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Grumpy Old Man

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Everything posted by Grumpy Old Man

  1. Grumpy Old Man

    JSRS2.0 WIP Thread

    Hey LordJarhead, been using JSRS for arma2 since it came out, thumbs up for your ongoing work, I know how hard it is to get somewhat decent results with the lack of proper recording gear! I would really love it if you could use the same sounds for the Cannon of the Mora as you did with the FV510 Warrior in arma2, that sound really had it! cheers und mach weiter so
  2. dostop nameofhalo; nameofhalo land "land"; this usually does the trick
  3. You should use a transport unload waypoint instead of an unload waypoint. On the other hand, have you tried using allowgetin false and unassignvehicle commands for the squad? Combined with a land "get out" command for the chopper it seems to be way more reliable than waypoints imho.
  4. After reading this thread I wondered because I never saw something like that happen. Seems like adjusting terrain settings are the only way to influence "floating" objects. I also used the setviewdistance command to increase terrain viewdistance to 20.000m Low: http://i.imgur.com/lOxBnbZ.jpg (140 kB) Standard: http://i.imgur.com/hLqX4BF.jpg (133 kB) High: http://i.imgur.com/pYNW35J.jpg (133 kB) Very High: http://i.imgur.com/zaROi6b.jpg (133 kB) Looks like "floating" Objects will always be an issue in every mission that lowers the terrain detail settings.
  5. Grumpy Old Man

    AI Discussion (dev branch)

    Can someone on the devbranch please check the mission file from the feedback tracker in my signatures link? I wonder if this is still the case since there has been some collision light tweaking going on at the update from 28th. Also wondering if I'm the only one with that issue that AI pilot's won't turn on vehicle lights other than the collision lights, no matter the behavior. Cheers
  6. Grumpy Old Man

    Vehicle colours and bits

    I will gladly link you to kylanias post containing the police offroad script also comes with all possible hidden animations to choose from
  7. Grumpy Old Man

    Crash Site

    This is looking very impressive, any chance of a mission to see it ingame and how it is done?
  8. [player] joinassilent groupleader do you know how you wanna trigger it? distance between player and groupleader or if the player is inside a certain area?
  9. Grumpy Old Man

    Ambulance lights+sirens

    Here's what I got for police offroads: put this line into siren.sqf or your own .sqf file executing from the vehicles init: _this addAction ["Siren On",{_this execvm "SirenOn.sqf"},[],52,false,true,"","Alive(_target) AND driver _target == _this"]; this will add a siren on action then the SirenOn.sqf: _car = _this select 0; _action = _this select 2; _car removeaction _action; Copsiren = true; _car addAction ["Siren Off",{_this execvm "SirenOff.sqf"},[],53,false,true,"","Alive(_target) AND driver _target == _this"]; while {Copsiren} do { _car say3D "AlarmCar"; sleep 1.95; }; this will remove the "Siren On" action and loop the vanilla arma3 car alarm sound, so no further editing of the description.ext needed then there's the SirenOff.sqf: _car = _this select 0; _action = _this select 2; _car removeaction _action; Copsiren = false; _car addAction ["Siren On",{_this execvm "SirenOn.sqf"},[],52,false,true,"","Alive(_target) AND driver _target == _this"]; _car say3D "AlarmCar"; sleep 1.95; that's pretty much it probably not the most elegant solution since my scripting skills are limited but it gets the job done.
  10. Grumpy Old Man

    Unable to lock on in multiplayer

    Target locking can be disabled for servers, either by config or difficulty setting.
  11. Grumpy Old Man

    UPSMON for arma3

    6.0.1 Noslow: When placing units with this command outside combat they just walk slowly and don't utilize the "noslow" command which should make them run to their assigned waypoints instead of slowly walking in safe mode like it has always been. Cloning: here you go kinda weird because that issue didn't show up in the version of pastor399 you can find here Artillery: so there's actually no way to make the artillery fire at a target on their own without all that deleting the shell and spawning a new one? using the fortify command the AI will do fire real mortar rounds at known enemy locations Paradrop: as I said, the chopper is hovering a bit too high for a proper and safe insertion, it's about 2-3m altitude when the cargo units eject. that's way too high, they get hurt most of the time. lowering this to below 1m would be fine. real paradrops aren't possible from what I know, since you would need to remove all backpacks from the units and add a parachute to them manually. after having tried a few AI paradrops in the editor they eject fine and also open their parachutes at a safe height, but they will die upon landing, still a vanilla arma3 issue that hasn't been resolved yet.
  12. Grumpy Old Man

    UPSMON for arma3

    Finished my tests for the newest 6.0.1 version Issues found: "NOSLOW" doesn't work on its own, only when used with "FORTIFY". Groups that only have "NOSLOW" will just move slow like the command wasn't used. Using the "MIN:",X,"MAX:",Y command results in lots of script errors, here's the link for the RPT file: Click Artillery is firing fine, is it actually firing like in the previous upsmon versions or is it a scripted artillery fire? The rounds were flying for only 3 seconds at a distance of 250m, which seems way too low to be real artillery fire. Not a big fan of that since in the old upsmon version AI used artillery just fine, even without using the specific upsmon artillery module. The changes for surrender and retreat are welcome but needs some further testing. UPSMON paradrop is doing fine too, although the chopper is a bit too high when dropping off troops, so they jump down 2-3m. At least they no longer eject mid-air and splat on the ground. cheers
  13. @tmortensen don't know anything about play with six since I'm not using it myself. I didn't tweak any settings, just removed some addon dependencies from the mission.sqm that would throw some errors thanks for the vote, hope others will chime in
  14. Grumpy Old Man

    UPSMON for arma3

    @Cool=Azroul13 thanks for further improving upsmon going to do some extensive testing later today can you make a new thread with the latest working versions and upload it to armaholic aswell? cheers
  15. This is currently a huge problem with every vehicles that have additional collision lights. Instead of using the main lights the AI will always turn on/off the collision lights, depending of the combat behavior. So no matter which behavior is set, AI will completely ignore the main lights on all vehicles with collision lights, currently all choppers, SDVs and speedboats. I made a feedback tracker entry and hope you guys can help me to upvote this issue. http://feedback.arma3.com/view.php?id=15487 I hope BIS will look into this and fix it soon, since it's probably one of the biggest immersion breakers right now. With all that new lighting going on it's a pity that this issue is still in the game.
  16. Grumpy Old Man

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Motorcycles/Bicycles
  17. Grumpy Old Man

    UPSMON for arma3

    downloaded your recent version and tried it again tested it in SP in a new mission and received the error that 'MCC_fnc_setvehicleinit' does not exist I used this to save the template group: nul = [this,"area0","TEMPLATE:",1] execVM "scripts\upsmon.sqf"; and this to spawn the template group: nul = [1,(getpos player),4,["area0","spawned"]] execVM "scripts\upsmon\mon_spawn.sqf"; other than the missing function error it seems to work in your version. cheers
  18. Grumpy Old Man

    Need Help with Intro

    You could put the following commands inside the civilian units init field: this disableAI "MOVE"; The things you tried with the blackfoot worked just fine here You could probably place it further away on the map and use a trigger to set the blackfoots position closer to the gorgon once the hunter is dead as for the specific ammo you could use this: vehicle1 action ["UseWeapon", vehicle1, gunner vehicle1, X]; where X stands for a number you need to try which number results in the weapon you want to have I usually use this to force AI to throw chemlights and smoke grenades
  19. Grumpy Old Man

    Prevent Side Switching

    As far as I can recall Bennys warfare for arma2 had something like this The player could join a side, play for a certain amount of time before getting locked to the side he's on then he could go to the lobby, select a slot from the opposing side and gets thrown into lobby as soon as he connects. Maybe the new BECTI from benny still has this script.
  20. This seems to be an issue with all vehicles that got collision lights on them. Instead of turning on the main lights AI will only turn on/off the collision lights. I already made a feedback tracker issue about this and included a mission. With all the beautiful lighting going on and the new rain already on its way it would be really nice to have this thing working again, like it did in arma2.
  21. Grumpy Old Man

    UPSMON for arma3

    Hey folks, just wanted to chime in to give a thumbs up to everyone working on upsmon! :ok: upsmon is probably the most important thing to me when making missions that should be replayable. unfortunately it seems that the spawn module and the template function won't work for now. has anyone else got it to work? @TPM95: there are already some commands that might do what you need "nowp" together with a "nofollow" and a "nomove" would provide the most stationary behaviour for a group, next to "nowp3" where they just won't move at all you can still take a look at the upsmon wiki, next to seamless documentation and nearly all of the stuff still applies to arma 3s upsmon. @Teifiterror: Can't reproduce your issue can you upload your mission somewhere? I'm using ambientcombatanim together with initial "nowp" commands in all of my missions do you run any other AI mods by chance?
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