosive, the correct image will change to show a needle climbing and maybe some sort of beeping or geiger-counter sounds. Right now I can only display background and one static image.
  17. Hey guyz! Been working on this project for days now, but now I'm a bit stuck... I'm trying to design and build a working Mine Detector of sorts for an Addon. I can't get the sqf to return a range of an array of explosives/mines for some reason around the player when called. I can get it to work with named objects and markers, but not when the game places random Mines. If I name the Module it just returns the epicenter of the module and NOT the actual Mine locations themselves. Any Help??? I'm building a dialog/resource that will be awesome when finished for some extra realism and immersion instead of the jarring and ambiguous, "I spot a Mine!" _mineTypes = player nearObjects [["APERSBoundingMine_Range_Mag","APERSMine_Range_Mag"], 30]; _ranges = []; { _ranges set [count _ranges, (player distance getPos _x)]; } forEach _mineTypes; player sideChat format["%1", _ranges];
  18. Still no luck. Either I get nothing, or an empty [] for the zillion things I try. @kylania, thanks but I saw yours and tried also a while back with nothing: _mineTypes = {["mine_", str(_x)] call BIS_fnc_inString} count (player nearObjects 200) > 0; _ranges = []; { _ranges set [count _ranges, (player distance getPos _x)]; } forEach _mineTypes; player sideChat format["%1", _ranges];
  19. This is NOT currently compatible with ArmA 3. :( I tried to go ahead and play with it anyway, as this looks great to get started: 1. There is NO Desert Map in ArmA 3; only (beta) Stratis. 2. Tried GUI Editor. Get 'stra_gui' requires addon 'CAUI' 3. Went forward anyway. When testing to Call with Trigger - Crashes Game! So never made it past pg16 on the .pdf Tutorial. Anyone know how to fix? UPDATE: I see its now built-in to the A3 Editor now. Cool. But still can't get the dialog to work. So you can skip 1 & 2. I'm wondering if there is something simple I'm missing...
  20. Von Quest

    User Interface Editor

    Anyway to fix to get this compatible with ArmA 3 ? Get error message: 'stra_gui' requires addon 'CAUI' UPDATE: Nevermind. I see its now built into the Editor already. Wow. How'd I miss that.
  21. Von Quest

    Ambient Radio Chatter

    TPW, this is great. How do you tweek to play random audio for near ANY vehicle other than 'ourcar'? cfg path?
  22. What is the difference between bis_fnc_taskpatrol and cba_fnc_taskpatrol ? Using the BIS_fnc_taskPatrol is great and simple to a point; but just like the random radius on Waypoints, it's only randomized once on game load, then its SET for the duration where it will cycle and you can see the 'pattern' of just a few waypoints. Also, the distance you use is SET to a max, and seems to not vary either. So if you set it to 100 then EACH of the few waypoints is ONLY at 100m. Hmmm... CBA Better?
  23. Just wanted to say really great stuff! Had a chance to DL and play with it this week. Love it. Play mostly black-ops with a bud, and we loved the MP5SD6 for tonight's SCUBA insertion into Agia Marina for some intense CQB Training Missions. Thank you! :cool:
  24. Von Quest

    Refined Vehicles

    Its this level of detail and passion for the hobby that gets me all gushy! Great work, man. Inspired.
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