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rtek

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Everything posted by rtek

  1. http://www.kylania.com/ex/?p=21 I was using that script in my missions, changed with current munition in Arma 3. It works great. My question is, how can this be changed to allow for the laser from the SDV, UAV's to act same as the laser designator? My Trigger by Radio ON ACT: nul=[laserTarget player, getpos missilestart,"Bo_Mk82_MI08",200] execvm "launchmissile.sqf" I figure it has to do with laserTarget player? maybe laserTarget vehicle?
  2. rtek

    AI detection

    what's the name of your mission? I want to try it out.
  3. rtek

    AI detection

    http://steamcommunity.com/sharedfiles/filedetails/?id=246184547 This is the most recent mission i've made as a tribute to the first 3 Splinter Cell games. SC, SC Pandora Tomorrow, and Chaos Theory. As long as the lights are off, it's a lot of fun trying to make it through the whole mission undetected. Even the Mk20 is too loud suppressed, so I just use the .45. It's quiet enough to head shot most sentries without detection from others.
  4. rtek

    AI detection

    I've fired a suppressed shot at an enemy from over 15m away at night(pitch darkness + overcast), and they shot me with pinpoint accuracy. When they reloaded, i moved, they shot me still. They had no NVG's, no flashlight, and all the ambient lights were shut off. this setSkill ["spotDistance", 0]; this setSkill ["spotTime", 0]; I've been using this on some of the sentries around a base, and it does seem to help a lot for a bit. If they see you though, they will shoot you even in complete darkness for a few seconds then it's like they lose your location and stop.
  5. The follow is part of a script by BTK on armaholic. http://www.armaholic.com/page.php?id=22375 in the init.sqf, there is a section for listing the fences that can be cut. The fence that I am trying to cut through is on Stratis Air Station Mike-26, the outter perimeter fence. The name of that fence is "Land_Mil_WiredFence_F". When I run a check in debug, it just comes up as Mil_WiredFence_F. I added this to the list, as well as every other fence I could find in the config. However, this one type of fence just will not cut, as in I never get the addaction to cut it. // Define fence types btk_wirecutter_fence_types = ["Land_Mil_WiredFenceD_F","Land_Mil_WiredFence_F","Land_New_WiredFence_10m_F", "Land_New_WiredFence_5m_F", "Land_Razorwire_F", "Land_New_WiredFence_10m_Dam_F","Land_Net_Fence_4m_F","Land_Net_Fence_8m_F","Land_Net_FenceD_8m_F","Land_Wired_Fence_4m_F","Land_Wired_Fence_4mD_F","Land_Wired_Fence_8m_F","Land_Wired_Fence_8m_F"]; Has anyone tried to update this script to work on all fences on Stratis and Altis? It's a fantastic script when it works. Really adds to immersion on stealth missions.
  6. rtek

    UAV Briefing / Intro

    I wish it had to do with the UAV support option in the support requester.
  7. rtek

    UAV Briefing / Intro

    hell yeah dude, thanks for that link, that worked perfect. [] spawn { true setCamUseTi 0; // Turns thermal vision on [ [4342,3809,0], "Infiltrate Air Station Mike-26 undetected. Kill the Anti-Air missile specialists.", 140, 150, 45, 1 ] spawn BIS_fnc_establishingShot; // Your establishing shot waitUntil {!isNil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; // Wait until establishing shot has stopped playing false setCamUseTi 0; // Turns thermal vision off };
  8. rtek

    UAV Briefing / Intro

    ok, the = camUseNVG true; works perfect. it's the setcamUseTi that doesnt work for me at the coordinates. [] spawn { BIS_fnc_establishingShot_fakeUAV = camUseNVG true; _establishingShot = [ [5365,14515,0], // Target position "Testing shit", // SITREP text 110, //altitude 150, //radius 45, //viewing angle 1, //movement [] ] spawn BIS_fnc_establishingShot; };
  9. rtek

    UAV Briefing / Intro

    [] spawn { //scriptName "initMission.hpp: mission start"; BIS_fnc_establishingShot_fakeUAV = true setCamUseTi 0; _establishingShot = [[5365,14515,0], "CSAT are manufacturing munitions at a factory inside Altis. Ghosts, we're sending you in by sea to put a stop to this." ] spawn BIS_fnc_establishingShot; }; I just get a black screen. When I put // in front of the BIS_fnc....line, it works fine as before. BIS_fnc_establishingShot_fakeUAV = true setCamUseTi 1; I don't get anything but a black screen with this.
  10. cool, so im guessing in the update it will add backpack, missile, launcher, remove backpack then begin rest of loadout? havent tried that work around in the comments of that bug report yet, but makes sense. sucks Bohemia hasn't fixed that issue yet. that was reported to them during beta last year.
  11. http://puu.sh/7WvHV.jpg (447 kB) No round in the launcher on spawn, yet it's in the code: removeallweapons s1; removeallassigneditems s1; removeHeadgear s1; removeUniform s1; removeBackpack s1; removeVest s1; s1 addWeapon "ItemMap"; s1 addWeapon "ItemWatch"; s1 addWeapon "ItemCompass"; s1 addWeapon "B_UavTerminal"; s1 addWeapon "H_HelmetB_light_snakeskin"; s1 addWeapon "G_Diving"; s1 addWeapon "NVGoggles"; s1 addWeapon "Laserdesignator"; s1 addBackpack "B_Carryall_oli"; clearItemCargoGlobal (backpackContainer s1); clearMagazineCargoGlobal (backpackContainer s1); clearWeaponCargoGlobal (backpackContainer s1); (backpackContainer s1) additemcargoGlobal ["FirstAidKit",4]; (backpackContainer s1) additemcargoGlobal ["optic_Aco",1]; (backpackContainer s1) additemcargoGlobal ["ItemGPS",1]; (backpackContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",3]; (backpackContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",10]; (backpackContainer s1) addmagazinecargoGlobal ["SatchelCharge_Remote_Mag",1]; (backpackContainer s1) addmagazinecargoGlobal ["Laserbatteries",1]; (backpackContainer s1) addmagazinecargoGlobal ["MiniGrenade",4]; (backpackContainer s1) addmagazinecargoGlobal ["DemoCharge_Remote_Mag",3]; s1 addVest "V_RebreatherIR"; clearItemCargoGlobal (vestContainer s1); clearMagazineCargoGlobal (vestContainer s1); clearWeaponCargoGlobal (vestContainer s1); s1 addUniform "U_B_Wetsuit"; clearItemCargoGlobal (uniformContainer s1); clearMagazineCargoGlobal (uniformContainer s1); clearWeaponCargoGlobal (uniformContainer s1); (uniformContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; (uniformContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",6]; (uniformContainer s1) addmagazinecargoGlobal ["B_IR_Grenade",3]; (uniformContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; s1 addWeapon "arifle_MX_Black_F"; s1 addPrimaryWeaponItem "acc_pointer_IR"; s1 addPrimaryWeaponItem "muzzle_snds_H"; s1 addPrimaryWeaponItem "optic_Nightstalker"; s1 addMagazine "Titan_AT"; s1 addWeapon "launch_B_Titan_short_F"; (uniformContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; s1 addWeapon "hgun_Pistol_heavy_01_F"; s1 addHandgunItem "muzzle_snds_acp"; s1 addHandgunItem "optic_MRD"; s1 addWeapon "ItemRadio"; s1 selectWeapon (primaryWeapon s1); Why are the launchers spawning unloaded?
  12. rtek

    UAV Briefing / Intro

    waitUntil { isServer && !isNull player }; [] spawn { scriptName "initMission.hpp: mission start"; [[5365,14515,0],"CSAT are manufacturing munitions at a factory inside Altis. Ghosts, we're sending you in by sea to put a stop to this."] spawn BIS_fnc_establishingShot; }; How do I get this UAV to view in Night Vision or FLIR for a night mission?
  13. rtek

    TearGas Script Help

    This sounds cool. Question: Would using player in a script only apply to player, or does unit or man have to be used to apply to all?
  14. this script is greatness. went into one of my missions with ease. gonna put it in all my missions tonight. thanks for making this.
  15. For ideas on a custom mission, just go watch some movies, documentaries as well as books. Missions ideas are easy to create. As far as mods, isnt this section of the forums for editing and scripting? Theres another section for Mods where you might want to ask for mod ideas. If you are really good at scripting, please make us a Splinter Cell / MGS style script that makes enemy aware of bodies and gives player ability to hide bodies by dragging and carrying them. Thank you in advance.
  16. My question is sort of related to this, and very noob......how exactly do I setup in editor to get access to a ugv or uav? I was trying to last night and the connect to option in the terminal never lit up. I put down an empty ugv, a blue ugv, even a player uav operator just to make sure it wasn't an issue with soldier class, but I could never get connected. Sorry for the dumb question, if I know exactly how to setup and connect then ill know if its my fault or some mod or script im using thats screwing it up. This UGV follow sounds awesome.
  17. Has the new version released yet?
  18. I was wondering if anyone has made or ever thought of making a script that allows the player to pickup and carry a body. Like most medic scripts do. As well as, have a detection aspect to dead bodies, where if an enemy sees a dead body, they would switch into the combat state or switch to the seek and destroy waypoint behaviour. On the Splinter Cell theme, is it possible to make a player captive when in shadows but uncaptive when in the light? I like making stealth recon marine type missions and a script like this to enhance the experience would be awesome.
  19. ill try the bored guard first. mission im working on I just set the player captive and put triggers that arc out looking like view cones, that set captive true if player is inside and then back to uncaptive for the deactivation. been working so far. just didnt have anything for the patrolling guards. thanks for the suggestions
  20. The suppressor issue was my mistake. About the launcher. When I choose the RPG-42 Alamut with the RPG-42 Missile loaded, in game there is no round in the tube, but in the code, it's there. Only other launcher I've tried is the titan compact blufor, and that one works fine. The Alamut though ends up empty. removeallweapons AT; removeallassigneditems AT; removeHeadgear AT; removeUniform AT; removeBackpack AT; removeVest AT; AT addWeapon "ItemMap"; AT addWeapon "ItemWatch"; AT addWeapon "ItemCompass"; AT addWeapon "B_UavTerminal"; AT addWeapon "H_Booniehat_mcamo"; AT addWeapon "G_Tactical_Clear"; AT addWeapon "NVGoggles"; AT addWeapon "Laserdesignator"; AT addBackpack "B_Kitbag_mcamo"; clearItemCargoGlobal (backpackContainer AT); clearMagazineCargoGlobal (backpackContainer AT); clearWeaponCargoGlobal (backpackContainer AT); (backpackContainer AT) additemcargoGlobal ["FirstAidKit",4]; (backpackContainer AT) additemcargoGlobal ["optic_Arco",1]; (backpackContainer AT) additemcargoGlobal ["optic_Aco",1]; (backpackContainer AT) additemcargoGlobal ["optic_MRCO",1]; (backpackContainer AT) additemcargoGlobal ["ItemGPS",1]; (backpackContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",4]; (backpackContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",12]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShell",3]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShellBlue",1]; (backpackContainer AT) addmagazinecargoGlobal ["MiniGrenade",4]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShellRed",1]; (backpackContainer AT) addmagazinecargoGlobal ["B_IR_Grenade",2]; (backpackContainer AT) addmagazinecargoGlobal ["DemoCharge_Remote_Mag",2]; AT addVest "V_HarnessOGL_brn"; clearItemCargoGlobal (vestContainer AT); clearMagazineCargoGlobal (vestContainer AT); clearWeaponCargoGlobal (vestContainer AT); (vestContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",2]; (vestContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",11]; (vestContainer AT) addmagazinecargoGlobal ["HandGrenade",6]; AT addUniform "U_B_CombatUniform_mcam"; clearItemCargoGlobal (uniformContainer AT); clearMagazineCargoGlobal (uniformContainer AT); clearWeaponCargoGlobal (uniformContainer AT); (uniformContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",5]; (vestContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; AT addWeapon "arifle_MX_Black_F"; AT addPrimaryWeaponItem "acc_pointer_IR"; AT addPrimaryWeaponItem "muzzle_snds_H"; AT addPrimaryWeaponItem "optic_tws"; AT addMagazine "RPG32_F"; AT addWeapon "launch_RPG32_F"; (uniformContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; AT addWeapon "hgun_Pistol_heavy_01_F"; AT addHandgunItem "muzzle_snds_acp"; AT addHandgunItem "optic_MRD"; AT addWeapon "ItemRadio"; AT selectWeapon (primaryWeapon AT);
  21. like muzzle_snds_B for 7.62mm. or muzzle_snds_H_MG for 6.65mm LMG. the loadout sqf had _H for the 7.62mm and just _H for the mk200 lmg suppressor. this results when I choose the lmg or 7.62mm mk18 and double click the suppressor in the list of available attachments for that weapon.
  22. 7.62 and MG suppressor classnames need to be updated. I have to manually change them myself every time I create a new loadout. also, loading an AT round into a launcher results in empty in game. Not sure why.
  23. http://www.armaholic.com/page.php?id=22058 there's a script on armaholic that allows you to plant explosives on any object. I use it in some of my missions. problem is the creator hasnt updated since beta. hopefully you can improve on it if you find it useful. I look forward to you completing your work as it is definitely something that would make coop and multiplayer much more immersive.
  24. I am using LEA for a custom loadout. How do I setup the HALO so that loadout activates once I touch down? Currently if I use the LEA loadout, I just freefall with that loadout. Chemlight and sounds work, but not the rest of the function for HALO.
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