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Von Quest

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Everything posted by Von Quest

  1. Von Quest

    ARP2 Objects Pack

    Example: Put down a Unit (bad guy) then name him something. Lets name him uav1. Then put down a Table and then put the Toughbook (laptop) on top of that and to finish that, put down the antenna also next to the Toughbook. Set the elevation for the laptop and antenna at 0.79 (which I believe is the Table height). Put this in the initialization box of the Toughbook (laptop): this setvariable ["arp_sc_mode", ["4split_on", [[uav1,1,[40,40,40]]],"256"], true]; The 'faux' UAV will now follow its assignment and track Unit (uav1) where ever that slimy no-good evil-doer goes. Sometimes the screen won't load at first. Just move around a bit and zoom in-out, and it should pop on. That example is set to Night Vision Mode. You can use the larger screens as well. Same setup. Up to you. Pretty mind-blowing! Real-Time surveillance YOU can setup...
  2. Von Quest

    Mission Presentation

    1. It is not explained very well at all in the documentation. Spent half the night trying to figure out why my Map wouldn't load. Read through wiki like 10 times. 99% of us don't work for BIS, and too many things are explained as if you already would know their world. 2. It would be great to be able to customize the full-screen Image at the user/design level and give us some more creative control. Here's a screenshot of what mine was going to look like (WIP) if I made it that far: to the wiki. A tutorial is supposed to be step-by-step instructions. For example: the Loading Screen. The wiki (and this Thread) never state for the description.ext file, you have to set that up in your editor, save-as an .ext file, place in your Mission Folder which can be found in your Documents >> Arma 3 >> etc... and so on. Not complaining, just noting. Anyone who's new would be lost if they started here. UPDATE: kylania pointed me to another description.ext page (see below) The game is so genius and mind-blowing, its hard to not get worked up over some details you find that you cannot control, like the Full Screen Loading Background Image. :pray: Keep up the great work, and we'll see ya on the battlefield!
  3. @Beerkan Oh, this is fantastic! Love it when you find the easy way in the GUI Editor. I was using Gamelogic, moon phases, abacus, astrology, ...but this is WAY better. Thanks, off to go giver her a try now. UPDATE: Yep it works! Odd though that you have to put the circle around the ID# even IF you are Grouped. Hmm... Room for human placement error?
  4. Von Quest

    Fast Roping

    =BTC= Can NOT get Fast Rope to work. Posted on original Thread.
  5. Von Quest

    =BTC= Logistic [A3] - BETA

    OK, been trying for over an hour now... Can NOT get any Fast Rope option? I only get the 'Check Vehicle' in green letters. I tried 3 different choppers. I made sure they are in the list. I increased the rope height to 111m just in case the Heli was too high. I waited for him to stabilize. Nothing... Whats the secret?
  6. Von Quest

    Fast Roping

    Another toy for me to try? Well there goes my Sunday! <salute> Col. Giallustio :notworthy:
  7. Know EXACTLY how you feel. Have a few 'head-shaped' dents in my wall from this. Always dread having to test over my network to see what the next list of problems are going to be. Zioks! What would you recommend? Or how would you design the Map around this? I believe we can just Group the triggers to a specific Unit correct? If needed I was using multiple Triggers then Grouping to each of them to be assigned to each of us individually for a work-around.
  8. Von Quest

    Fast Roping

    Edit your first post and re-word to focus on the Scripting angle. Would rather a discussion on the scripting-side here to evolve this project or the moderators will move this over to the over-opinionated Q&A section where its a lot of speculation and not much progress. Would LOVE a Fast-Rope option so you can have the Heli Pilot just park anywhere (ie over trees) and you can slide down into the forest. =BTC= has a Script for Arma 2 HERE. Give her a try and see if we can't get that working here in the magnificent Arma 3! ;)
  9. Not complaining. Perhaps taken out of context which happen a lot in Forums. Just noting that you pointed to the Arma 2 3D Editor and not the Arma 3 one (which I eventually found) and the BI Tools were for Arma 1 and the link to the DL is disabled (also eventually found BI Tools 2.5). Quite the contrary. Your stuff is AWESOME!! Was referring to the very long list of the resources for mapmaking in general. Definitely bookmarked for my homework. Perhaps lost-in-translation? Was trying to be funny by implying the detailed list is so good, and so long, that I was growing a beard going through it all. A lot of help on here can be very short and done in small incomplete snip-its. So... Thank you so much for all you have done on behalf of us noobs! Great stuff!!!
  10. kylania is the King! KillzoneKid also has some great documentation on scopes as well.
  11. Great! Have yet to test in MP, but it looks perfect in several runs I just did. Bob came out swinging and thought he might have you kyl... Bob scored some good points early in the round. Kyl had the finishing blow. Judges decision?
  12. Amazing! Absolutely amazing... The shear size and variety of these projects are one of the best I've seen. Its a one-stop-shop. Terrain, Weapons, Vehicles (land, air, and sea), Units. Played my Mission with your Sa2 SAMs on Friday with a buddy of mine. It was THE best so far! Obviously there is much texturing to finish on the pack, but to have functional SAMs to go after for a target was right up our alley. Not sure why. SAMs just seem so menacing. Now, I see THIS? Another terrain AND Jet! Wow. Far out brother. Can't wait.
  13. Von Quest

    Mission Presentation

    Where do you put the config.cpp file? I can not get the larger background map image to show. I put it in the Mission Folder. Documentation reads like you already should know 90% of the story. I'm guessing its a bit more involved than the smaller Mission image?
  14. Yes. Example: Me an my Navy SEAL swim buddy are in-country behind enemy lines and while trying to hack into the Iranian DRAC Network, a patrol stumbles across us and we have to take them out. After a small fire-fight, we now have the option to search the 3 dead bad guys that spotted us for other valuable intelligence the CIA may be interested in. Of the 3 guys, one had 2 random Items, another had 4 Items, and the third had 2 Items as well. Each one could have several Items from my List array from 1 - 5 Items per Unit.
  15. @bob100101 That's fantastic mate! Thank You. Very, very, very close. Small, simple, works. BUT... Anyway we can adjust it so it will give more than just the 1 Item? Looking for a range. OR a creative workaround. This will work really good as-is. I can leave most Units field blank for the 'regular' guys walking around who are by-the-book, with nothing on them. For High Command, Officers, etc I can setup multiple SQF files for the Lists. But to get that extra bit of polish, I need some with just the 1 Item when searched; but others may have 5 Items when searching those vile-dictator-loving scum from the one SQF. From what I understand, this of course will not work for anyone spawning-in after the game starts. Which is OK, for now. Just thinking ahead for when all the action moves over to Altis and we're going to use a lot more spawn options. Anyway... Great so far, thanks again!
  16. Yes, just OPFOR. And they are all going to be AI. I only play over my home LAN with a buddy. We have our oun custom loadouts based on the Mission we are doing. Since we play Black-Ops style, we would love the option to search the bodies for various Intel. Also the random Items just helps immensely with the immersion part. Right now I have to build each Unit specifically then randomize where they spawn in at.
  17. @kylania Looks promising, but could not get anything working. Like the percent chance option roll. The code looks quite daunting and a bit out of my depth... @bob100101 Had better luck with yours. Weird results though. It gave me (player) a random Pistol from the list. Did not add any Magazines. And the Item was either the Money or nothing. Odd. The code looks the same for each but why always the Money? hmmm. Getting close. Need a range of several Items, and not just the 1. I like the idea of kylania's where it's a user config percent of even running BEFORE it picks the 0-5 Items. Would be cool if maybe even use different Lists for different Units (or classes) to distinguish "casual" Items from "Intel" Items that perhaps ONLY Officers would have a chance of carrying vs the mundane everyday stuff you'd expect from the ground-pounders. Tried changing _units = player to _units = allUnits with no luck. Need every other Unit (maybe just the OPFOR) to use the code. Not me the "player". What would be all the options to use instead of "player"?
  18. Von Quest

    Mission Presentation

    Ah, man! One of these days I'm going to find something you don't know. :p Was a bad link or other Tools page then (Arma1?) Thank you!! You da man.
  19. Von Quest

    Mission Presentation

    From what I've heard around the campfire they are releasing BI Tools for ArmA3, correct? Or no? Been trying for awhile to download but always a bad page. Can not do a Mission Presentation without the Tools to covert images to the .paa format... :nervous:
  20. No worries. Just hackin' on ya buddy. You'll get the hang of her. ;) You've asked a lot of really good questions. Still learning a lot myself...
  21. I think you are going for a record of starting the most Threads? :o They're all under the EFFECTs Tab in the Triggers. Not sure what the exact classnames are though. You, as the designer, can make/have ANY sound files you want to fully customize the Map/Mission. Just Mix & Edit anything you want in an Sound Editor and then create a Sound File in your Mission File and put all those new files you made in there. Then you need to setup your description.ext for them. Again go back to your Triggers and the new files you just setup will be listed. class CfgSounds { sounds[] = {}; class SubmarineExt { name = "Leaving Sub Wetdock"; sound[] = {"sounds\SubmarineExt.ogg", 1, 1}; titles[] = {}; }; }; The first number (1) is the volume level if you want to adjust it in-game and not go back and remix in the Sound Editor.
  22. Here is a snip-it of something I'm working on: The Marker is ADcellMarker and the Unit is ArmsDealer. Just rename it to fit yours. I'm simulating tracing a Cellphone signal of an Arms Dealer & Warlord working with the Iranians on Stratis to smuggle SAMs into the region in violation of international law. _marker1 = createMarker["ADcellMarker",getPos ArmsDealer]; "ADcellMarker" setMarkerShape "ICON"; "ADcellMarker" setMarkerType "hd_dot"; "ADcellMarker" setMarkerColor "ColorKhaki"; "ADcellMarker" setMarkerText ""; "ADcellMarker" setMarkerAlpha 1; [] spawn { while{not isnull ArmsDealer} do {"ADcellMarker" setMarkerPos getPos ArmsDealer; sleep 60;}; };
  23. Von Quest

    Fun with User Textures

    @&^%! OK, its official. BLOWN AWAY! I'm mean wow; really. Was planning on doing this myself over the winter. Amazing. I'm obsessed with detail and "believability" in games/movies. The atmosphere and map look so real-life now. Organic!!!! That's the quality BIS should be paying you for to add that last level of polish to an already brilliant series. <salute>
  24. Just found this thread. You have my attention fine sir! Looks good. Subscribed...
  25. Von Quest

    addmagazine backpack

    drop (unitbackpack this) this only works for you. just use on other players in MP: this addMagazines ["30Rnd_65x39_caseless_mag",6]; Took me FOREVER to catch this in my Map setup.
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