David77
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Everything posted by David77
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Are there any pre-made compositions like in A2? Or would we have to make a custom composition?
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Ultimate newbie loadout tool? Dslyecxi`s Paperdoll and VAS
David77 replied to anthonyfromtheuk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Post your problem in here. You may receive help faster. -
AI Recruitment domination 2 xeno
David77 replied to jefferonmouze's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ask in here. They may be able to help. -
work out size of town
David77 replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice. That's a pretty even distribution. It used to be really bad especially for a small pool of elements. -
work out size of town
David77 replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
work out size of town
David77 replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did they fix BIS_Fnc_SelectRandom? -
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.
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A solution to the A2/BI content in A3 and your thoughts
David77 replied to .kju's topic in ARMA 3 - GENERAL
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. -
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.
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Description.ext CfgRespawnInventory Issues
David77 replied to FighterD1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Description.ext CfgRespawnInventory Issues
David77 replied to FighterD1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
?? 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 =) -
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.
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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?
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Why are mission Devs so exclusive with they're missions and mods.
David77 replied to Zhenpo's topic in ARMA 3 - USER MISSIONS
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. -
Style 128 doesn't work to round corners anymore? What if any style is used to give rounded corners?
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Don't utilize sli. Problem solved. :cool:
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Description.ext CfgRespawnInventory Issues
David77 replied to FighterD1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
SP Parameters (Specifically the time the mission starts)
David77 replied to dale0404's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
'easy' two-waypoint script not working...
David77 replied to lucki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"; -
SP Parameters (Specifically the time the mission starts)
David77 replied to dale0404's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Gui loadout editor fucking when?
David77 replied to Gabardine's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Gui loadout editor fucking when?
David77 replied to Gabardine's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Gui loadout editor fucking when?
David77 replied to Gabardine's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Gui loadout editor fucking when?
David77 replied to Gabardine's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Gui loadout editor fucking when?
David77 replied to Gabardine's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm very offended by the cursing & also the caps lock.