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gavc

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Everything posted by gavc

  1. would there be a point in integrating the two mods together? Vcom and Vcom_driving? Gav
  2. I think it's a good idea to set a slight time delay on the create task trigger. A lot of the time the previous "Task Succeeded" popup gets in the way. They tend to pop up in the wrong order. Name your 3 Anti Air Units something like AA_1, AA_2 etc etc Create your trigger and put this in the condition box. Group this to a "Task State" module and set it to "succeeded" !alive AA_1 && AA_2 && AA_3 Gav
  3. I'd love to see a little vid of this in action :) hint, hint. nudge nudge. G
  4. We're now running a wednesday evening session starting at 7pm GMT. English Speaking - Dedicated Server Small group custom OP's on a variety of maps. Open to the public. Bring a friend etc etc. and some beers. Check out our website for Arma3Sync Repo information. www.TaranisPMC.com Teamspeak: Voice.TaranisPMC.com Gavin
  5. English speak EU based. Server is in Germany. Coop gameplay mostly. A small group of friends with a server. We're opening it up to the public to play on. You don't have to join the group if you don't want to. It's just a place to play some great games with like-minded people. We have custom missions on our own dedicated server (not a virtual box). Our server is fairly quiet and we've love to grow our numbers, so whether you're on your own or have a few mates, you are more than welcome to come on and play. We don't do ranks or anything like that and all are welcome. Our missions are set up so there are objectives for small groups and large ones. We take turns to lead and plan missions, so whatever your preference you should find a home here. We use ACE3, Alive and Taskforce radio as well as ASR_AI which really open up Arma3 to it's full potential and make for some great sessions. You can take a look at our website for more details or come chat to us using Teamspeak on Voice.TaranisPMC.com (that's our TS server, not a web URL btw) We run our own Arma3Sync repository, so all you have to do is connect to it to fully synchronise your mods with our server. Any changes and we take care of them. Couldn't be easier. Find out more at http://www.TaranisPMC.com Gav
  6. That's great, thanks a mil for this. will take some time to try get everything signed this evening. Gav
  7. thanks for the quick reply - i'll implement this tomorrow into my alive mission and test it out. Gav
  8. Hi Folks, Need a little help with something. In order to add a little bit of realism I wanted to make a graveyard, so after our mission we could see just how many we lost. So I was going to use onPLayerRespawn.sqf to run a createVehicle command to dump a bodybag or grave within a certain area of the base. I'm brutal at scripting anything from scratch, i've really only looked at other peoples work and editing it. Is this correct? (Needs to be MP/JIP dedi compatible) createVehicle ["GraveCross1", getMarkerPos "Graveyard", 0, "none"]; //where graveyard in the marker name. How do i randomise the placement of the graves withing the graveyard? Also how would i orientate the graves all to be at the same angle? I've looked over the random function on the wiki but not sure how to integrate it with the above, And one final thing, Will running a random number generator in onPlayerRespawn.sqf take into account another players random number on a different client? Assume this might need to be run on the servers side to make sure of no overlapping graves. Gav
  9. It's things like this that should be shouted from the roof tops. I bet you there are loads more functionality in the editor that just isn't well known...
  10. check these out. I found a great one on youtube that even had a nice animation built into it for picking up teh intel https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=arma3+picking+up+intel+task&tbm=vid Ugly URL is ugly. Gav
  11. The best method for this i've found is using alive in conjunction with building a regular mission. So say the mission is assassinate the HVT. You place him down on the map as normal with 100% probability of being there, You could give him a loiter waypoint of some other way to randomise his placement. Set up a few other static things to make it more realistic (like bodyguards or static weapons or whatever) Then start placing your Alive stuff using small TAOR markers. Have Alive spawn two groups of Spec Ops within 1km of the target, maybe throw in some convoys or helo's. Alive's OPCOM module will take care of all the mobility and placement of units making that effectively random each time. My group has made a huge mission with about 10 tasks, each of which spawn sub-tasks, using this method. We now have a fully re-playable full-map mission which a group could play for weeks without getting bored. We've used almost no scripts (apart from ones in our base for cleanup/vehicle loadouts/repairs) if you want a copy PM me, although it does have a ton of dependencies, so it might not be much use to you without our mod repo. on a side note, i've used UPS and also EOS and they don't require too much scripting - You just tweak values on scripts already provided to you. Pretty easy, even i could do it and i get confused after a script goes beyond about 6 lines :) You could knock out a basic mission with a few tasks in about an hour or two, Our largest mission took about a week to make, but that was adding new tasks every day after we had the basic one on the server. Gav
  12. managed to fix it. FYI Found out of date ACE3 Optionals on the client machine. Gav
  13. Hi folks, Just wondering if anyone's seen this before. Newly made mission throwing up lots of these errors in the clients RPT file. Then the server passes on the mission and loads the next in the list. The Servers RPT file looks fine. Nothing strange. Client RPT Section 17:25:17 Creation of 2:4354 ignored, state MISSION ASKED 17:25:17 Creation of 2:4355 ignored, state MISSION ASKED 17:25:17 Creation of 2:4356 ignored, state MISSION ASKED 17:25:17 Creation of 2:4357 ignored, state MISSION ASKED Server Side RPT Section ",1], ",1], I'm aware of the ASR_AI errors in there, working on them now, but i dont think it's an issue because other missions load fine with this modset on the same server and client. sorry if this is the wrong place for this, didnt know whether i should be posting in mission making or server admin or here. Has anyone got any ideas? Gav
  14. ever find a solution, having something similar with my own mission? Gav
  15. Just a quite note to say Thanks to Tophe, great program. Keep up the good work. So handy. Gav
  16. @Icebreakr - Do the map authors or the Alive team index maps? Reason i ask is because i couldnt get their civilian modules to function correctly, like no civilian buildings were indexed and all the civies were appear at a corner point in the ocean. great work though, love playing on it. Gav
  17. So i've been toying with random side mission generators over the last while, and i'm fairly bad at scripting - I've managed to get a very basic one working in a test environment but i obviously want to add more details and make teh missions more complicated. Big thanks to all those who help us newbs with scripting. Just to confirm, is what's being discussed in this thread of help to me? e.g. will i be able to output to a sqf file the entire composition including triggers, task generator etc etc and then paste them into my Mission.sqf file that is called by my mission generator/randomiser script? just clearing things up in my head - cause if so that would be great. Between this and Jshock/Greywolf's discussion in the other thread here i've learned a lot. Also big thanks to Zenophon/Fen's F3 framework/SHK and anyone who's worked on side mission scripts, between them it's helped me plenty Thanks guys. Gav
  18. Just wondering if anyone could post up some images of the NVG's in action. I'm looking to replace the vanilla ones, especially if the green effect is better. Respect due on the quality of what i've seen so far, and the manner with which you update this thread. Proper professional conduct. kind regards Gav
  19. Is there any sort of debug script i could run from my client to see where the ACE3 settings are coming from? e.g. my local settings or is the Server config working and pushing over the network? any help appreciated. Gav
  20. I did, still not working with the base i'd made. Once i broke it up into smaller pieces it allowed me to save to presets and then place those in Altis. So i got it working now. Thanks
  21. appreciate it, thank you. Gav ---------- Post added at 16:10 ---------- Previous post was at 15:59 ---------- Neo, When i load the file on Altis, the text says it's loaded but nothing appears on screen. Do i have to place it down? or would it appear somewhere on the map that i can't see? added later - ah okay i see where i went wrong. I think my composition was too large, when i was adding it to a preset nothing happened, when i chopped it up into smaller pieces i got a notification saying that it successfully wrote to the file. Is there a limitation to the number of object you can use? Gav
  22. Great work Neo, really enjoy using this... so much so that i was up until 5am last night working on a base... without reading this thread first :) So i've built my base in the VR environment, but when I intended it for use in multiple terrains, i'm currently working on adding it to altis, but i assume all the coordinates are off? The normal scripted .sqf call never seems to work for me. Is that terrain specific? You posted up some debug script that removed coordinates from objects, could something similar help me? TL:DR - built in VR , want to export to Altis. any help appreciated. Gav
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