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Everything posted by Von Quest
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TPW HOUSELIGHTS A3: ambient house lighting for Altis/Stratis
Von Quest replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LOVE your work, great stuff, top notch! ;) -
"Steerable_Parachute_F" :cool:
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WOW! That'll wake the neighbors up... Very cool.
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What's Your Favourite Mod?
Von Quest replied to Stu340's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Trini's Dive Mate --> SCUBA sim mod (anyone get this to work in MP yet?) Zooloo's Bullet-Wind Interaction System --> Sniper Wind Ballistics, Fantastic! TPW's package --> several adddons, FALL, HOUSELIGHTS, SUPPRESSION, etc GrandQ's Swedish Forces Pack --> Epic addon, multi-package (unfinished) spunFIN's AI Spawn Script Pack --> Amazing AI work! MUST for every map. Too many to pick a favorite... -
Need advices on how to make an intelligent enemy.
Von Quest replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just use 1 Waypoint. Super simple. Very very effective. No scripting. Set it right in front of the Unit and set to DISMISSED, NORMAL, SAFE. Random Patrols until you are spotted, then they will hunt you as long as they 'feel' they are the aggressor and know the general area you went to while fleeing or spotted again. Works great. Very organic. :cool: -
Amen, brother. I love the strategic-side of missions. Planning and 'beating' the Map is half the fun. Sometime next year I'm releasing some Maps/Missions that will be using all kinds of systems built into them. I play only special-ops style of play and have been building a system that is dynamic and organic. I have cellular networks, encrypted military data & communication networks, files, folders, computers, classified intel, homing beacons, server nodes to hack complete with alarms and buildings with alarm systems you can cut with a wrench and boltcutters, doors that are locked and secured that require a special keycard, and so on.... Here's a simplified example of one of many missions you may be assigned to do: Assassinate a top colonel. How? Where? You will NEVER know! I'll be including an Intelligence File you can print in .pdf form that has SOME info you will want to use (IF you know how to read it). You will have to figure out the insertion/extraction. You will have to plan your gear and loadout. Do you pack a small laptop with certain software to hack the DRAC Network, or maybe some tools to cut lines in a junction box. Maybe you'll need more C4 and less tools. Map, lockpicks, and silenced MP5? OR perhaps a satchel charge and machinegun? Do you break into the Security Center and steal the weekly maintenance log for your Intel, OR do you try and hack the cellular network to find your target? Hmmm... Do you even know the Colonel's cell ID and number? Maybe a CIA contact and tracking bug? :icon_twisted: Intel and Puzzle-solving! Click for the HD version. http://farm6.staticflickr.com/5547/9467148565_50dde5f3e8_o.jpg' alt='9467148565_50dde5f3e8_o.jpg'> HALO_Project1 by richardvonquest, on Flickr[/img]
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realistic soft earth environmental damage and mud - see video
Von Quest replied to ColeMinor's topic in ARMA 3 - GENERAL
WOW! That is SUPER AWESOME! BIS & Ooveeâ„¢ should join forces. Can you imagine mud & snow? That would blow the Armaverse sky high. A whole other level dealing with logistics, terrain, and weather. Moving troops and heavy equipment would require a lot more planing and strategic maneuvering. :icon_w00t: -
I agree. The weapon-switching thing needs a little fondling, foreplay, and some cuddles. :inlove: Here's a Forum Thread you may be interested in. And not sure if you've seen this or not...
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How to get viewable targets on your HUD, like in this video from 2 years ago?
Von Quest replied to Dead3ye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, this would be great! Was wondering myself. Working on a Training Map for 2014. Also need to get rid of exaggerated Weapon Sway when prone (or prone + bipod). Wind Mod plus Weapon Sway equals impossible to setup my Sniper Training Range. :crazy_o: -
How to make list in diary record?
Von Quest replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe a Line Break is <br> or <br /> Try that after the line so it makes a new line. -
Help needed - Spawning units with waypoints, with Trigger
Von Quest replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
FOR SALE: Parachute, Never Opened, Small Stain, Best Offer. -
How do I create dynamic patrols now?
Von Quest replied to redpiano's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another option from the mysterious 'Goblin'... Super short, super simple, dynamic results: 1.Place Unit(s) 2.Place Waypoint right in front set to DISMISSED; Behavior SAFE. The Game will keep generating Random Waypoints over and over again! the Unit(s) will wonder all over the place. Works great. Downside though, is you can't restrict them to stay in a small pre-defined area. Fast & Easy mate! Mix & Match. Try it... ;) -
How do I create dynamic patrols now?
Von Quest replied to redpiano's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I cant believe BIS hasn't set this up yet!!!! Ugg! You'd think they setup so you can set down a Marker, the Random Patrol Module, and Sync those to any and all Units you want to Patrol randomly within that Marker. Final Release is just two weeks away. Here's a good quick-n-dirty in-Editor way that I use without scripts: Place 1 Unit with X Radius and Y% Spawn Probability. Then set down your 7-12 Waypoints with Z Radius around the area you want them to Patrol. Just set ALL of them in a clump in the middle. Set the LAST Waypoint down and set it to CYCLE and place away from the others and next to your Unit so it will click into that first Waypoint. Done. Then select ALL Waypoints & your Unit. Copy (Ctrl+C) and then Paste (Ctrl+V) several more down. Wham! Patrols!! -
Super Fantastic! Couple Quick Questions: 1. How are you staging the poses exactly? I've played with this some and had terrible luck. Also I noticed that my guys do NOT die when staged in a pose. 2. What Chair is that that looks like the Metal Chair? I could not find them. I'm using the Folding Chairs from the Tent section.
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Where/How are you guys using this? I might be interested in doing something when underwater... The sea looks too perfect like a nice chlorinated pool at Disney. Needs to be washed out and darker?
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Keypad access for a House ?? Get a Donation if you script that for me!!
Von Quest replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This looks REALLY GOOD! Download Link *NOT WORKING* This will save me the headache of Dialogs. Thank You! -
Disguise Script or undetected
Von Quest replied to curlyjefferson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's an idea, if its even possible... Set it up so it checks your distance to an OPFOR, and IF you break that distance by getting too close, then they 'recognize' you and it switches to setCaptive false; ? -
Keypad access for a House ?? Get a Donation if you script that for me!!
Von Quest replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone else play with the TimeBomb? http://www.armaholic.com/page.php?id...ghlight=KEYPAD Can't get this to run in ArmA3. Only get the "Time: Scalar" in hint form on upper-right screen. @kakarot My setup only works with using/checking for a specific Item that you can carry. @starvin101 Is that site legit? Seems unsafe. Is the DL in the popup? My pc is blocking it. -
Animation Trigger stopt working after update.
Von Quest replied to EvilDutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where can I find an official list of these Animations? The ones I found did not work. -
Keypad access for a House ?? Get a Donation if you script that for me!!
Von Quest replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can transfer one million dollars *pinky up to mouth* into my account... :icon_evil: To do a Keypad you'll need to set up whats called a dialog. Its a user-graphical-interface thing to display what you want and to process some interaction with code. This is on my list of things I wanted to tackle, but it'll be a while as dialogs are a bit more advanced than I wanted to wade into right now. Do a search for "dialogs". Or start here. -
Lock/unlock doors on a builing
Von Quest replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
WIP Lock & Unlock Security Systems Setup: -- by Von Quest Industries I was working on setting up a Security System for some Maps/Missions. You can customize how you wish. This is one way that works. If anyone has a better way (maybe publicVariable instead of the unlock.sqf file?) please chime in. To work, you MUST find the Building Classname and how many Doors it has that may apply. Name lockSC = Security Center. For this Example I'm using the Military Offices, and they have 8 Doors. 0. Place a Gamelogic on the Building. Name it lockSC: (Optional) - To lock door #2 permanently, use in Gamelogic code box: ((nearestobjects [this, ["Land_MilOffices_V1_F"], 8]) select 0) setVariable ['bis_disabled_Door_2',1,true] 1. Place your LOCK Trigger around the Door you want to Lock. BLUFOR, REPEATEDLY, Present, Timeout 0,0,0, CONDITION: this ON ACT: nul=[]execVM "lock.sqf"; hint "Enter Passcode or Keycard"; 2. Place your KEYCARD Trigger around the same Door to Unlock. BLUFOR, REPEATEDLY, Present, Timeout 2,2,2 CONDITION: player in thisList && ("sc_keycard" in items player); ON ACT: nul=[] execVM "unlock.sqf"; hint "UNLOCKED"; 3. Create your SQF file in your Mission Folder. Name it lock.sqf while {isNil "OpenDoors"} do { sleep 0.1; ((nearestobjects [lockSC, ["Land_MilOffices_V1_F"], 8]) select 0) setVariable ['bis_disabled_Door_1',1,true] }; 4. Since I could not figure out the publicVariable thingy, create another file named unlock.sqf while {isNil "OpenDoors"} do { ((nearestobjects [lockSC, ["Land_MilOffices_V1_F"], 8]) select 0) setVariable ['bis_disabled_Door_1',0,true] }; In my prototype design, this would lock ANY door you need. I'm testing the single Front Door on the Military Offices (door #1). This door is LOCKED if ANY Blufor is near. I gave an Officer nearby a Keycard. If you can takeout the slimy bloke, you can loot his pockets and grab the Keycard which will UNLOCK that door in about 2 seconds IF it detects you have it on you and standing at that door. Freaking Awesome! This was my weekend project. Works in SP. Not tested in MP as of yet. GF just walked in, gotta run! :p -
Lock/unlock doors on a builing
Von Quest replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I manged to lock a specific door I want using a Gamelogic, but then how would I setup something to unlock with a Trigger? I tried to deleteVehicle but this doesn't seem to work. Plus IF we could get this to work, it would disable the lock permanently. hmm :confused: For now I would settle to just delete the Gamelogic so we can get into the Room... -
Lock/unlock doors on a builing
Von Quest replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome! I just started working on this yesterday. hehe I'm trying to setup a system where we can lock certain doors, but you need a keycard or code to unlock. Ideas? Can you do this with Trigger conditions or would I have to setup some detailed .sqf file? -
Swedish Forces Pack: 0.7.4 (Updated 27th of May)
Von Quest replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Whoa! This went from 200mb download to an epic 1.4GB files. What happened? Just from some bug fixes? Or is that from the huge City? Running low on space...- 568 replies
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- swedish
- swedish forces pack
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(and 3 more)
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Software needed to create models
Von Quest replied to pharoah's topic in ARMA 3 - QUESTIONS & ANSWERS
Looks like I just went back to school.