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jandrews

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Everything posted by jandrews

  1. jandrews

    AI Spawn Script Pack

    hey firstly, thanks for updating this GREAT package. ITS GREAT STUFF for any mission maker. Is there a chance you have a copy of the folder that doe not require using mods? Thought Id ask. Thanks again!
  2. hey this is great. could you possibly detail how to implement this with COS? I had requested this a while back but no takers. thanks for your time. COS link below for anyone needing the folder.
  3. jandrews

    Flare module fix

    /* * See issue 0018397 - "Flares are useless": * * http://feedback.arma3.com/view.php?id=18397 * */ class CfgPatches { class KLS_FlareFix { units[] = {}; weapons[] = {}; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgAmmo { access = 1; class FlareCore; class FlareBase: FlareCore { timeToLive = 80; brightness = 200; intensity = 1000000; }; class F_40mm_White: FlareBase { timeToLive = 40; brightness = 125; intensity = 1000000; }; class Flare_82mm_AMOS_White: FlareCore { timeToLive = 30; brightness = 200; intensity = 1000000; }; }; this is a flarefix from a while ago by kls. google it and download it. these are my parameters and work great. everyone has to have this addon to see the nice bright flares. currently no in game flares worth a shit.
  4. hey anyone tired this lately? This looks like a great idea! That intro music is very nice, i was looking for my ganja as i was jamming to it. Great tunes! Dam where is my weed, I forgot where i placed it! hate when that happens! side note, bunny wailer doesn't get enough love from bob marley and the wailers albums (bob, peter, bunny). If that's the version your using. I believe it is. Perhaps you could use this in your sequel. lol.
  5. jandrews

    [CTI-COOP] Dissension

    this may be your "bestest" baby YET!
  6. Ok so I am attempting to use ALIVE with Tanoa and APEX units. 7:28:59 WARNING: You don't appear to have the Military_Pacific compositions loaded, make sure you have added the composition PBOs to your @ALiVE or @ALiVEServer addon folders! Falling back to Military! 7:28:59 Spawning Composition: [bin\config.bin/CfgGroups/Empty/Military/FieldHQMedium/FieldHQ_OPF_F,[13997.3,11012.6],0,"OPF_F"] so i am attempting to use APEX units... and it gives me this. ideas? And yes i have APEX, am using BLU_T_F, OPF_T_F, IND_C_F in forced factions along with "Pacific" groups and Syndikat
  7. i like the idea of lowering the height on the IEDs, another thought is to have an option of making a random civ be a IED too. I may try to include a civ in the list and see what happens.
  8. jandrews

    How to get AI to drive on roads

    this has been an issue with AI since forever. try vcomai driving mod. its older but may still work. they are AI so good luck.
  9. jandrews

    How to use Murklor's AI Spawn Script?

    this is a really old script. TBH id keep looking or just spawn in units with scripting as needed with trigger or some event. it really depends on what you want. there are mods like ALIVE, DAC and scripts like EOS and others that may work better.
  10. I found this in another thread and wanting to try and make some compositions. But does not work this way. Or may be I am looking in the wrong file. another response mentioned a clipboard, not sure there is one for Arma 3, but anyways, can anyone confirm this method works? If not is there another easy way to do this? Thanks. The below is directions with included example from another thread. I will presume you get this info from the mission.sqm. Anyone? 1. Make your custom composition in the editor, in a flat area. 2. Place the player in the middle of your composition and put this in his init: Code: [getPos player, 50] call BIS_fnc_objectsGrabber 3. Create and open a new .sqf file in your mission folder 4. Do CTRL+V to paste code. You should see something similar to this: Code: /*Grab data: Mission: objectgrab_test World: Stratis Anchor position: [4210.73, 4857.44] Area size: 100 Using orientation of objects: yes */ [ ["FlagPole_F",[0,0,-0.00663757],45.5765,1,0,[1.06726e-007,0],"","this setdir random 360",true,false], ["Land_BagFence_Long_F",[-1.20703,1.68018,-6.10352e-005],339.649,1,0,[-1.35292,-1.17876],"","",true,false], ["Land_BagFence_Long_F",[1.57178,1.99365,0.00177002],8.85463,1,0,[-1.8098,6.10209],"","",true,false], ["Land_BagFence_Long_F",[-3.29834,-0.0219727,0.00279236],301.678,1,0,[-6.06735,-2.93077],"","",true,false] ] 5. Save and quit your composition. 6. Now, to spawn the composition: Code: 0 = [positionWhereYouWantToSpawnYourComposition, azimutOfYourComposition, call (compile (preprocessFileLineNumbers "yourComposition.sqf"))] call BIS_fnc_ObjectsMapper;
  11. Just wondering if anyone has used these in your descrition.ext? I am looking for a good cleanup script, there seem to be a few to use, however, one less sqf to manage sounds nice. Anyone have input on how well these work? I especially want to know more about the manager modes. Like what does it mean to manage them and do you need the other commands too. wreckManagerMode wreckManagerMode = 0; 0 = None - None of the vehicles are managed by the manager 1 = All - All vehicles are managed by the manager 2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager 3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2) Default value: 0 for SP, 2 for MP wreckRemovalMinTime wreckRemovalMinTime = 60; //seconds wreckRemovalMaxTime wreckRemovalMaxTime = 1200; //seconds corpseManagerMode corpseManagerMode = 0; 0 = None - None of the units are managed by the manager 1 = All - All units are managed by the manager 2 = None_But_Respawned - Only units that can respawn are managed by the manager 3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2) Default value: 0 for SP, 2 for MP corpseRemovalMinTime corpseRemovalMinTime = 60; //seconds corpseRemovalMaxTime corpseRemovalMaxTime = 1200; //seconds https://community.bistudio.com/wiki/Description.ext
  12. jandrews

    [SP/MP] Old West - Wild West Map

    Nice to see some different ideas for arma potential. verry nice!
  13. this looks pretty fucking awesome! just saying.
  14. this looks like a cool script. am anticipating more arma missions. thanks!
  15. that does look very cool btw. can you kill it?
  16. jandrews

    Medevac system

    Nice so far. Look forward to seeing the progress on this. Looks like maybe a mod? Are you thinking of a new medic revive system altogether? I forget how the default Arma revive works now. Does it work? Are you thinking stabilize in field and full health at base?
  17. would love to see a good reinforcement heli drop work. Below is some scripting that may help but content does not all work, it needs updating however gives some great content to consider when making this stuff. please keep updating this post. https://forums.bistudio.com/topic/155690-ai-spawn-script-pack/page-24
  18. jandrews

    Medevac system

    this is more like i was thinking too. Farooqs revive allows medics to stabilize perhaps you could consider / look at how his does that to stablize a player, https://forums.bistudio.com/topic/146926-farooqs-revive/ Psychos revive allows to pick up players, same thing https://forums.bistudio.com/topic/161291-a3-wounding-system/ TBO, i would just consider making a medic revive system incorporating the medic evac, i am sure ACE would be a cool thing along with it, not sure the complexity, also, i think one of the biggest hurdles is having the stupid AI heli land nearby enemy AI / distance from seen enemy, i know people have had issues with AI pilots doing what they are told, per sae. Anyways, hopefully this helps, i do not have the skills to script but if i can assist any other way just shout. good luck!
  19. jandrews

    Medevac system

    Great idea. I was wondering about this a week or so ago. Tbh, I'd like to see medics stabilize and team leader call in evac, once help lands at safe lz with smoke, the player/s have to carry to chopper where medic is on board, then transports to fob or medic base to revive. Maybe make players wait so many minutes and that could be varying based on mission maker choice. Say 5 minutes. Then to be reinserted to team has to take transport back to squad. For me it's about having players be more aware and avoid silly situations of getting downed if possible ie Rambo tactics. Awesome to see you on the job! Good luck!
  20. jandrews

    Medevac

    Anyone have a vanilla version of this or any medivac script that works in MP? would be very cool to call in heli and have crew pick up wounded and evac to base to revive/ reheal. Something a bit different than in field medic and 100% revive.
  21. jandrews

    Terrorist Organization Black Order

    this is what i had thought too. I think balaclavas would be kool add. Thanks for the work!
  22. _boat = addMissionEventHandler ["entitykilled",{ _this execVM "WaterPatrol.sqf" }]; Do I place this in the init.sqf? Anyone know if this is how this works? Am not at PC now. Will try later.
  23. Hey all. Was wondering the best way or if this has already been listed here. I googled with little luck. Anyhow, I would like to have a boat and aa vehicle spawn at random locations to cause headaches to players:). Not very sure how to do this. Any ideas . And then have them respawn once killed or ammo depleted. Most likely killed as players will need to destroy them. I figure the vehicles will patrol a large area so giving them unlimited fuel. Ideas or links to already listed threads. Thanks!
  24. Ok I found entity killed event handler. However not sure how to use it. _id = addMissionEventHandler ["entitykilled",{ _this execVM "my.sqf" }]; How do I tie this in to the boat being dead?
  25. Ok, I know, post your code and may be we can help. I understand. This is where i am so far. I am not sure how to: A. RESPAWN this stuff once the vehicle is dead ( I have read using eventkilled) or B. how to delete the vehicle IF it becomes "stuck" somehow for say 10 minutes or so. You know arma driving. // unit spawns on getPos, unit deletes from several ways (dead or stuck) // nul = [] execVM "WaterPatrol.sqf"; if (!isServer) exitWith {}; // game logic markers // random position for patrol _water = getPos ([water1, water2, water3, water4, water5] call BIS_fnc_selectRandom); _boatGroup = createGroup east; _boat = "I_Boat_Armed_01_minigun_F" createVehicle _water; waitUntil{!isNull _boat}; _boat setVehicleAmmo 1; _boat setFuel 1; _boat allowCrewInImmobile true; "I_C_Soldier_Para_7_F" createUnit [_water,_boatGroup]; "I_C_Soldier_Para_2_F" createUnit [_water,_boatGroup]; "I_C_Soldier_Para_3_F" createUnit [_water,_boatGroup]; ((units _boatGroup) select 0) assignAsDriver _boat; ((units _boatGroup) select 0) moveInDriver _boat; ((units _boatGroup) select 1) assignAsGunner _boat; ((units _boatGroup) select 1) moveInGunner _boat; ((units _boatGroup) select 2) assignAsCommander _boat; ((units _boatGroup) select 2) moveInCommander _boat; [_boatGroup, getPos _water, 3500] call BIS_fnc_taskPatrol; // wait for dead or stuck waitUntil { sleep 5; !(alive _boat) or ()}; sleep 10; deleteGroup _boatGroup; Lastly, I am always open to suggestions for more efficient code. Am no novice here. :)
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