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kupcho

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Everything posted by kupcho

  1. Although the formations available are helpful, I would like to have the ability to set, and have a squad move in, a formation of my own design. Instead of being restricted to the formations that are recognized already, I could set the individuals into any configuration I want.
  2. kupcho

    User Set Squad Formations

    Thanks folks. I figured out what I was doing wrong and having all the troops move in columns. They MUST be set to something other than 'safe' or 'careless'. As long as they think that they may be fired on, they will stay in formation. But, sadly, I guess that there's no way to set up a 'user defined' formation. Maybe someone that understands coding knows a way, but not for basic folks like me.
  3. Thanks brians200. I understand what that field does now. Unfortunately, I'm not very good at writing code (don't understand damn near ANY of it to tell the truth), so I'll have to stick with the basics for now. Still, I'm sure that there are folks that will read this and understand just fine. And they have YOU to thank for it.
  4. I've often had questions on how certain modules worked or what the different fields in a trigger were used for and how they may affect the game play. So, in an effort to help others that may have a limited knowledge on these things, I'll be posting "How To" guides on some of the modules that I understand well enough to share on. I'm NOT a programmer or scripting guru. The fact is that I got just into ARMA last year when the Alpha of ARMA 3 was released, and I've NEVER attempted any of these things before then. I have watched videos by Jester814, Dslyecxis and others. I perused the BI wikis and searched for things posted in this forum. And I learned a lot from each of them, but, as I stated at the beginning of this post, I still have LOTS of questions. I would also very much appreciate it if others who are familiar with the more complex modules would take part in this effort, as my understanding is pretty limited. I only ask that IF they post a guide, that they attempt to cover ALL fields and that they give only FACTS. Or if they're uncertain as to certain aspects, that they let us know that it's their best understanding. Also, it would be helpful if they give notes concerning the use of the module they're posting on. If you understand more about the subject I've written about or, if in my posts, I've made errors, PLEASE let me know about them in your comments. I'd rather be called on my screwup than to have it carried forward as fact. So, with that said, I'll try to explain one of the (less complex) modules that I understand. CATEGORY - SITES MODULE - MINEFIELD NAME - I've never named a minefield before, but it may be something that could be called within a script. It is NOT REQUIRED to simply place the minefield. INITIALIZATION - I don't understand this. It is NOT REQUIRED to simply place the minefield. DESCRIPTION - I don't understand this. It is NOT REQUIRED to simply place the minefield. PROBABILITY OF PRESENCE (slider) - This is to create a randomness to the mission. Maybe it will be there, maybe not. The higher the probability, the greater chance for it to show up in the mission. Moving the slider to the right increases the probability. CONDITION OF PRESENCE - I'm unsure, but I believe that this MUST be TRUE for this minefield to EVER be placed. PLACEMENT RADIUS - This is to create a randomness in the mission. This will center the minefield SOMEWHERE within this radius instead of the same spot each time the mission is played. It will not change the SIZE or AXIS of the minefield. PLACED BY - This determines the faction that placed the minefield. SHAPE - Determines whether the mines will be placed within a rectangular or an oval area. AXIS A - The dimensions along the North/South axis (when placed with an azimuth of 0 degrees). AXIS B - The dimensions along the East/West axis (when placed with an azimuth of 0 degrees). MINES USED - The specific TYPE of mine being placed. AMOUNT OF MINES - The actual number of mines being placed. MARKED ON MAP - This determines who will be able to see the mines in game. The side specified will be able to see them on their map and also as red triangular markers in the 3D screen. CONDITION - I'm unsure of what this does. -=NOTES=- Mines don't care that it was your side that placed them. They WILL go off if you trip them regardless. You CAN place overlapping minefields. And they can be of different types or even placed by different factions. I've placed 500 mines in a 50' radius (very dense). I'm uncertain of any limit to the amount, but I'm sure that you can place more if you really want to. ------------------------------------------------------------------------------------------------------------------------------------------------------------- I know this was a simple choice for my 'How To' guide, but, just because you knew it before my posting doesn't mean everyone else did. Please post on other SIMPLE modules. NONE are too basic. Although my tag in this forum is Kupcho, my in game tag is -=PIG=- and I host my missions in -=PIGSTY=-
  5. kupcho

    A3 modules - supports

    Thanks ck-claw. I'm trying to get people interested in sharing their knowledge in these areas by posting 'How To' posts on EVERYTHING. Nothing is too basic. And I have no idea why any of this wouldn't work in multiplayer. Unless you talking about player vs player? I've never scripted one of those, just coop play. I've used the helo transport in a few of my missions, and the only problem I ever had was that when the player died, the ability to call it in died with him. But that problem applied to any of the supports not just the transport one. I made a crude work around by syncing the module to EVERYONE on my side, and praying that one of us survived long enough to be able to make the call when we needed it. If you could tell me where to send it, I'll put together a simple mission and send it your way (I think the files are small enough).
  6. kupcho

    Trigger effects

    Thanks for the replies, they are appreciated. But like I said before, I'm a bit long in tooth, and some things, like scripting, leave me scratching my head. Why is it that there isn't ANY documentation on the tools given with the game? Other than the 'show info' button (that's as cryptic as anything), there's nothing. It seems as though there should be some pdf files sitting around the BI studio, that have all this info on them. And it wouldn't be a bad thing to allow the end users to have access to them. Actually, it seems to me that it would be one big ass bonus to everyone. If the editor was made to be understood by the GENERAL end user, rather than something that only folks with previous experience in coding or whatever, then we would ALL be able to jump in and make new missions. Better missions. So again I'm asking (begging if you prefer it); is there anyone out there in ARMA land, that understands how the different fields in TRIGGERS work? Please? I'm pretty sure that there are lots of folks waiting for some guidance on this issue.
  7. Okay, I confess - I'm an ARMA noob. From what I've found in the forums, it seems that the BULLDOZER is some kind of terrain editor. And the only threads that I've found are about using it in ARMA 2. Is it included in the game (ARMA 3) or do I have to buy it? How do I start it? Can I edit the existing terrains or does it only create new stuff? Can I place things like buildings, roads and street lamps? Are there any tutorials available? Etc, etc, etc... Sorry of these questions are too basic, but like I said...I'm a real noob in this respect. And any info would be greatly appreciated.
  8. kupcho

    Trigger effects

    I'm sure to anyone who is fairly comfortable with writing scripts would agree. Unfortunately, I'm not one of those people. I'm not very good with scripting syntax, and my attempts, more often than not, leave me frustrated and no where closer to the result than when I started. I try to copy some of the video tutorials (and some actually sink in a bit), but a lot of the ones I'm interested in were written long before ArmA 3 actually hit the shelves. And their code or methods don't work any longer. So I was hoping that someone could point out how I might use these tools already included in the editor.
  9. When I played the NIGHT showcase mission, I liked the way the flare was sent up as I approached the AA base. I'm putting a mission together where we are basically doing the same thing, but I can't figure out how to make the flare effect work. Also wondering, could it be set up as either shot up by a soldier or as a tripwire flare? Any help will be appreciated.
  10. kupcho

    Perimeter Flares

    Yeehaw! I found a video on this very thing folks. Thanks to you TheSwissMAVERICK!
  11. All you have to do Phil671, is to NOT use the MODULE and to change the civilian unit into one of the other factions. It works just the same.
  12. I agree with Spudly. The editor is nice, but most of the modules are pretty cryptic. It seems like they're written for folks that already understand scripting. And the same applies to a lot of BIs wiki pages. It may explain what a command (?) is, but it doesn't necessarily tell you HOW to implement it. Do I put this in the description sqm? Is it something that has to be in a specific sequence? Maybe it should go into the init field of the unit I'm trying to change...I don't know since it's not fully explained. My knowledge of scripting is poor, and the only way I've been able to accomplish anything worthwhile, is to snag a mission (written by somebody else) that I can open via the editor, and perform a layman's attempt at reverse engineering it. Usually, although I can get some things to work for me, I still have no idea WHY it worked. It would be nice to have something to reference when I need to use one of the modules. Maybe some of the people that DO understand them could post a user guide on the individual modules. Explain if it needs to be NAMED. What is the INITIALIZATION field do or need? Nothing should be considered too basic for the end reader. Maybe even give a few examples of how changing the data (or whatever it's called) within these fields would affect its use. As I stated at the beginning, I'm FAR from an expert but, I'll even try to post one as soon as I'm absolutely sure about what I'm posting (and I figure out how to produce a guide). The thing that makes ARMA special to me, is that new missions can be written by anyone. And if we could make a guide so that even people brand new to the game (like me), could better understand the tools to make the missions...then we all would have more people writing them. And they'd be better missions too.
  13. kupcho

    Perimeter Flares

    Negative. I appreciate the reply but... The only effects available in the EFFECTS module are chem lights, smoke and tracers. Maybe that's available in the DEV edition?
  14. I've been using a truck as a mobile spawnpoint (I'm using the =BTC= Revive mod and it does respawn), and I've would like to add a toolkit (or other items/weapons etc...) into it as it spawns. I tried the method used when adding items into a soldier type unit, but that didn't work. How is it done? Can it be done? If I can't add it into a respawning vehicle, how would I place one in a normally placed vehicle? Thanks in advance for any advice.
  15. kupcho

    Placing Items Into A Vehicle

    Thanks papy. Much appreciation on your reply. Since it was taking a while for any replies, I dug a bit deeper on my own. And, yes, I did check the site and I got most of it to work. I've put weapons, ammo and items into trucks, but haven't been able to get clothing (which is fine anyway). I'm still learning (slowly)... As far as I'm concerned, the question has been answered. Thanks.
  16. I have a related question; How can I get an AI convoy to use it's lights during a night mission? Is there an easy way to have them turn on / off as needed? For example, I have a truck moving along a road, lights on, and when it gets to the 'get out' waypoint, the lights are turned off.
  17. I'd like to specify the contents of the crate delivered via a supply drop. I tried to put the desired contents into the crate init field as I would if I was filling an existing supply crate, but that didn't work. Maybe I just used bad syntax... Any help would be appreciated.
  18. Thanks for the help folks.
  19. Thanks for the replies folks. Yes, I am talking about the supply drop module. I did try to place the items via the INIT field of the ammo crate using the same method I'd use when filling a normal crate. I'll give the "_this" method a whirl. One question though; How would that work when clearing the crate? "clearItemCargo _this"?
  20. So it only applies to them if they are in safe mode... No sense to me, but if that's what it is, oh well. Maybe BI will make a change (I hope). When I place my patrols around a city that is considered (by the enemy) to be SAFE, I set them into SAFE so they move with their weapons down. Thanks for the info folks.
  21. I was wondering; Has anyone else noticed that the squad formations are gone? I was trying to script a mission where I had a group of tanks attacking into an area, and I wanted them to move on line. I noticed that when I previewed the mission (to make sure that they WERE moving as I wanted), that they were moving as a column. At first, I thought that maybe I had deleted the waypoint where I set the formation, etc..., but it was still there. Then I tried other formations to see if it was only the 'line' formation that wasn't working, and found out that it didn't matter which formation I assigned to the group, they would ONLY move as a column. Ideas? Observations? Criticisms? All are appreciated. I can't learn if I'm unaware.
  22. Sorry...wrong forum.
  23. I've been trying to script a mission where a communications tower is the target for destruction. Since I can't sync the trigger to the tower itself, I placed a 'cargo box' next to it, named it and synced the trigger to it. When I previewed the mission, I placed a demo charge on it and set it off. Nothing. The box remained. Then I tried again using a satchel charge. The tower came down...the box remained. The method, using the cargo box, was one I learned from one of Jesters tutorials, but it seems that now, even the cargo boxes aren't capable of being destroyed. Until BI gets it's act together and allows syncing triggers to objects, I'm at a dead end. I'm asking for suggestions on other items/objects that are capable of being destroyed. Other methods of registering the towers' destruction would be fine too. Please bear in mind that I'm no scripting wizard.
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