Jump to content

syncie

Member
  • Content Count

    78
  • Joined

  • Last visited

  • Medals

Posts posted by syncie


  1. Not sure about ACE but for vanilla Arma respawning set respawnOnStart = -1 in your description.ext to stop the respawn template being run at mission start, which is what is moving you to your base position.

    Thanks for the tips. I first tried the respawnOnStart and that works ok! Didn't know that option, works also with the ACE3 module.


  2. sitrep (multiplayer coop mission with ACE3 on)

    I want to do a insertion by a vehicle (let's say a heli) and one soldier brings a respawntent with him. If the tent get's destroyed or for whatever reason it must be possible to respawn on base.

    The ACE module (for respawn) is on the map. If you die (and tent is deployed) you can choose in a popup window where to respawn..tent or base. Works fine, respawn is in front of the tent or exactly on the spot where i placed the ace3 respawn module on the map.

    problem:

    At the start of the mission i spawn on the base spot instead of in the vehicle.

    I want to start the mission in a vehicle (for the insertion) and after that i want to respawn on base or tent (if deployed).

    If it's possible without the ace3 respawn module it's ok too.

    Description.ext:

    //respawn = "BASE";

    respawn = 15;

    respawnTemplatesWest[] = {"MenuPosition"};

    Any ideas?


  3. I like to think of it as a punishment for dying =) haha, ok fair.

    I understand you want to keep the script simple but one other option I prefer (but that's how I think about it) is that reviving costs 1 FAK.

    One from your own inventory or you can take a FAK from the person that you are reviving. When playing coop with friends i see that we are more aware of the amount of fak's we have left. Also strategy changes with less FAK's.

    But no idea if that makes your/the script less simple ;-)


  4. Do you keep your gear after revive/suicide?

    Sorry for asking instead of testing but I tested more revivescripts and all scripts have their pluses and minuses. One of the most important features for me is that you get revived with the gear as it was when you died. So no default gear or the gear where you have started with. f.e: when you die with only 5 bullets left you get revived with only 5 bullets.


  5. On the Airstrip, I tried a default A3 plane and it worked ok, I didn't taxi it though, just started it on the runway. It could be an issue with the roads, or it could be an issue with that C130. I'll try to have a look.

    Yes you are right, the A143 went ok. A bit of challenge to land btw... when you come in over sea :-)

    Just some personal thougts;

    I find the runwayplates from the older arma version terrible...my eyes want to focus/sharpen them but that's not gonna happen ;-) or :-( I see those runways in other maps too and i can imagine that in a dessertmap it's maybe nicer to have those instead of the asphalt runways (except if it's a large airport). Why not give the airport near Paraiso the asphalt runways from A3? I saw these pieces of runway in another mod/editor.


  6. When walking on the airstrip near the city of Paraiso i almost don't hear my footsteps..not that important but when i walk on the gras between the two strips I suddenly hear myself walking on stones/concrete?

    (no other mods active)

    When I have the C130 EBU active and try to taxi from in front of the hangars or when I try to take off on the runway the plane dissapear with the tail into the ground and the nose goes up.


  7. Special Boat Service template.

    This template is identical to my other template (http://forums.bistudio.com/showthread.php?183777-DEVGRU_Hangar-Template. In that template i used a Hangar from where you can start your missions. In this one it's a LHD (amphibious assault ship): USS Khe Sanh from Chortles. I also changed the US SEALS for the British SBS, those addons from Massi are great to play with.

    I prefer to make my missions with a maximum of 3 requirements/addons...couldn't manage it this time because i wanted crewmembers on the deck for the ambience.

    You can place the LHD where ever you want on the map. You also can setup or load your gear on it, it has VAS 2.6 (Credits Tonic) and ASOR Gear Selector (Credits Lecks).

    You need 4 Addons:

    UK Special Forces by Massi -->http://www.armaholic.com/page.php?id=19345

    NATO SF and Russian Spetsnaz Weapons by Massi (above addon requires this one) -->http://www.armaholic.com/page.php?id=21912

    LHD (amphibious assault ship): USS Khe Sanh by Chortles -->http://www.armaholic.com/page.php?id=26196

    Flight Deck Crew Personnel byHazel & BGirlTray -->http://www.armaholic.com/page.php?id=26877

    Watch your Step:

    Don't walk to close to the walls on the LHD...you can get stuck. Sometimes that also happend with the stairs. That behaviour comes with the LHD addon and not the template.

    I placed some planes/heli's/speedboats for the ambience, if you want to place the LHD somewhere else just remove them or check their locations on the map. Speedboats don't do great on land ;-)

    loading_sbs.jpg

    sbs_template002.jpg

    sbs_template001.jpg

    sbs_template003.jpg

    Download ZIP: SBS-template.Altis.zip

    or

    Download PBO: SBS-template.Altis.pbo

    Ah..a last note:

    I know it's not perfect ...but hey it's free of use..change whatever you want.

    ==============================================-

    Update to 1.01 (fixed some errors)

    Links to the pbo and zip are pointing to the updated versions.


  8. I know there are already some rescue heli's in other mods but i would like to see one that has a neutral skin.

    So you can use it in the BlueFor faction and you can use it in whatever faction addon (German, French etc etc) you prefer. I often see some cool desinged vehicles/planes but there within a larger addon. So if you want to use one vehicle you have to install the complete addon. And it's also a bit odd to use a nice designed Strider vehicle that comes with a German faction addon and has the German markings and your player unit is from a Norwegian addon (because you live in Norway:-))

    So a heli that looks something like this would be nice in my opinion:

    AS365N3_DP-07642s.jpg

    Maybe some medevac markings or the words Coast Guard on it would be great. Main language ingame is still English for most user I assume so "Coast Guard" is not that bad. We must be able to distinguish the heli from a civilian one.

    Like Tybo25 also mentioned:

    Looking good man! I hope you stay motivated!


  9. I could probably tweak the color settings to make it a bit more gray, making it higher is a bit more challanging since the height is purely based on lifetime and speed. I don't want the particles moving uber fast to gain height, and I don't want the particles to linger too long after the source has moved to another location.

    Most important (for me) is the color. The less it looks like "firesmoke" the better it is in my opinion.

    //offtopic

    If there was a good (sand)storm script we could mix..a tornado combined with a storm.

    I saw this on youtube...

    maybe it's not everybody's taste but perhaps it can be tweaked (bit more visibilty/less sandcolor f.e.)


  10. I had no problems with this mod but since the last arma 3 update it keeps crashing. I only have 2 mods active..this one and cba_a3. I place one player on the map and one HMNZS Te Kaha and as soon as i want to preview it's game over :-(

    Anyone else with the same symptons?


  11. There pretty nice stuff in this mod, haven't seen/tested it all yet but great work sofar.

    I wanted to report some "bugs" and thought I use the feedback tracker but my Spanish isn't that good, it's in spanish language only?

    Hercules has spanish language to open ramp and door.

    Chinook has spanish language (hints) after selecting "attach position".

    Cargo hook operation is in spanish language (hint assistance).


  12. @Killzonezone_Kid: I was already a bit afraid of that.

    This is mentioned in the random weather script info:

    - Due to some limitations with particle effects that need to be used for snow, there are two configuration options available and you can configure them by setting the 'intSnow' variable (Line 60) to one of the following two options.

    - 0 = Interior Snow Off, (Default), snow will dissipate when a player is in buildings/vehicles, but will not be visible outside windows/doors while still in the building/vehicle. Snow will restart when the player goes back outside.

    - 1 = Interior Snow On , snow will always surround player, even when inside buildings/vehicles.

    Unfortunately neither is perfect, but until I can figure out a better way to handle snow/particle effects, it's the best I can do.

    Personally i can live with the option 0, snow stops while inside a building and it starts snowing when you go outside.

×