Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

virtualinfantry

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by virtualinfantry

  1. virtualinfantry

    Virtual Training Ground (WIP)

    Virtual Training Ground (VTG) is a hobby of mine while I learn the scripting language and dabble with Arma 3 mission development. Basically VTG is a mission where you will be able to log in and proceed to learn and train everything Arma 3 has to offer as far as vanilla content is concerned. From weapons training, to flying, to CQC training, demolitions, armory tactics, I plan to evolve lots of scenarios to enjoy.. All beta content (models etc) in Arma 3 are currently available and layed out. So you can even log in here and see all the different items, such as light poles, fences, all the vehicles and choppers... Eventually all will be put to use in various training scenarios as we proceed with development. Current Version is 0_15 and now has a working pistol range, and sniper range. The sniper range is probably the most fun aspect right now, and has active scoring. Pistol Range (very basic shoot at random popup targets in a range) Sniper Range Scan and shoot at 60 strategically hand placed popup targets (randomly active) and shoot for points. In development and coming soon AT Training Shoot AT rockets at static and random spawning live enemy vehicles Helicopter Training From basic maneuvering, to mini missions of insertion, pickup, and combat scenarios. CQC Combat Engage live enemies in close quarter battles Infiltration Combat Sneak into enemy quarters and destroy key targets/equipment. And much more to come as beta progresses. You can login and check out VTG on multiplayer dedicated server. (Filter VirtualInfantry.com) Will update here as more features become available.
  2. virtualinfantry

    Arma3 Videos

    Take a look at the Sniper Training Grounds in VTG mission... Practice and learn how to shoot your sniper rifle in a point based scan and shoot scenario. EtAf69HZXgM
  3. virtualinfantry

    globalChat in multiplayer

    Thanks, will give it a try in a bit... Have to run out real quick... Why is something so trivial, so cryptic to figure out? I don't think any "scripter" would be able to accomplish such task. :D
  4. this works great in editor... will not work in multiplayer.. any clues? The script works fine and the scoring in editor... just wont issue the globalchat command to server when in multiplayer score.sqf _target = _this select 0; _killer = _this select 1; _damage = _this select 2; _score = _this select 3; _killer addScore _score; _killer globalChat format ["Tango Down! Scored %1 points for hitting target %2 for %3 damage", _score, _target, _damage];
  5. virtualinfantry

    globalChat in multiplayer

    so what does one use and why is it named Global? :D
  6. virtualinfantry

    Clean up Script

    Here's one I found that works good, not sure who made it for credits.. put [] execVM "cleanup.sqf"; in your init.sqf cleanup.sqf private ["_delcode", "_currentworld", "_oldworld", "_newworld", "_notalive"]; _delcode = { private ["_crew"]; sleep 300; { if (not isNull _x) then { if (_x isKindOf "Ship" or _x isKindOf "Air" or _x isKindOf "LandVehicle") then { _crew = nearestObjects [_x, ["Man"], 20]; _crew = _crew + crew _x; deleteVehicle _x; { if (not alive _x) then {deleteVehicle _x}; } forEach _crew; } else { deleteVehicle _x; }; }; } forEach _this; }; _currentworld = []; while {true} do { sleep 6; _oldworld = _currentworld; _currentworld = + list wholeworld; _newworld = _oldworld - _currentworld; _notalive = []; { if (not alive _x) then {_notalive = _notalive + [_x]}; } forEach _newworld; if (count _notalive > 0) then {_notalive spawn _delcode}; }; change the sleep 300 to whatever time in seconds for the bodies to be cleared.
  7. Can anyone succeed in editor with this test? Try to add eventhandler "hit" to popup target that calls a script score.sqf which needs object name, player, and a score to add to player score All my attempts result in what might be a bug, as when I shoot target, I get that file not found like error popup box, but its not calling actually trying to call a script, its acting like its calling variables as the filename :D Whats even more bizarre is that it seems to actually call the script... as a hint displays the correct data.. If needed, the target score can be put in each of the the object placed, but prefer to have the score data in script, as different targets will have different scores.. Thanks for your help.... ---------- Post added at 16:42 ---------- Previous post was at 15:32 ---------- Hrmph, actually seems to be working today, not sure if client updated.... this addEventHandler["hit", {[_this select 0, _this select 1, _this select 2, targetscore] execVM "score.sqf"}];
  8. virtualinfantry

    SLP Spawning script

    Heh, my spawn script from alpha no longer work, so looking for a quick fix. just played with 3.41, had zero luck with it.. all kinds of errors spitting out of the SLP_init Anyone else? Does this require [DEV]?
  9. virtualinfantry

    Fatigue effects

    I'm not freefalling, and even if I was, it's of no benefit for you to troll those who wish to add their opinion, based on an assumption you are making. Seems like you need to move on to other threads, or perhaps go outside and sing with the birds. but trolling here I will not stand for.
  10. virtualinfantry

    Fatigue effects

    He was not stating an opinion, he was mocking the thread adding zero value to it, basically instigating those having a nice discussion. What because he inputted before, he gets to troll later?
  11. virtualinfantry

    Fatigue effects

    I welcome all those to talk and debate peacefully about anything they want, but if you have nothing to add but criticism, then you can move to another thread. These are the posts that should be moderated on this forum. Not the negative ones.
  12. virtualinfantry

    Fatigue effects

    This game is not the wildernesss. Based upon the opinions of those who like this dumb feature.. Should we slow the game down so that it actually takes two hours, to get from hill 169 to hill 193 which is just 2 clicks away? Should we stumble over the rocks and terrain up a hill? stop turn around and help the person behind you? I am not a DayZ Player, I am a tactical team co-op player that likes the realistic effects, but I know where to draw the line on some of this stuff... This effect has nothing to do with realism and has nothing to do with anything but being a game breaking annoyance... And quite frankly as someone who is having very poor vision... it pretty much makes me want to boot up a different game... I don' need more eye strain thank you very much... So why would you add it? So some person can go... Oh I chose a lighter weapon so I would not have to deal with that nonsense... Ugh for real? You just turned off the switch for a tactical advantage.. so you are saying yourself it sucks, but you are going to exploit around the other players handicap... ---------- Post added at 20:16 ---------- Previous post was at 19:45 ---------- See, Thats exactly where the problem lies.. You who like this effect for whatever strange reason, just don't understand our complaint at all. It has nothing to do with fatigue whatsoever. We don't want to run up a hill with a 2 ton truck on our backs.... But we also don't want to ruin an hour of movement to get a shot at one convoy, and go oh dam, I missed the shot.. now the game is basically over for everyone in the mission because... fuck me, I only had one rocket (and like a real army, I don't have 50 people walking behind me with rockets for me, and even though I hit the enemy tank... it didnt blow up.. And as an opposite effect of realism, seems most of you have no problem in past Arma, when you were calling down paratroopers from the sky at random desired intervals, to join your fireteam, like that was realistic? But that's okay and tolerable? How is one thing justified but another not? What we don't want is the nauseating effect of a blur feature that pretty much starts as soon as you start playing.... Make it a mod, use it up all you want in your world.. Don't mess with ours. And I'll bet all of you that like this feature, wouldnt even play arma if it was iron sights only. Heaven forbid if you had no scope... well guess what, in real life you are not getting that $4500 scope for every infantry unit. So why are yo always using it? That aint realistic
  13. I setup a few flagpoles with an addaction to teleport player to different locations, and at that location flagpoles to get back to main base. After I use a teleporter.... No more of the flagpole actions on any flagpole work. here is my code.. Object NAME: rangepole Initialization: _rpAct = rangepole addAction ["Teleport", "teleport_switch.sqf", getMarkerPos "RangeTP1" ]; then to get back i have another pole NAME: basepole Initialization: _bpAct = basepole addAction ["Teleport", "teleport_switch.sqf", getMarkerPos "BaseTP1" ]; Script teleport_switch.sqf _tp = _this select 0; _caller = _this select 1; _id = _this select 2; _pos = _this select 3; _tp = _caller setPos(_pos); So any of the teleports work, until I use one, then no more teleporting works.. Any clue what I have to do to re-init this stuff for the player?
  14. Yeah it is a delay, like this part of the map ain't processing anything, after a minute or so it seems to appear and start working...
  15. Hrmph, I moved everything close together, and rebooted, and it all seems to be working now.. just one of those things I guess... Thanks for your time. ---------- Post added at 18:03 ---------- Previous post was at 16:52 ---------- You might not believe this, but I moved the poles apart from each other (across the map where they belong), and now they are not working again.... But its more than that.... Because after many minutes I seen the teleport thing appear 3 times on one flagpole. But I only was able to see this once, never again.
  16. its a multiplayer map, but currently running it in editor preview where it does not work. So you know I am not in [DEV] build, i am in beta stable.. maybe a bug?
  17. virtualinfantry

    Fatigue effects

    Back on topic, the feature is a game breaker. Annoying a user and his ability to enjoy a game... Blur in any game is a 101 game designer effect, abused to the masses, as its the designers easiest way to implement immersion.. Its also very abusive to a persons eyes and will guarantee a alt-f4 experience.... Blurring should be removed from not onyl this game, but ALL GAMES. Simply put, if you want no one playing your game.. leave it in.... I guarantee you, I will walk away if it remains. And its design things like these that change, why you should never PRE_CHARGE ANYTHING for your software... but doubt that will ever change.. I mean talk about what should be lawsuits.... if you pay for something that you are experiencing, and then this comes and ruins it for you, should you NOT be entitled a refund?
  18. Tumor Indeed. But its best if you post in the tracker of your disliking of the blur feature... It will help get it removed faster... Considering 99.9% of the community thinks its 101 game coding amateur hour effects and time wasted.. Game developers gotta quit attacking games with their bad reasoning and let the game be a game and not some artists sense of immersion.
  19. Are you ready to take part in a Virtual Army? Do you desire to hunt down and eliminate all opposing forces, using intelligent team tactics, dealing both suppression and intense firepower? Do you wish to be part of a strong team of organized fashion, who trains in and utilizes the most powerful equipment developed by mankind? If so, Virtual Infantry might be the outfit for you. Virtual Infantry is a new community of players for Arma 3 that like to play in a more advanced type of game play rather than your typical PUG. Virtual Infantry is for those who wish to play in a more Tactical Teamwork Style of Co-Op play Virtual Infantry has two types of player bases, to cater to most all individuals. A free to play one, where you can access our free public servers, No real restrictions, other than the obvious rule sets. We currently have 3 public servers, you can begin playing on right now. 173.208.190.202:2342 Kansas 32 Player Public Server 198.27.80.213:2382 New Jersey 32 Player Public Server 198.27.80.213:2402 New York 32 Player 24/7 Wasteland Server Use "host" Filter for VirtualInfantry.com to easily find these servers in your game browser. All servers are running the latest development beta build. Our membership base is one that has its own servers and a more solid core of players running their missions on. Locked out from the public to avoid unnecessary interruptions. You must be a mature 18+ years or older to join, have a working headset and microphone and use TS3 when playing. Membership is only $3.99/m of which helps pay for the servers and resources required to control the community at a stellar level. Virtual Infantry will be socially involved on YouTube, and doing lots of streaming on Twitch.tv If you are into developing multiplayer missions, you can help work with others of the same interests in creating amazing scenarios for our players to use. So stop on bye a pub server and say hello, see if you're a fit, or fill out an app at our website. We accept USA, Canadian and European members. Virtual Infantry has a ZERO TOLERANCE cheat policy. We do not welcome those who like to exploit game mechanics, or run 3rd party tools to enhance your skills such as but not limited to wallhacks, aimbots, lag hacks, etc. Virtual Infantry
  20. Squad name: Virtual Infantry Timezone/location : CST | NA/CA/EU Gamemode preference : Teamwork Tactical Co-Op, Minor PvP Contact email: virtualinfantry @@ gmail.com Website address: http://www.virtualinfantry.com Short description: Our goal is to build a solid and mature player base of PC Gamers, who enjoy to play Arma 3 in a strategic based tactical teamwork co-op fashion with development and social integration. Language: English
  21. virtualinfantry

    All-Round Statistics of your character.

    Stats are amazing, but they will be done by external scripting in the user community... They will mostly likely be server based in most cases, although networking servers would be possible, exploiting them would become an issue.
  22. stopped playing alpha for a bit, was developing missions and having a good time but too many problems and too little content... Beta is now out, so back to it..
×