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Everything posted by jandrews
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Bon's Infantry Recruitment Redux
jandrews replied to aviatormoser's topic in ARMA 3 - ADDONS & MODS: COMPLETE
anyone have any code to use with this so ONLY SL and TL can request units? -
2.14 update how to enable the trigger animations ?
jandrews replied to zukov's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah this stuff looks cool. will be following this thread for more info. -
Boat below water level 3m trigger question
jandrews posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want a trigger to pop when two boats are below water line say 2 or 3m. I know I need to include a z value. Not sure where. Not much comes up with Google search (getPosASL (vehicle && vehicle2) select 2) > -2; So far not working. Any ideas. -
Boat below water level 3m trigger question
jandrews replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. I'll give these a try. -
Is there a list of the new changes anywhere please?
jandrews posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks -
S.C.A.R -- Enemy Areas-of-Operation
jandrews replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah. So. Ah. When. Ah. Is. This. Ah. Coming. Out. Ah. ? Lol. Sounds like a bunch of fun!! I'll have to try your spawers out. Glad to see they're being supported still.- 96 replies
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- enemy spawn
- any mod
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Release - Infantry Occupy House Script
jandrews replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is the error from rpt. Not sure what else to post here. Unless it doesn't see buildings for the tanoa map. -
Release - Infantry Occupy House Script
jandrews replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Which code did you use? -
Release - Infantry Occupy House Script
jandrews replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No. I placed code in grp leader init. This is a newer error. I haven't had these errors prior to recently. Like say a few months. Just to be sure. 0 = [getMarkerPos"mrk2", units group this] execVM "Zen_OccupyHouse.sqf" The above command is in the grp leader init. I will try units this code and see. -
Release - Infantry Occupy House Script
jandrews replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey thanks for the reply. I didn't see any script links. Unless it's in his youtube video. -
Simple Convoy Script [RELEASE]
jandrews replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this doesn't seem to be working either. no error pops just nothing happens. test mission works. i have it set up exactly the same and units sit idle. kinda weird. Although it pops a corrupt mission folder in the mission file. Before you ask. I have the code in the grp composition init. -
Release - Infantry Occupy House Script
jandrews replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey. i know this is an older script. but its now recently not working. any one can help thanks! Error in expression <0 = [getMarkerPos"mrk2", units group this] execVM "Zen_OccupyHouse.sqf"> 6:27:22 Error position: <group this] execVM "Zen_OccupyHouse.sqf"> 6:27:22 Error group: Type Group, expected Object -
Are there any missions set up already that use respawn tickets and have a resource manager to purchase vehicles? Thanks in advance.
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Has anyone tried using DCO AI mods and turned off the AI difficulty? If so, how'd it turn out. Is this a possibility in the future? Would elevate this mod to a higher standard.
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Have you added ability to use different factions?
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garrison units script - random place units in buildings
jandrews replied to MrPineapple's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Zens occupy house script works great. Try his, it places units facing out at windows and in kneeling position in random positions even rooftop if necessary. -
sandbox [Release] Controlled Spawn And Waypoints Randomizr
jandrews replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can see this being useful. Does it read mod factions and can it be placed in trigger for delayed deployment? Can you add a patrol, attack and defend option? All bis functions. -
Fox's Arma Server Tool Extended Rewrite (FASTER)
jandrews replied to Keelah's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hey, hopefully this is being managed by the creator still. Have an interesting bug to report. using dev 1.9 6:22:11 SteamAPI initialization failed. Steam features won't be accessible! 6:22:14 ErrorMessage: File C:\Server_1_9_dev\Servers\_e9e3561e6c2141bd8ba16b5ecc049af7\server_config.cfg, line 13: Config: 'W' encountered instead of ',' 6:22:14 Application terminated intentionally ErrorMessage: File C:\Server_1_9_dev\Servers\_e9e3561e6c2141bd8ba16b5ecc049af7\server_config.cfg, line 13: Config: 'W' encountered instead of ',' ======================================================= //lines from server.config 11-16// serverCommandPassword = "serverpassword"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called admins[] = { "" }; this server config is from FASTER UI. nothing I specifically input. Any ideas as to why?- 162 replies
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- server
- dedicated server
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Enemy occupation system (eos)
jandrews replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd like to think there are many players who would like a working version of this spawn script. May be you would consider posting a link for download? Some areas I had tried to improve were: 1. add static weapons facing away from town in defensive position with sandbag walls as cover in 360 2. Fix the reinforcement spawn so ground vehicles would get to the ao and not stuck on a rock. 3. I was able to add a garrison script which allowed bots to spawn in buildings facing out the window and in kneeling positions. Not my script. 4. add enemy planes to patrol the ao. 5. Add enemy boats patrolling water ways around / near ao. May be someone else would like to take these on. -
Does the mission support other factions?
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Strategic map missions.
jandrews replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This sounds like an interesting mission selection and set up. Have you considered making it for coop? If you don't mind would you share the mission when you're done? -
CF_BAI - Dynamic AI skill adjustment for better balancing
jandrews replied to brightcandle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd Iike to see everyones configuration and compare. Try this with lambs, tcl and modified melee mods. So far it's fun to watch. -
It's nice to read others opinions about ai mods. My next question is what combo are you using and why? I have been playing with lambs, tcl, cfbai and nr6. Thinking about adding the melee mod too. Just making changes in the configurations. Been interesting to watch. Another group by the name dragon company is doing this as well. They are way more advanced than me. But good to see people wanting a better experience.
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Obviously this mod brings many players who want more realistic ai. And from what I've seen it definitely improves arma ai. My question is does lambs alone do it? If not what other ai mods do you include with lambs? What are your configuration settings? Does anyone adjust ai skill and aim separate? If so how? I see TCL, asr, cf Bai, vcom... Surely, there has to be some combinations that satisfy most, right? Suggestions?
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sry late to this discussion. does this include the latest DLC with vietnam units? unsung? seems this game mode with those MODS would be a great fit.