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David77

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Everything posted by David77

  1. Are there any pre-made compositions like in A2? Or would we have to make a custom composition?
  2. Post your problem in here. You may receive help faster.
  3. David77

    AI Recruitment domination 2 xeno

    Ask in here. They may be able to help.
  4. David77

    work out size of town

    Nice. That's a pretty even distribution. It used to be really bad especially for a small pool of elements.
  5. David77

    work out size of town

    Well back in Arma2 it worked, but there were better ways to get true random, as that function hardly ever would select the first & last elements. Tankbuster did alot of experimenting and posted some things about the function. It's been many many months ago though. Right after you took your last break from the forums =P ---------- Post added at 19:13 ---------- Previous post was at 19:09 ---------- here's the thread.
  6. David77

    work out size of town

    Did they fix BIS_Fnc_SelectRandom?
  7. David77

    Is the game dumbed down?

    Yup. Idk why people are freaking out about med packs. * In previous titles players could always be healed by medics even after sustaining what's supposed to be a fatal wound. Repeatedly... * Players now can do that on their own without any medic (if the mission designer doesn't simply take FAKs out of said mission) * People IRL have access to FAKs. I have one in my bathroom & I do know how to use it. I know how to stop the bleeding & bandage my wounds. If a hot piece of lead were to go through my arm, I'd grab my FAK & tend my wounds ASAP. What's wrong with a military personnel doing the same? ---------- Post added at 18:55 ---------- Previous post was at 18:53 ---------- Fair enough. It would be nice if they had a realistic medic system.
  8. I'd love to see ALL Arma2 content in Arma3. But, I would rather pay professionals money to port over such a large project & do it correctly. So they can release it when it's ready so there aren't "fixes" to download / being released every 12 hours. Making the project one gigantic cluster **** with 20 versions floating amuck. I'd actually pay for Arma2 again in that case.
  9. David77

    Is the game dumbed down?

    They can simply take the FAKS out and use medics. In Public games it doesn't make sense, as neuro said, the public medics simply don't give a damn.
  10. I just copy and pasted my fully working code. Idk about any space in the weapons array. You're welcome. ---------- Post added at 18:18 ---------- Previous post was at 18:16 ---------- Yeah traditional respawn markers work. But it isn't a very viable way.
  11. ?? I can't use a waitUntil in the init.sqf? That's news to me and doesn't return any errors on official stable build. In any case, I was []Spawn {} the code so it could go on a separate thread. I was merely making everything as simplistic as i could for the post =)
  12. Before I get knee deep into the wiki, is it currently possible to make campaigns for arma3? I did make one in Arma2, but the campaigns structure was different than the one we will receive. The campaign we will receive will be static missions throughout, unlike A2 "dynamic" mission selection.
  13. I'm using arma3server.exe to run a server on my machine. I wanted to make it persistent. That's all. The server is for testing some things, and i really don't care about the game settings in general. Can I create a server.cfg file somewhere (where?) without having to jump through hoops for steam?
  14. It depends on how large the mission is & how complex it is. Plus some people can't test a mission all by themselves, they need feedback. Not that a mission should be purposely rushed, but I'm just saying.
  15. Style 128 doesn't work to round corners anymore? What if any style is used to give rounded corners?
  16. David77

    PiP: Sincerely Devs/Users

    Don't utilize sli. Problem solved. :cool:
  17. respawnTemplates[] = {[color="#FF0000"]"[/color]menuInventory[color="#FF0000"]"[/color], [color="#FF0000"]"[/color]menuPosition[color="#FF0000"]"[/color]}; Is the only way I could get the respawntemplate to work. But not with single quotes. Use normal quotes for everything and see if that helps. Also, using quotes on the respawn positions is only needed if you use markers for the position. IE; [resistance, "respawn_guerilla01"] call BIS_fnc_addRespawnPosition; At that, that method isn't even working now. You need to use an object such as an invis hpad or trigger. So use an object instead [resistance, respawn_guerilla01] call BIS_fnc_addRespawnPosition; Also you can't call functions in .ext, .hpp or .cpp files. You need to use sqf for that. It will CTD as they are very finicky. ---------- Post added at 03:33 ---------- Previous post was at 03:22 ---------- Here's an example of how I do loadouts & spawn positions. Description.ext onloadname = "WARFRONT - Airfield"; author = Iceman77; OnLoadMission = "Capture And Hold The Zones Around The Airfield"; // ============================================================================================ class Header { gameType = SC; minPlayers = 2; maxPlayers = 40; }; // ============================================================================================ respawn = "BASE"; respawndelay = 5; disabledAI = 1; respawnDialog = 1; respawnTemplates[] = {"MenuInventory","MenuPosition"}; //respawnOnStart = 1; //Respawn Templates class CfgRespawnInventory { #include "Roles.hpp" }; Roles.hpp //CQB Specialist class CQB_Specialist { displayName = "CQB Specialist"; weapons[] = { "arifle_MX_F", "hgun_P07_F", "Binocular" }; magazines[] = { "smokeshell", "smokeshell", "smokeshell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "optic_holosight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam"; }; //Grenadier class Grenadierz { displayName = "Grenadier"; weapons[] = { "arifle_MX_GL_F", "hgun_P07_F", "Binocular" }; magazines[] = { "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam"; }; //LMG Specialist class LMG_Specialist { displayName = "LMG Specialist"; weapons[] = { "arifle_MX_SW_Pointer_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag" }; items[] = { }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "optic_holosight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_blk"; }; //Medic class Medicz { displayName = "Medic"; weapons[] = { "arifle_MXC_F", "hgun_P07_F", "Binocular" }; magazines[] = { "smokeshell", "smokeshell", "smokeshell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "Medikit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_blk"; }; Init.sqf WaitUntil {Sleep 1;Local Player}; _gear = [west, "CQB_Specialist"] call BIS_fnc_addRespawnInventory; _gear = [west, "Grenadierz"] call BIS_fnc_addRespawnInventory; _gear = [west, "LMG_Specialist"] call BIS_fnc_addRespawnInventory; _gear = [west, "Medicz"] call BIS_fnc_addRespawnInventory; For respawn locations use something like this within an sqf file or trigger. //Place an object or trigger named zone1. All west troops will now have this as a spawn pos. W_Zone1_Respawn = [west, zone1] call BIS_fnc_addRespawnPosition; I gave the respawn position a handle so I can remove the respawn position from the menu very easily with: W_Zone1_Respawn call BIS_fnc_removeRespawnPosition;
  18. You can take a look see into this to get you started making dialogs. It's for Arma2 & Accessing the GUI editor is different aswell as the functionality of the GUI editor is a bit different. The concept of making dialogs is the same though.
  19. You don't need exit. That is obsolete for .sqf scripts. Use GetmarkerPos instead of GetMarker. _patrol1 = [color="#FF0000"]GetMarkerPos[/color] "patrol1marker"; ... _patrol2 = [color="#FF0000"]GetMarkerPos[/color] "patrol2marker";
  20. MP parameters don't work in SP. You'd have to set those up in real time, while in game. IE; custom dialog or addactions.
  21. Well it's really a very simple process to give units custom loadouts. I won't bother to guide you through the process though, & chances are no one else will because of your shennanigans. Here's a link to Mr. Murray's Editing Guide though, to get you started making missions. Also google is very handy. Good Luck.
  22. Well when you open a thread up & act like you did, do you think people are going to be willing to guide you through the process? All's it takes to get what you want here is a little tact. Try using some tact sometime, when you're asking others how to do things on these forums. These aren't the call of duty or battlefield forums. There are alot of nice, helpful people here & you can learn alot. Acting like a tool isn't the way to get help.
  23. Oh so it is a trivial process for you? Then go & do it. Though it actually is trivial and a basic part of making missions.
  24. No spelling needed. You don't need to look into a dictionary to equip units with weapons. That would be pretty weird too as dictionaries usually don't have Arma commands. What you could do though is use the BI respawntemplates or simply take the 10 seconds it takes & equip the unit accordingly.
  25. I'm very offended by the cursing & also the caps lock.
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