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jandrews

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Everything posted by jandrews

  1. jandrews

    GF Missions Script

    Hey gf. How is this file doing in development, is it complete and in working order? I saw some other posts about auto populate and placing a addaction to call missions. Do you mind offering an updated post of its current state? Thanks again.
  2. jandrews

    Dynamic Combat Generator

    I know you've been off this for some time. Does it still work?
  3. I am interested in hearing your results. Yea. I would presume the same. But unless we test, well never know. I am working on using eos as spawner and running these two separate and together and see how badly I get rolled. If I get it up like I'd like may be I will run a mission on my older server. But b/t now and then I have to do some arma work.
  4. Will you post a short mission with your updates please? Could you post a short mission with your updates please and may be a script that is inserted in the code you posted here for example on how to? thanks
  5. jandrews

    LAMBS Improved Danger.fsm

    Hey. I like the idea of ai using flares. The vanilla flares are trash. In your mod please consider making flares more bright. This is not my code but I have used it and works great. 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; }; }; what do you think about adding some flanking maneuvers once players position is found? Also, could you add some code to check and add gun lights to ai like resistance faction that may not already have them? Johnnyboy code for ai chatter and gun lights is a great idea. Thanks for your time in making the ai better.
  6. jandrews

    GF Auto Population Zombie Script - Mod

    Hey gf. Is this mod ready to use with all 3 zombie mods? And is there a user guide on set up? Thanks for your stamina with arma scripting.
  7. Do you find using both ai mods are conflicting? Or are both different enough that they work together? Sometimes I wish all ai mod creators just join forces and use combined forces to make ultimate ai mod. I guess I can dream.
  8. jandrews

    LAMBS Improved Danger.fsm

    After reviewing the thread the op did say this mod is made for coop mode. So I'd go forward with that intent. Also, do you need to hear the ai response? I guess when I made missions the first thing I did was turn there responses to silent. But that's me.
  9. jandrews

    LAMBS Improved Danger.fsm

    Cool stuff. Look forward to using this in the future.
  10. Frankly, Dan I am just shocked. And i am just as shocked no other member has mentioned this. Your name should be Dan THE MAN tonic to begin with. And..... When,when, when, when, when, when, when, when, when, when, when, when, when,when,when,when,when,when,when,when,when,when,when,when,when,when,when,when And..... When,when,when,when,when,when,when,when,when,when,when,when,when,when,when This alone would bring me back arma 3. And what I mean is actually reinstalling the game just to play this map. Looks beyond awesome. Hella of job Dan the man and crew. So ahh... when?
  11. This looks pretty cool. Is the template still available?
  12. jandrews

    Dark Zone Terrain WIP

    This looks great. Would definitely bring me back to arma and dl this terrain. Good luck and god speed. This could easily be pvp match, rogues vs the division agents. Minus the alts skills, seekers, Bfb, turrents, heal spam and chicken dancing. Please dont add chkn dancing.
  13. Vcomai works well with warlords. I have other issues with running loops to push on independent side ai. You running any scripts to push gear on that side ai? Like gun flashlites and chatter script?
  14. Just wondering if anyone is running 3rd party scripts on the ai with warlords. I have vcomai and ASI revive for players to get revived by ai but not others. I believe it has to do with the warlords spawn system. I have tried adding a gun flashlights script and ai chatter script with no luck. Anyone crack open the warlords spawning code yet? Thanks in advance
  15. Hey. I have tried your gun script and the updated jboy scripts here. I am currently at work so I cant post my initserver.sqf. but will later.
  16. Hey GF. I did try the script version and no luck. Just not sure why warlords ai spawn doesn't pick up those scripts running. I also tried jboy chatter and flashlight script updates and nothing. I tweaked one script version and it applied the gun lights on 1 of 5 trials but ai didn't turn them on or off like scripted. And it does run vcomai and asi revive. So there's that.
  17. jandrews

    Warlords

    @Beagle I have a solution. Make your own warlords mission and raise the cost of those planes to very high. Plus you can add AI AAA batteries in editor and do special things so they keep the skies less cheese. I have vcomai running on warlords. Its using a specific loop. My question is does anyone have an scripts running on the ai when they spawn? I dont want to use a mod either. I have tried some other loops and I believe warlords is not having it. So any ideas on how to push 3rd party scripts on ai when they spawn? Thanks in advance.
  18. jandrews

    Warlords

    Hello, thanks for the explanations. I was wondering if its possible to run many external scripts with this mode. I have VCOMAI running on resistance only. However I wanted to add some other small things to the spawned AI. I do not see any lines to add code to spawning units like AI chat or gun flashlight scripts. I tried having a script just loop during game play but even that freezes the game at loading screen. Are there filters in place to hold loading if external scripts are detected? Perhaps you could add some additional lines to the warload init allowing code to pass on to the AI as they spawn.
  19. Well I am no script magician. But I see your script doesn't add a flashlite just on/off. I remember this, perhaps this with a loop say while {true} do { { private "_unit"; _unit = _x; if (side _unit == RESISTANCE) then { _unit addPrimaryWeaponItem "acc_flashlight"; _unit assignItem "acc_flashlight"; _unit enableGunLights "AUTO"; }; } foreach allunits; }; sleep 60; Now the code below would needs to be modified to apply to only resistance groups. if (side _group == Resistance) then [ { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on} foreach allGroups; ]; Not sure. probably not this easy.
  20. Is there a way to push this script on to all units of one side. For example, for warlords mission once AI units spawn in a sector could this script be running to check those units for a flashlite and add chatter too? Also would that conflict with VCOMAI. I doubt it but thought id ask. Thanks.
  21. jandrews

    Warlords

    I'd like to see the description.exe of you could post here as spoiler as to not take up a whole page. Thanks.
  22. jandrews

    Warlords

    class CfgWLFactionAssets{ class WEST // --- BLUFOR { class InfantryUnits { class B_Story_SF_Captain_F {}; }; }; class EAST // --- OPFOR { class InfantryUnits { class O_V_Soldier_hex_F {}; class O_V_Soldier_M_ghex_F {}; }; How do these units garrison and patrol? I did not include the independent side b/c I get that. It seems these units are joined with the player. Is that correct? is this another filter?
  23. jandrews

    Warlords

    Can anyone go in to detail in how these two lists are filtered differently between bluefor and opfor? The question I have is about filtering units. I can use mywlassetlist to filter what the available units are to spawn using that script alone. Why would I need to add the second list? What does it allow me to do? Only related to blu and opfor units. I get the independent class. ['MyWLAssetList'] [CfgWLFactionAssets] Thanks in advance.
  24. jandrews

    Warlords

    I would agree with the previous post as well. I know the update is new. However when someone who makes warlord missions knows more. Could you post how the heck the new updates actually work. What does the new listing do? The wiki is very vague and imo poorly written. Thanks in advance.
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