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Everything posted by syncie

  1. 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?
  2. syncie

    Respawn help

    Thanks for the tips. I first tried the respawnOnStart and that works ok! Didn't know that option, works also with the ACE3 module.
  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. 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 ;-) 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.
  6. For some missions i am creating I have build a DEVGRU Hangar. Just to have something where we can start from. I like to share it because maybe others like it too. You need 3 Addons: USSOCOM 75th Ranger and Navy SEALs DEVGRU by Massi -->http://www.armaholic.com/page.php?id=19131 NATO SF and Russian Spetsnaz Weapons by Massi (above mod required this one) --> http://www.armaholic.com/page.php?id=21912 RP2 Objects by Thedog --> http://www.armaholic.com/page.php?id=19690 I did not use a hangar that's already on the map but used the hangar object from the editor. So you can place it where you want on Altis or in any other map you like. Does it have the Lock & Load table from the movie Lone Survivor? Ofcourse it has :-) You can setup or load your gear on it. It has VAS 2.6 (Credits Tonic) and ASOR Gear Selector (Credits Lecks). (movie/credits by Universal Pictures) Watch your Step: 1. On some items I used the setpostion in the init Field so when you rotate the hangar (and everything that's inside) the "Lone Survivor Lock & Load Table" can be a bit messed up. You have to fix that up manually by moving the objects. Just play around with the stuff. 2. I also placed the hangar in the field. Some bushes / threes are still there when the hangar is placed on them. Trees growing through the congrete isn't cool So i tried the grasscutter (in the editor) but that doesn't do anything. I also used the command: (getPos this nearestObject xxxxxx) setDamage 1; Where xxxxxx is the nearest ID on the map. That trick does flatten the bushes but it's still visible. I haven't found a workaround yet...suggestions are welcome. I tested it also during nighttime and i'm not completely satisfied yet. All works fine, it's just a little cosmetic thing. I think the lamps in the hangar cannot be turned on. Maybe someone can confirm that? So i used three camping lights for getting some atmoshspere but i have some troubles with those because I wanted them to be placed correctly on the table or whatever. When i use "this enableSimulation false" on the lamp it doesn't turn on. Also the setpos command turns off the lamp?? I haven't found a workaround yet..so any suggestion..please shoot. I hope I overlooked something. Ah..a last note: I know it's not perfect (i'm still making adjustments) ...but hey it's free of use..change whatever you want. Suggestions are also welcome here. Download ZIP: DEVGRU_Hangar-template.Altis.zip or Download PBO: DEVGRU_Hangar-template.Altis.pbo If you take the pbo (for setting up gear i assume) you have to place that file in your arma3 mpmission map. Mine is --> Program Files (x86)\Steam\SteamApps\common\Arma 3\MPMissions ============================================== Version update --> now v.1.1 Above links are now pointing to the updated versions. Changes: - found a solution for the lights in hangar. It's still nog perfect but better than the campinglights, those are removed. - add extra items, mainly from the latest arma 3 update. - template starts now during night time. - update to ASOR Gear Selector v1.42
  7. Removed the link to the video. I was just helping and thought it could be handy.
  8. 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.
  9. 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.
  10. syncie

    X-Cam prototype map

    Will there be an Airport (civilian/militairy) on the map? and airstrips or any other militairy area's? I already saw a roadblock in one of the images. pretty good.
  11. syncie


    @Tavish Thanks for mentioning it. The spawned floating was a stupid one...pffff..too many hours editing ;-) I think the errors you mentioned must be fixed now.
  12. Very nice map. Little issue over here: Grid:059093
  13. @A.Cyprus well it's available :-) The DVS100/110 for example. Brochure in pdf: http://www.nivisys.com/en/uploads/MUM-14_Manual_ENG.pdf
  14. @Lightspeed_aust Which script are you using now? Do you like to share it with other arma 3 players? and does it snow inside or not?
  15. 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: 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!
  16. Yes, got it working. Pretty cool, the flooding and the airbubbles are great. I'm not sure why it works now and yesterday it doesn't..maybe it's saturdaybug on my site ;-) @Theodog88 That is a huge banner/signature you got there. ;)
  17. syncie

    [RELEASE] Tornados

    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.)
  18. syncie

    [RELEASE] Tornados

    Pretty nice ... questions - is it possible to make the tornado less dark in color? More grey..it's almost black. - and is it possible to make it a bit higher?
  19. still No Check. Maybe someone can place a simple demo mission on the net? Maybe it's my stupidity....
  20. Any help to get this working please, because this isn't working as far as i can see. - Place ANY Object down to Request Transport (laptop) ...CHECK - Name it: VQI_DIVER_HMSPROTEUS ...CHECK In game: 1.Click 'Request Transport'. ???NO CHECK
  21. Version update tot 1.1
  22. syncie

    HMNZS Te Kaha

    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?
  23. 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).
  24. @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.
  25. @Killzone_Kid: yes like that! GREAT! I asume that the amount of snow can be set higher. We like to have a white x-mas, with this amount of snow my mission has to start right away ;-)