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tom.tucka

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Posts posted by tom.tucka


  1. capPYSk.jpg

     

    42 COMMANDO MILSIM UNIT

    VS17 MARKER PANELS

    --------

    About:

     

    The VS-17 Marker Panel is the Signal panel that is used by Militaries around the world. The VS17 Panel Marker is attached to tanks, trucks, rucksacks and just about anything that needs to be identified from the air, including those in need of rescue. The VS17 Signal Panel, or Signal Panel Marker, is often laid out on the ground to identify troop positions to friendly aircraft, or to identify where help is needed.

     

    Features:

     - Place panels with ACE

     - Pickup panels with ACE

     - Move (Carry & Drag) with ACE

     

    Plans:

     

    - In the long term I plan to contribute these into ACE3, making them more accessible for everyone to use, I'm hoping this will be done within the next few months or so.

     

    Mod Link:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1769129718

     

    Images:

     

    TJzo3Jg.jpg

     

     

    mopISsQ.jpg

     

    z3n2ki0.jpg

     

    SmdV9Kr.jpg

     

    Known Bugs:

     

    - Flipping with ACE always reverts back to pick.

    - Attaching to vehicles is quite buggy and needs more work.

      

    Changelog:

     

    V1.0

    - VS 17 Marker Panel

     

    Dependencies: 

     

    ACE3  - https://steamcommunity.com/sharedfiles/filedetails/?id=463939057

    42COMMON - https://steamcommunity.com/sharedfiles/filedetails/?id=1765316352

     

    Credits:

     

    - TomTucka (Config)

    - RabidusUK (Model & Textures)

    - Flynn (UI, Media & Morale)

     

    Social Media:

     

    https://www.42commando.co.uk/

    https://twitter.com/42_unit

     

    • Like 5
    • Thanks 2

  2.  

    42 COMMANDO MILSIM UNIT

    Work In Progress Mods

    --------

     

     

    About:

     

    42 Commando is a British MilSim unit based around the royal marines. We have started to make some small add-ons for ArmA 3 in which we hope will people will enjoy. This is a WIP thread for us to share any news about things we are working on and for anyone to ask us questions.

     

    Plans:

     

     - Griffin HAR2 re-texture - RELEASED

     - HLS Marker panels - RELEASED

     - Facepaint using ACE

     -

     

     

     

    Social Media:

     

    https://www.42commando.co.uk/

    https://twitter.com/42_unit

     

    • Like 4
    • Thanks 1

  3. On 15/09/2017 at 10:29 PM, UK_Apollo said:

    Thanks :-)

     

    Yes, sort of...

     

    You can spawn them in and they'll immediately fold by adding this line to the vehicle INIT in the Eden Editor:

     

    this animateSource ['Fold', 1];

    or

    this animateSource ['Fold', 1, 100];

     

    The first takes the default amount of time to fold up, the second speeds it up 100 times, so it looks instantaneous.

     

    You could of course also run this command from a mission script or from the debug console on named vehicles.

     

    I don't know if there's a script command to force the animation state to 1 without any actual animation taking place? 

     

     

    @UK_Apollo Would be cool if we can get this in the arsenal so we can spawn them already folded


  4. Hi All,

     

    Having some Issues getting ACRE2 to work for me. I keep getting "ACRE IS NOT CONNECTED TO TEAMSPEAK 3" when I'm on a server. I have both ArmA and TS running out of admin. I have also tried running both in admin, which produced the same error. I have removed all ACRE2 Installs on my PC and reinstalled TS3, Re-Subscribed to ACRE2 on Steam and ACRE did not automatically move my plugins for me, I tried moving them manually but still have this issue when in-game. 

     

    I have also tried a manual install which did not work :/

     

    Is anyone about to provide an Insight/ help me fix this issue?

     

    Below is my ACRE2.log file

     

    [22:26:50.829] * Logging engine initialized.
    [22:26:50.830] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini}
    [22:26:50.830] Failed to load ACRE ini file. Using defaults...
    [22:26:50.831] Failed to load ACRE ini file. Using defaults...
    [22:26:50.831] Opening game pipe...
    [22:26:50.831] Game pipe opening successful. [3804 & 3908]
    [22:26:57.156] Engine Shutting Down
    [22:26:57.161] Write loop disconnected
    [22:26:57.164] Engine Shutdown Complete
    [22:26:57.254] Engine Shutting Down
    [22:26:57.258] Engine Shutdown Complete
    [22:26:57.258] * Destroying logging engine.
    [22:29:26.832] * Logging engine initialized.
    [22:29:26.832] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini}
    [22:29:26.833] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:26.833] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:26.833] Opening game pipe...
    [22:29:26.833] Game pipe opening successful. [4844 & 3768]
    [22:29:27.380] Engine Shutting Down
    [22:29:27.384] Write loop disconnected
    [22:29:27.386] Engine Shutdown Complete
    [22:29:27.435] Engine Shutting Down
    [22:29:27.437] Engine Shutdown Complete
    [22:29:27.437] * Destroying logging engine.
    [22:29:35.859] * Logging engine initialized.
    [22:29:35.859] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini}
    [22:29:35.859] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:35.859] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:35.860] Opening game pipe...
    [22:29:35.860] Game pipe opening successful. [3984 & 4812]
    [22:29:37.510] Engine Shutting Down
    [22:29:37.513] Write loop disconnected
    [22:29:37.516] Engine Shutdown Complete
    [22:29:37.566] Engine Shutting Down
    [22:29:37.567] Engine Shutdown Complete
    [22:29:37.567] * Destroying logging engine.
    [22:29:37.572] * Logging engine initialized.
    [22:29:37.572] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini}
    [22:29:37.572] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:37.572] Successfully loaded ACRE ini file (any failures above can be ignored).
    [22:29:37.572] Opening game pipe...
    [22:29:37.572] Game pipe opening successful. [4596 & 3204]
    [22:49:39.445] Engine Shutting Down
    [22:49:39.448] Write loop disconnected
    [22:49:39.450] Engine Shutdown Complete
    [22:49:39.496] Engine Shutting Down
    [22:49:39.497] Engine Shutdown Complete
    [22:49:39.497] * Destroying logging engine.

     

     

    Thanks 

    Tom


  5. 3 hours ago, jarrad96 said:

    Recon Ops mission is confirmed broken for now- sorry, but nothing I can do on my end but wait for some compatibility updates.

     

    British SAS (and SBS, never forget SBS) - I have considered them, as I do have some L85's in SMA, and I do want to those those rifles at some point, but not soon.

     

    Considering maybe doing Australian or New Zealand Special Air Service Regiment (SASR) in the future though. For as little coverage as modern SAS gets these guys get even less. 

     

    Right now my focus is on making the 75th Ranger Regiment and PMC Contractors in a state where they are on-par with the other factions for dependencies. 

     

    I made them for personal use in my own unit, the 4th S.F.G, so they have things like Burnes Husky in the faction, which is a non-workshop mod- If you guys are fine with requiring a non-workshop mod I could have them released by January, but otherwise they may take longer.

     

    Afghan National Army/ ANA Commando unit is one I'm drawing up as well, getting sources, photographs and video footage of right now. 

     

    A request from a very good friend of mine to see his own unit portrayed in game, US Operational Detachment Alpha, commonly known as 'Green Berets' may also be done. I won't be naming names or any particular ODA Team, you understand, but they will obviously be a very accurate portrayal of the ODA Teams in 2016/2017.

     

    British SAS & SBS do not use the L85... They use the L119A1/2 

    • Like 2

  6. 26 minutes ago, UK_Apollo said:

    Change to:

    
    0 = [getpos this, 100] spawn { 
    	sleep 0.1; 
    	{ 
    		_x animate ["Door1", 1, TRUE]; 
    		_x animate ["Door2", 1, TRUE]; 
    		_x animate ["Door3", 1, TRUE]; 
    		_x animate ["Door4", 1, TRUE];
    		_x animate ["Door5", 1, TRUE];
    		_x animate ["Door6", 1, TRUE];
    		_x animate ["Door7", 1, TRUE];
    	} foreach ((_this select 0) nearObjects (_this select 1)) 
    }

     

    Assumes the hangars are CUP's, class name: Land_Ss_hangard

     

    Confirmed working via debug console using 

    0 = [getpos player, 100] spawn {...

    closes all hangar doors within 100m of player.

     

    @UK_Apollo Thanks man!  As Guessed other doors are 8, 9, 10 & 11 Code below will close side doors too!

     

    0 = [getpos this, 100] spawn { 
    	sleep 0.1; 
    	{ 
    		_x animate ["Door1", 1, TRUE]; 
    		_x animate ["Door2", 1, TRUE]; 
    		_x animate ["Door3", 1, TRUE]; 
    		_x animate ["Door4", 1, TRUE];
    		_x animate ["Door5", 1, TRUE];
    		_x animate ["Door6", 1, TRUE];
    		_x animate ["Door7", 1, TRUE];
    		_x animate ["Door8", 1, TRUE]; 
    		_x animate ["Door9", 1, TRUE]; 
    		_x animate ["Door10", 1, TRUE]; 
    		_x animate ["Door11", 1, TRUE]; 
    	} foreach ((_this select 0) nearObjects (_this select 1)) 
    }

     


  7. HI All,

     

    I Would like to get all the doors on a hanger to close on-mission start but using this code:

     

    0 = [getpos this, 100] spawn {
    
      sleep 0.1;
    
      {
       _x animate ["Door1", 1, TRUE];
       _x animate ["Door2", 1, TRUE];
       _x animate ["Door3", 1, TRUE];
      } foreach ((_this select 0) nearObjects (_this select 1))
    
    }

     

    This is what happens:

     

    581530303d86405fb59ef78b27120468.png

     

    Does anyone have a way or think they could help me fix this?

     

    Thanks In advance 

    Tom


  8. 6 minutes ago, road runner said:

    They will be, but you need an "eject script" as well,otherwise they will stay in the aircraft.

    You can also use the RHS Paradrop script, it works really well, I think by default all AI open their chutes at 300M's  and it gives you a bit more of an intro.

    The VQI script does port all AI but they only appear "after" you depart the aircraft, you don't see them till you're in freefall.

    Also with your script it looks like only p1 will leave the aircraft.

    Another simple Paradrop script that works pretty well is the one by Beerkan, this is in a helo, but can easily be adapted for aircraft.

    http://www.armaholic.com/page.php?id=25458&highlight=PARADROP

     

     

     

    Well This wont be for AI It will be for actual MP Players, So this is were I am unsure if VQI will work?

     

     


  9. 25 minutes ago, road runner said:

    Have you tried dragging and dropping the player/AI into the C130 in EDEN?

    Don't use attachTo, assign them to the cargo position points inside the aircraft, attachTo only makes them attach themselves externaly to the aircraft.

    Why not use the VQI Halo module, as this pretty much does what you're looking to achieve?

     

    Will Try the EDEN thing now! Didn't think of that! 

     

    I wanted to use it but it has a lot of script errors while playing and I'm not sure if all player are teleported to into the aircraft


  10. Hello All,

     

    I'm trying to create a mission where you start in the C130 which Is at a fixed height on mission start, I'm having abit of trouble getting players into the back of the C130 along with an ammo crate (For Gear before Mission)

     

    Here's what I have so far:

     

    C130 Init:

    plane1 attachTo [b,[0,0,3500]]; plane1 flyinheight 3500;

    Static Bunker over the position of the LZ: (Simply hiding the bunker)

    haloPoint hideobject True;

    Player:

    p1 attachTo [plane1,[0,0,-1.58]]; [this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; detach p1; 

     

    With This the player starts on-top of the plane and not inside it, I also have no idea how I would do this with multiple players? Could someone help me work out the problem?

     

    PS The C130 I am using is EBU_C130 (http://www.armaholic.com/page.php?id=24735)

     

    Thanks 

    Tom

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