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polishmartyr

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Everything posted by polishmartyr

  1. All I am looking to do is just skip the briefing screen when you first join the mission and go straight into the game. Before anyone suggests I did try KK method and script and all it did no matter how I did it was CTD. I have tried a few other methods and still I get the briefing loading up. So is there a script out there or some way to bypass the briefing that I did not see when I attempted to look it up here, google, armaholic, etc?
  2. About the 22nd The 22nd Chernarus Mechanized was a unit created by Davos Seaworth. A veteran dating back from Armed Assault. Since starting in the Arma franchise, Davos has come across and participated in various groups ranging from simple Wastelanders to Milsim. Unable to find a unit that fit the play style he enjoyed and/or found a unit bound for a successful direction, our founder finally decided to create a unit of his own. Our founder, Davos, is focus on having fun yet organized gameplay where the unit is not bogged down by over the top ranking system, ceremonies, or "paperwork." Currently our goal is to start small and build bonds with our members to create a competent officer corp. We do plan on playing mainly Chernarus units although will definitely play other factions and scenarios constantly to keep things interesting. Organization The 22nd do not use ranks in the sense that some units do. We only use ranks for administrative purposes such as distinguishing who needs to go through basic training, who has been with us for a while, or who has gone through or proven they can handle more advance tasks such as pilots or medics. Freedom There is no requirements to attend constantly. Also there are no set or designated roles. When selecting slots whoever is lead on a particular mission will call the slots out and members will have the opportunity to fill them. Missions Currently we are working with smaller based missions. Once our numbers grow we will build up our missions from there to compensate. We currently only do COOP missions but will in the future do PvP/TvT. Mods Currently using Steam Workshop. Will update to A3sync once numbers grow: MODS Additional Info Age Requirement: 16+ (depends on maturity) Session Times: Saturday 9PM EST Server: 40 slots Working Mic required Must speak English Interested? If interested or have questions just hit me up here or in a private message here on reddit. UNIT PAGE
  3. polishmartyr

    Enemy occupation system (eos)

    Ran into a bug with one of my large missions using EOS. Mission will freeze up and create massive lag as if the server itself was disconnected. Watching ai just not load in with full uniforms or be stuck in place running, cannot use any objects, etc. Now when I go through and check what it says in debug this appears: I do not know if this is why my mission over a short period of time just lags up and pretty much crashes. It is the only error I have been able to find. UPDATE: Was able to figure it out. Had to do with the crews for vehicles being too high.
  4. polishmartyr

    Vcom AI V2.0 - AI Overhaul

    I am also looking for settings to create a viable ai opponent where they dont seem like robots or toddlers.
  5. polishmartyr

    Help finding a server

    I want to first state that if this is in the incorrect location I am sorry. Working via my phone web browser. After being through a few units and organizations finally decided to set up my own unit. Currently starting out with a small group of individuals, a mod set via steam workshop for starts, access to teamspeak as well. Only issue I am having right now if looking into a server. I would really like for the unit to have one, edit mods used on the server, easy to understand how to manage, and reliable. Unfortunately I am broke. College student and poor job. I do not want to dump money into a unit still in its infancy even though there is much potential. My question: is there a free to very cheap provider or means of obtaining a server where it is easy to manage and easy to set up along with mods?
  6. So I built this mission using a collection of mods and scripts such as the Enemy Occupation System and real weather to name a few. It is basically clearing out zones across an island. Now this is not the only mission this unit plays and I want to find a way to have it where they can save their progress on the mission, take the mission down, play a different mission, and then afterwards go back load up the save and continue their progress in clearing the zones. Much like antistasi, I want my players to play the mission for a while but be able to load another mission and come back to my mission without losing progress. Is there a way or script that allows me to do this?
  7. When you say custom scripting, is there a framework or have to write from scratch?
  8. polishmartyr

    Enemy occupation system (eos)

    First off just want to state that I love EOS. Been using it for a while and not looking back. Is there a way for the ai spawning from EOS to use the aiskills from VCOM ai script?
  9. 33rd Cavalry Regiment The 33rd is a unit formed from the members of a very solid gaming community called the 33rd Legion Gaming. We are mainly residing in North America yet we are open to anyone that is able to speak English. The 33rd Legion Gaming is a community that plays a variety of games ranging from Paradox Interactive games to Mount and Blade: Warband Napoleonic Wars. By joining the 33rd Cavalry Regiment you are not just joining the Arma 3 unit but you are joining in a friendly gaming community as well. Mission Statement: The 33rd Cavalry Regiment’s goal is to provide a tactical and realistic experience for Arma 3 but keeping the fun as casual as possible providing a variety of mission scenarios. Who are We?: 33rd Gaming Community has been active in a lot of different games over the years. recently we've started an Arma 3 unit. We are not an hard-core mil-sim unit. Our goal is to provide a platform for us to have fun together, but we still value discipline and organization. The balance of a good solid organized gameplay and having fun is something we strive to achieve. By joining us, you get to join a very friendly gaming community that plays a variety of other games. Merging? I did state in the title merging. What I mean by this is we are looking for units willing to join us on our servers on our designated days with our small mod list to play missions with. Anyone willing to do this keeps their unit name and structure intact. We are a community first. Requirements: Be respectful to members of the 33rd and non-members. (The most important of all) Don't be obnoxious(shouting for no reason, talking non-stop, just being annoying) No age limit(As long as you obey to the 2 rules above, you will be fine) Use our mod list Times Missions are on Wednesdays at 8PM EST and Fridays at 10PM EST Contacts Reddit = http://www.33rdlegion.com/ TS: ts.33rdlegion.com Or private message any moderator listed on the Reddit page.
  10. Squad name:- 33rd Cavalry Regiment Timezone/location : North America PST to EST Gamemode preference (eg coop or pvp): COOP and PVP. Usually using Zeus Contact email: n/a Website address: http://www.33rdlegion.com/ Short description: A community with origins in Mount and Blades: Warband: Napoleon War. Branching out to Arma 3. Semi-Realism. Open for smaller units or even larger units to join us. Language: English
  11. polishmartyr

    Looking for script writer

    I have built in game and set in .pbo form as well a mission that is the basis. It is functioning and playable as it is now. Title still a work in progress. What I am looking for is someone that could create a script, code, whatever that would change what faction spawns in a particular sector depending on who is in control of that sector. This to me is what will set it apart and take it to that vision I have for this mission.
  12. I edited this post to make my objective more clear than previously. I have created or about to finish my vision of a public mission type. I was introduced to Arma 2 through the Wasteland and Domination missions. Later Insurgency and private unit run coop missions. With public missions like Insurgency and Domination I would feel that something was missing after playing the missions for a few weeks. There was a lack of a counter attack or continuation of the mission apart from a restarting over. I wanted to grab a bit of every mission type I played and place it in an enjoyable mission. The mission I created is called currently Warfare Altis (Working Title). There are two player teams. Opfor vs. Blufor. I built the first mission using RHS which is easily adjustable thanks to the ai spawn system I am using, which I will talk about more later. Both Opfor and Blufor start at a base in a safezone. Their objective is to take control as much of the island as possible by controlling a majority of the sectors and reducing their opposing teams tickets. There is a third faction as well which is an ai force meant to be defending objectives at the start. Now this is where my request comes into the picture. When a team clears out an opposing factions forces defending a sector and gains control of that sector ai from their faction will spawn using the Enemy Occupation System (EOS) in to defend the area from getting captured by the opposing human team. Another team can come in and take control of that same sector and then their units will spawn there instead. It is like Planetside 2 but in Arma 3 if you can image that. An example of my goals is lets say blufor attack an independent held sector. Blufor kills all the indpendent ai that spawned from EOS zone and capture the sector. The sector turns blue and the blufor team moves on to the next sector. Opfor then moves on the sector blufor recently captured. As opfor approaches the sector blufor ai spawn to defend the sector. Opfor removes the blufor ai spawned by an EOS zone and an opfor eos spawn activates. Blufor returns to attempt to recapture the sector. Once recaptured blufor ai are able to spawn once again. So to re-clarify, I am looking for someone to build a script using the EOS that will allow multiple spawn zones to be placed in the same sector but only have one spawn in the units when triggered at a time. Then for each of those zones to be reusable rather than being used only once if the entire spawn zone is cleared. If interested or having any questions just ask by private message.
  13. So I been having an issue with this sector control setup I been having. For certain sectors I want to have it where certain vehicles will appear at a particular sector depending on who takes control. For example if Opfor takes control three BTR-80 will appear. If Blufor takes control of that same sector only M113 will appear and the BTR-80s will not be visible. Issue is when I let someone else host the mission to test or have it on a dedicated server both the BTR and M113 are visible before anyone captures the base as if they are ignoring the hide module and triggers. I have been attempting to fix it for the past two days but it is difficult since it works perfectly when in eden editor and starting a multiplayer run through there. So what would the solution be? Here is an imgur album showing how I have a particular sector set up: http://imgur.com/a/9R30k
  14. polishmartyr

    Skip briefing in MP Mission

    Thank you. Asked this a while back at a few places and got no responses. It is nice to get an answer even if it worked or not. Thankfully it worked. I however did it slightly different. description.ext: author = "Polish Martyr"; onLoadName = "Warfare Altis"; loadScreen = "USAvsRUSSIA.paa"; onLoadMission = "Enemy Occupation System by BangaBob"; Respawn = 3; RespawnDelay = 4; RespawnDialog = 0; briefing = 0; debriefing = 0; #include "=BTC=_revive\=BTC=_respawn.h" #include "CHVD\dialog.hpp" class CfgFunctions { #include "CHVD\CfgFunctions.hpp" class eXperienceMod { class preInitCalls { class myFunction { preInit = 1; file = "preInit.sqf"; }; }; }; }; disableChannels[]={2,6}; #include "voiceControl.cpp" preInit.sqf: //Much kudos to killzonekid. Nice workaround.//Just the thing, that idd 53 is not anymore the Diary briefing.. //The addition to the config, will deal with that and will always take the correct idd. if (hasInterface) then { if (!isNumber (missionConfigFile >> "briefing")) exitWith {}; if (getNumber (missionConfigFile >> "briefing") == 1) exitWith {}; 0 = [] spawn { private ["_d"]; _d = (getNumber (configfile >> "RscDisplayServerGetReady" >> "idd")); waitUntil{ if (getClientState == "BRIEFING READ") exitWith {true}; if (!isNull findDisplay _d) exitWith { ctrlActivate (findDisplay _d displayCtrl 1); findDisplay _d closeDisplay 1; true }; false }; }; }; just encase someone else was having the same issues.
  15. polishmartyr

    Skip briefing in MP Mission

    Thats the one that crashed my game. Briefing = the briefing, map, cba information, etc. Occurs right before you jump into the game.
  16. Spent some time looking for a spawn script for my attempt at a public mission but I either find scripts from BETA or scripts that are in early development. The mission i am building is a mix of capture control and domination. Two user teams and an ai team. The ai team starts with the most sectors under their control. It is the goal of the two player teams to capture and maintain as many sectors as possible. When a team captures a sector an ai garrison will spawn for that team and at times vehicles as well. I am looking for a spawn script that will be easy on the server and will not cause significant lag or frame drops. Will spawn the correct units depending on who owns the sector. Will be reuable. For example an opfor garrison is wiped out. Blufor takes control of the sector and blufor garrison spawns. Opfor later takes back control of that same sector and their garrison respawns. Also plan to use RHS mods. Now I have tried using DAC for this but ran into a big conflict with the sector control where the sectors would work but the DAC Spawns would not produce units.
  17. polishmartyr

    Enemy occupation system (eos)

    Thanks. Found out I was looking at an older tutorial.
  18. polishmartyr

    Enemy occupation system (eos)

    Having an issue spawning RHS Indy chernorus Ground Forces in Enemy Occupation System. Here is the script I wrote for them null = [["EOSinf_1"],[3,1],[2,3],[0,0],[0],[0],[0,0],[5,1,350,GUER,TRUE]] call EOS_Spawn; EDIT: Solved my issue. Looking at an old tutorial.
  19. Been working on a sector control mission recently. I can get the sectors to work perfectly except for one annoying issue. There is a constant loop of a music clip going. I did google my issue and only found one post with the exact same issue. He fixed it himself but never stated how exactly. I have a feeling it is the tutorial I am working off of is pre-eden editor so the way to make a sector control might be out of date in this tutorial posted below. So how do I remove the constant loop of music?
  20. I have used it before. Did not give me what DAC could though. EDIT: With EOS could there be a way for me to trigger (activate/deactivate) the spawns according to whomever controls the sector?
  21. Yeah I was thinking about using EOS since it will do great for keeping the lag and frames issues down, I am just running into an issue again with spawning in a garrison after a zone is captured. If it was one team it would be easier but with two player teams how would I set it to where if opfor captures a zone their units will spawn in the captured zone and if blufor captures a zone blufor units appear. EDIT: Would changing the "control victory" to something like "bluforvictory" and "opforvictory" work? But then I am still stuck on creating units spawn in a captured zone. I am not the most experienced person when it comes to coding for Arma 3 obviously. I know the basics and work with scripts like DAC and EOS but I have am lost when attempting to build upon these scripts.
  22. I will take a look into it. Big question is "Will spawn the correct units depending on who owns the sector. Will be reuable. For example an opfor garrison is wiped out. Blufor takes control of the sector and blufor garrison spawns. Opfor later takes back control of that same sector and their garrison respawns. "
  23. Been having an issue on additional mod islands such as Chernarus, Sahrani, and Celle2 shown below where the sky looks possessed. Altis and Stratis look perfectly fine though so any non-vanilla islands I have a messed up sky and no moonlight. This all started after the 1.60 patch. Any solutions?
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