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jandrews

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Everything posted by jandrews

  1. Always like to hear about these types of ideas. How about 2 more? See I consider this post apocalyptic/ survival games modes ones where there is typically no power grids, so having to use gas generators should be a thing. Also, needing to use flood lights and illuminating flares at night. Alais ha made some work around for both these. https://steamcommunity.com/sharedfiles/filedetails/?id=778433432 https://steamcommunity.com/workshop/filedetails/?id=1123074587 https://steamcommunity.com/sharedfiles/filedetails/?id=779558222 He has good scripts. Flares at night and turrets with search lights would be cool too.
  2. I am gonna bet parts of the script need rework. It looks to be dated by post dates. Turn on script errors and post those, contact script owner and see if they reply.
  3. Hey I dug this up. Had a few questions. Will this work for AI and flares? Could you post a working file? Its for a flarefix script by Alais https://steamcommunity.com/sharedfiles/filedetails/?id=778433432
  4. jandrews

    GF Police and Siren Script

    so I placed all the code as listed in file to vehicle init but only the skin activates.
  5. jandrews

    GF Ambient Environment Sounds Script

    Do you have your earthquake script in this too? I have this on my mission but NOT the earthquake mission. Yet the earth shakes. Does that go along with your color correction script? I have opened both and do not see anything like that. but its weird. earthquakes but no code for it.
  6. jandrews

    GF Vehicle Radio chatter script

    hello, I was wondering if I could remove this chatter from specific vehicles. Is there an easy way like place a line in vehicle init to ignore code? Thanks
  7. Ok I have found this. How would I use this to play several music files with delay between each? I place this in the init ehID = addMusicEventHandler ["MusicStop", {playMusic "music1";}];playMusic "music1";
  8. jandrews

    GF Vehicle Radio chatter script

    ok so I have // out all systemchat however I still get a notice of _custom_radio_chat with this script. as you can see its already blocked but still shows notice { _Every_Vehicle = _x; if ( (!(typeof _x in tpw_radio_carlist)) && {!(_Every_Vehicle iskindof "StaticWeapon")} && {!(_Every_Vehicle iskindof "ParachuteBase")}&& (isNull (attachedTo _Every_Vehicle)) && (!((typeOf _x) in _Exclude_Vehicles_List)) ) then { GF_Vehicle_Radio = GF_Vehicle_Radio - [_x]; if ( (({((_x distance _Every_Vehicle) > _Distance)} count _allPlayers) isEqualTo 0) && (!(_x getVariable ["GF_Radio_chatter_ON",false]))) then { _x setVariable ["GF_Radio_chatter_ON",true]; _x call GF_Vehicle_Radio_Play; GF_Vehicle_Radio_away = false; //systemchat "GF_Radio_chatter_ON"; }else{ if ( (({((_x distance _Every_Vehicle) < _Distance)} count _allPlayers) isEqualTo 0) && ((_x getVariable ["GF_Radio_chatter_ON",true])) ) then { _x setVariable ["GF_Radio_chatter_ON",false]; _x call GF_Vehicle_Radio_Play_Delete; GF_Vehicle_Radio_away = true; //systemchat "GF_Radio_chatter_OFF"; }; }; }; } forEach GF_Vehicle_Radio; sleep 2; };
  9. I'll try it Another question. Can I // out all vehicle radio chatter notices when its activated? _custom_radio_chatter notice?
  10. So i too use c++ to edit. I find it weird that // out systemchat would stop the script. I also added some lines but dont think it would break it. Oh i also got the color correction working. nice. if (_5_GF_Recon_Teams_Cargo) then { // systemchat "_5_GF_Recon_Teams_Cargo"; GF_MOVE_TO_Cargo_position = _Cargo getRelPos [0, 12]; // define your Group #define GF_Recon_Group_Cargo "I_G_Soldier_SL_F", "I_G_Soldier_TL_F", "I_G_Soldier_M_F","I_G_medic_F","I_G_Soldier_AR_F" < -- here GF_Recon_Teams_Cargo = createGroup independent; // Spawn the group 2000 meters from the drop GF_Recon_Teams_Cargo_randomPos = [[[GF_MOVE_TO_Cargo_position, (200)],[]],["water","out"]] call BIS_fnc_randomPos; GF_Recon_Teams_Cargo = [GF_Recon_Teams_Cargo_randomPos, independent,[GF_Recon_Group_Cargo]] call BIS_fnc_spawnGroup; //GF_Recon_Teams_Cargo setCombatMode "RED"; <-- here [GF_Recon_Group_Cargo, GF_MOVE_TO_Cargo_position, 25] call BIS_fnc_taskPatrol; <----- Here and below. { if(side _x == independent) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x RemovePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; }; } foreach (allUnits);
  11. Hello. I would like to know how to set this up to loop music files. say 4 or 5 files to loop with approx 10 min sleep. Or if its possible. if (isServer) then { _root = parsingNamespace getVariable "MISSION_ROOT"; _sound = _root + "music\sound.ogg"; playSound3D [_sound, player, false, getPosASL player, 10, 1, 50]; };
  12. No I changed it to another GF_ColorCorrections = 2; // Select ColorCorrections It actually states realistic color correction disabled. I also have another question related to crashsites and cargo drops. They worked fine until i // all systemchat , how they do not work.
  13. Player fps IS something to care about. I log off if my fps is low. If the mission is laggy bye bye. My question to GF is.... During this script initializing systemchat says normal color correction is disabled in top right corner. Is this telling me the color correction is not running? If so why.
  14. Thanks. I'll try that when I get home. I knew it was something like that.
  15. Hey scripters is this possible? Trying to use this fnc with a few markers over areas I want to destroy. I am at work and novice at best. Want an array of markers in a string. Thanks. [["1","2","3","4"], 500, 1383, []] call BIS_ fnc_destroyCity https://community.bistudio.com/wiki/BIS_fnc_destroyCity
  16. Ok so does this script still work? And he anyone used a separate script to allow civs to join silent players? If so what script and please explain usage. Thanks.
  17. Great stuff. What about finding camp sites which the survivors are already dead and still lootable? Can you have multiple camps live at one time? How about boobie traps? Survivors aren't gonna leave their camps without setting traps. You have put a lot of work in to this. Thanks!
  18. You have developed a great library of scripts to use. Could you explain the color correction more. I am not sure as how exactly one is to use only one correction. for example You state place this in a Mission_Parameters.hpp file correct? "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]]; "colorCorrections" ppEffectCommit 0; Can your vehicle radio work in any editor vehicle like just a radio? LASTLY, AND, how about some gl or mortar flares...... well better then the BIS flares at least. A user by the name KLS made an addon for flare improvements as such; /* * 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; }; }; Is this anything you could improve on to make it a script only and override the addon. may be even have the flare float down with parachute. just ideas. Your mod could use these two things as well. Thanks for your scripting.
  19. I hope you get the assistance you seek. Hate to see this get derailed. Good luck. And for the love of God, somebody help this guy already.
  20. jandrews

    COOP, MP

    Lately it has been hit and miss for me when playing these modes with a decent server. My rig is i7 series, SSD, 32gb ram, 1080 gtx card. 100mb dl internet. So when it comes to running Arma and I get a bottle neck. I can presume it's the server. Even with low ping servers I get lag and bad frames. Like below 5 when things spawn. In other servers like koth, it's typically smooth and not too many issues. Typically. My question is related to COOP and MP. What is an optimal setup for those types of missions and servers? Invade and annex runs well but if you are in a bad server good luck. Smaller missions run fairly well. Like 4-8 players. So has been people's experiences when it comes to this? Has Arma code changed since early release? To be more demanding in servers and clients? What gives? Thanks.
  21. Glad to hear this. I would agree with you. Get the mod out there and they will come. Kinda like that old baseball movie. IF you build it THEY will COME! I doubt there will be many who DO NOT WANT TO TRY OUT THIS MOD! 1. it will bring viewers / followers / donators / helpers. Its what this community does. And thanks for this news. I am the type that I need to see, try, break and everything else that goes along with new mods to then INVEST! GOD SPEED! x 100% :)
  22. jandrews

    AI Spawn Script Pack

    If you dont mind separate scripts try this. It is the best one i have found. Thanks for that. dumb mozilla.
  23. Is this a bis thing with ai in combat or coded in function that just needs to be adapted for your mission. I would look in to the functions and see.
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