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Hapexi

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Everything posted by Hapexi

  1. You can find the add, remove and get functions below. Though I am not sure how well they work yet. Someone had troubles using those.
  2. I just had to come here in the middle of my game to say thank you for the AMAZING update! I've been playing with the MCC for a while now and the new Mission generator is so good. I love this. Also have to add that I like the new group generator alot.. very fast to issue commands, very nice job
  3. I had some issues with synchronization and I understand if its something that you cannot change, but I was playing Patrol Operations and tried to change time and play music from MCC but neither worked for the 2 other players I was playing with. Weather changed for me and music played for me but not for them. If this is something you cannot change, maybe do a list of features that dont work for others when using the mod version. But otherwise the MCC really saved the mission couple of times. Took some time for us to get to the first capture convoy point and it had gone already. I opened MCC and saw they are just sitting at the end of a really long road. No worries, give them new waypoints to come to us, get some random patrols coming at us in the mean time. Friends were really happy and we did the mission succesfully without a boring moment!
  4. Hmm.. what would be the best way to use UPSMON artillery with this? I tried adding "[_this,1,2000,100,12,5,'Sh_82mm_AMOS',20] execVM '\scripts\UPSMON\MON_artillery_add.sqf';" in the custom init on a static mortar but it does not seem to work.
  5. What is the damage system in this mission? really like it and could use it in our own missions also.
  6. Hostages dont seem to work. I can secure the hostage but he stays his hands behind his back and wont move. Same is with Armed civilians, once you have secured them and they raise their hands and join group, you cant command them anymore.
  7. Hapexi

    J.S.R.S. 2.2 Soundmod

    Hahah, you must be doing something right because I am just one big smile while listening to these weapons and vehicles.. Slammer and HE-T explosion further away my current favourite.. I start laughing every time, it's so good. Great work!
  8. When calling flare using call artillery command it also spawns a mortar that explodes in the sky.
  9. Great stuff! Everything works as it should. Only one question, how am I supposed to use the ALiVE modules for example? cannot really use those without being able to set parameters.
  10. I have music in my CfgMusic but it does not show in the Mod version jukebox. I can play it with the playMusic command in console but I cannot see it in the list.
  11. Could it be possible to include the user defined Cfgmusic to the MCC's music list? Or is there a way to add my own mission specific music to the list?
  12. Could it be possible to make it so that enemies cannot come over the sea with cars and tanks? Now the virtual side allows them to move over the sea. If I go close and make them real, they will spawn to the closest land. I am mainly worried about the Pyrgos Gulf section. Trying to make it so that one side controls the other side and one the other and the choke point would be north of the airfield but enemies keep coming over the sea :( Maybe if someone would come over they sea, they would be boat atleast or helicopters. Also this might be already too much to ask but would be it possible that the virtual AI would still go on the roads, or at least near the roads when they are not "fighting". During fightning or when getting near enemy lines, ofc spread out but when they are moving further away from enemy lines, make them go on the roads.
  13. Usually when I have removed a original waypoint from a group and try to assign a new one, they wont follow the new orders. And other issue I had a yesterday was when I could not spawn anymore OPFOR units. I could spawn BLUFOR infantry and OPFOR vehicles but not infantry. Even enemy convoys spawned without AI inside them. I did have at one time quite many troops on the field, but shouldn't the unit limit allow placing more once other units die? Once all OPFOR was killed, I still could not spawn any. Hmm.. I have created a frame for a mission in the MCC Mission and now I wanted to import it to a another mission I have done in the editor using the MCC Addon. It just seems that the import does not work. It brings the friendly base I did in the mission version but it does not bring the zones or enemy units I had placed. Importing the same piece of text in the MCC Mission version works just fine. RESOLVED: Well I managed to import the Mission version to the mod but I had to edit the script file path from "mcc\general_scripts\" to "\mcc_sandbox_mod\mcc\general_scripts" maybe this could be changed so they have same file paths?
  14. I been doing some testing with the MCC sandbox editor and on my own. And I have not been able replicate the weird behaviour in either one. What do you mean by grouping with logic? I have a game logic placed on my own mission editor and when I place a single unit from the console live in the mission, there is no weird behaviour. Also the Name parameter does not work. And to me it seems that the unit never gets assigned the name parameter value. And what ever it would be, it gets overwritten in the vts_spawninit function where it gets the parameter vts_num I did some digging and to me the unit creation in spawn_rt.sqf seems a bit weird. On line 63: call compile format["%2 = _tmpgroup createUnit [console_unit_unite,[_positX,_positY,_positZ ],[], 0, ""NONE""];",(var_hom_solo),(console_nom)]; The syntax seems odd to me, according to arma wiki it should be something more like call compile format["console_unit_unite createUnit [[_positX,_positY,_positZ ],solo%1];",(var_hom_solo),(console_nom)]; Im sorry if im talking totally wrong things, im pretty new to arma scripting. Im just trying to help :o
  15. Anyone else having difficulties commanding AI after the latest patch?
  16. Shouldn't it be pretty simple task to set a person without a waypoint or with a waypoint so that he behaves as the parameters tell him? Or does this use somekind of special functions for AI waypoints? The upsmon waypoints have some trouble also, the guys run around in aware state all the time, cant set the speed or behaviour. Also when placing vehicles in 3D editor, I always kill the driver because the second vehicle spawns immidiately on the cursor that is on top of the just placed unit. Dont get me wrong, I love this mission and im gonna devote my Arma time mastering this live mission thing :) Im also doing my best to interpret the scripts and structure of the editor so maybe I could someday start contributing more.
  17. Heellooo.. I tried reading 20 pages first to see if this question has come up but then I got exhausted :P Soo, could it be possible to implement somekind of virtual fighting simulation for groups that are existing only in the virtual side? I tried putting two groups of soldiers run towards each other in the virtual side and when they came to the same point, it seemed that the mod randomly selects which group comes out of it alive. And the one that does come out of it alive have not lost any of their guys. And they just continue moving without any kind of delay. I cant imagine a fight between 2 platoons would last for 1 second :P Then you could actually try to allocate resources according where do you think the fight takes longest and go help out or something like this. Now they just run through. But anyway you guys have done amazing job with this mod! I am just trying to get everything :D
  18. hmm.. I have a problem, everytime I place a single unit, it starts to run somewhere. It wont stay still even if I dont have a waypoint set. I have disabled VTS AI management. I dont think I had similar issues before todays patch. Trying to find the function that handles spawning units but I am not so good with scripting anyway. Actually I think they are all going to the nearest truck :confused: Also they seem to run in aware state all the time with full speed so the state and speed does not work either.
  19. Helloo again, I noticed that the TPW_fall somehow makes the AI flashlights go off after the start delay. I am using the 1.15 version. Steps to reproduce: 1. Place a AI unit with following code in init: this unassignItem "NVGoggles_OPFOR"; this removeItem "NVGoggles_OPFOR"; this removeWeapon "Binocular"; this unassignItem "acc_pointer_IR"; this removePrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "acc_flashlight"; this assignItem "acc_flashlight"; this enableGunLights "ForceOn"; 2. include 0 = [100,500,10,1,30] execvm "tpw_fall.sqf"; in init.sqf and observe. After the 10 seconds the AI will turn off the flashlight.
  20. To me it seems that the say and say3D are not working properly right now. I tried making a guy whistle but you could actually hear it from veeeeeryyy far away. and lowering the volume made it just quieter but had no effect to the distance.
  21. Can I ask what is the benefit of running the TPW_los script using the CBA_fnc_addperframehandler instead of using a loop with 0.5sec sleep? I can now confirm that the script works like it should once I removed the dependancy for CBA. And I must say!! What a difference! Amazing stuff.
  22. My mistake! I dont have CBA and I noticed the TPW_los uses cba framehandler, so I guess there is the fault. Sorry If I caused you extra effort :P
  23. name the unit you want to stop doing the animation and put in the trigger name enableAI "ANIM"; and for the waypoint put in the condition triggerActivated triggername or sync it, which ever you find best. And for the trigger type I have none. This works for me.
  24. that was fast! is there a way to make a donation for your efforts? And back to my original issues. I tried my mission in SP with the TPW_los and still could not see any blue dots. When I run the hint script it does say that los is active but I cant see any effect. Just to make sure by SP you mean, I import my mission to singleplayer and play it from there, correct?
  25. I am trying to create a COOP mission, so its gonna be MP. But I am currently keeping it very simple and I seem to have troubles with the TPW_bleedout and TPW_los scripts. TPW_bleedout half works, my guy keeps bleeding and will eventually die if not treated but the stances do not work. I am still able to stand and do all kinds of tricks until the last seconds of my death. TPW_los does not even seem to start at all. I have tried debugging but there's no blue dots. I am initializing the scripts on the player init field, if it matters... I have also noticed an issue with the TPW_fall. If I shoot the enemy while he is laying on the ground incapacitated, sometimes the AI wont die right away, seems that after the incapacitated timer has ended he will actually die. I know these are for SP but as my mission is still so simple, only one patrol and me, I dont see issues there. I am also pretty new to Arma mission editing mechanics so I apologize if I have totally missed something. I dont want to create a missiong without these features so I really hope you guys can shed some light on this. TPW_bleedout version: 1.06 TPW_los version: 1.05 TPW_fall version: 1.14 ARMA 3 version: latest non-dev
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