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SOFTACT

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Everything posted by SOFTACT

  1. So i am currently running a AW - Altis for my public server, and it seems like all Revive scripts are breaking. Farq Revive: Simple and Good, Cant Load into Vehicles, and have to ALT-F4 when crashing a helicopter. BTC Revive: Broken, Naked when respawning, Duplicating items because of VAS+BTC. INS: ?? A3 Wounding: Broken, doesnt work half the time. Players lose options. So i am looking for a fix, or a STABLE revive script that might be out there. It seems some of the editors have gave up on their projects or dont have the time. If anyone knows of a good revive script that would be great! ~SOFTACT
  2. Hey guys, Had a quick idea for a training/gun test area. Basically there will be a decked out AI, that wont fire or move (or might be moving) [[[i Know how to use "disableai" func]]] The thing im trying to figure out is how to Re spawn the AI, to have the same Init, and will walk or just re spawn back in the same spot as before. If anyone knows how to do something like this, it would greatly appreciated. Thanks, SOFTACT
  3. SOFTACT

    AI Respawn

    so the premise your describing is that you create a playable unit, and declare that AI is not disabled. thus, when that unit(>>>AI, not a player<<<) dies it will respawn at its marker ("respawn_east"). Correct? EDIT --- Ahh ok, i see. So playable AI will respawn if playable. now the only thing to figure out is how to have it re-init itself. thanks.
  4. SOFTACT

    AI Respawn

    "Respawn AI", i know how to respawn units. But i want to respawn AI
  5. I know they had some in Arma 2, but is there a way to set a watermark for servers in Arma 3. A water mark is branding on the screen that will say maybe a unit name, or ts3 info ect, ect
  6. is there a way to disable fatigue system released in BootCamp?
  7. SOFTACT

    =BTC= Revive

    This started happening after this weeks update, BTC Revive has not been updated in ALONG time, nor has BTC Logistics. I would suggest looking into another revive script(not much to choose from).
  8. SOFTACT

    =BTC= Revive

    Im having a glitch, when a comrade dies, the drag and carry option is there for about 5 seconds, then it disappears, i can only revive him, but cant drag him into cover. Any help would be great
  9. So been searching for awhile now on how do to some mission parameters. Cant seem to find what im looking for, everyone wants to change time and weather. All i want to do is activate a SQF if they choose value 1. What i currently have: class Params { class ReviveEnabled { // paramsArray[0] title = "Enable Revive?"; values[] = {1,0}; texts[] = {"Yes","No"}; default = 1; }; class PlayerMarkers { // paramsArray[1] title = "Player markers on map?"; values[] = {1,0}; texts[] = {"Enabled","Disabled"}; default = 1; }; class VAS { // paramsArray[2] title = "VAS Box At Start?"; values[] = {1,0}; texts[] = {"Yes","No"}; default = 1; }; }; I have made custom scripts that work upon if the option value is 1 or 0. [] execVM "scripts\vasload.sqf"; [] execVM "scripts\playerMarkers.sqf"; and then for revive im using far revive, so i need to call it: call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf"; ive tried many ways, but she cant find them nor will she activate them. Any thoughts? Just want to activate thous scripts if the value is 1 Thanks, SOFTACT
  10. @shay & spirit Yes you are right, my server was running r19, and my modpack was running r19. its odd, because i thought i updated it. Sorry for the confusion, ill do a test operation and see if it fixed it. Thanks for the reply! ~-SOF- Tactical Realism
  11. Hello, I have been seeing some problems with mcc that maybe someone else has found? The mission editor gets very slow and unresponsive. To a point that it takes 5 mins for your spawn to appear. We did a very simple operation, only about 30 AI, and this was after a fresh server restart, at the begining it was even laggy and slow for mcc to place units, but the ingame experince was not laggy, just MCC was lagging. Any input would be awesome. Thanks, ~SOFTACT
  12. Hey Guys, Working on a MHQ project, and im having some "Morals" problems. Basically, because i dont have a working script for vehicle re-spawning "Tophe's" I need to be able to keep the name & init of the vehicle, but that script does not work properly with that. So theres the morals: Either i have the MHQ un-destructible, or let it blow up, and never recover it. So i was thinking if there is a way to prevent it from exploding, keeping it at the border line from Exploding and being completely damaged. Having the vehicle rendered use-less until recovered. If there is a setting for this, i would love to hear about it. Thanks
  13. Do you know of any good ones, im searching the database right now for something similar to restricting it. Unless i have a loop script waiting for the vehicle to re-heal after it finds it !alive. If {!alive mhq1} then { mhq1 setdamage 0.9; }; Something like that maybe?
  14. SOFTACT

    Boeing C-17 ArmA 3 Mod

    0.0 X.X Now just got to recruit some Fixed Wing Pilots for my AirCorp Company!
  15. From what i have tested. By your 1000m(1km) Blast Radius. This is about a 3 kiloton Nuclear Bomb. The Specs on Whats really happening: Fireball radius: 90 m (0.03 km²) Maximum size of the nuclear fireball; relevance to lived effects depends on height of detonation. If it touches the ground, the amount of radioactive fallout is significantly increased. Minimum burst height for negligible fallout: 90 m. Thermal radiation radius (3rd degree burns): 0.87 km (2.37 km²) Third degree burns extend throughout the layers of skin, and are often painless because they destroy the pain nerves. They can cause severe scarring or disablement, and can require amputation. 100% probability for 3rd degree burns at this yield is 7.7 cal/cm2. Radiation radius (500 rem): 0.91 km (2.59 km²) 500 rem radiation dose; without medical treatment, there can be expected between 50% and 90% mortality from acute effects alone. Dying takes between several hours and several weeks. Air blast radius (5 psi): 1.01 km (3.23 km²) At 5 psi overpressure, most residential buildings collapse, injuries are universal, fatalities are widespread. Optimal height of burst to maximize this effect is 450 m. Now since you have not established nuclear fallout-radiation spread yet, i set the air burst to 450m, hence the lack of such fall out. Deaths? Estimated fatalities: 410 Estimated injuries: 2,450 This test was done at the airbase in altis (The real life one). All this information was proved by NUKEMAP, heres a direct link to my test results. http://www.nuclearsecrecy.com/nukemap/?&kt=3&lat=39.923496&lng=25.2335153&hob_opt=1&hob_psi=5&hob_ft=1478&casualties=1&fallout=1&zm=15 Thank you to the author of this, you just made my RP missions for my unit alot more interesting. ~-SOF- Tactical Realism
  16. Hello, Ive been searching for some time on a easy way to Score Count for a PvP game. Just a basic one, that will count the kills from each faction, and who ever reaches the limit wins. If there is a easy script, or even a line of code that will count, that would be awesome. If we can compile something, i will post my finding, and possibly a sample mission for people can create some in-house pvp with there community's. Thanks, -SOF- Tactical Realism Dev Team
  17. SOFTACT

    Using Pre-Placed Buildings?

    Dren's Editor is a nice mod that will do this for you. If you edit the mod (the .pbo) you can add more objects that you find throughout the world. http://www.armaholic.com/page.php?id=19650
  18. Hey brians, Using A3MP map pack here, Wanted to make takastan ied filled, like ur altis sample is. Is there anyway to make a global marker, for it randomly spawns on all roads? If so, could u explain on how to do this? For now i can only get it spawn in major towns. Thanks! -SOF- Tactical Realism
  19. I have had this problem with a custom mission i made, i copied one of our old AW invade and annex maps troops over, and one of our mission makers ended up making "Custom Loadouts" for the characters. In the players Init field it was taking away and giving them our "Marine Base" uniform loadout for we did not have to tell people what to get. By doing this, it ended up screwing stuff up pretty bad in the end. I dont know what caused it, but by deleteing all changes in the Init field of the troop, i was able to stop this from happening. Now this could of been fixed with the new AAF Reinforcment pack that arma came out with. But its a start to try and help you out. Heres a sample of what was in the troops Init Field: I do not know how or what one of our mission makers were doing when he did this, and also do not know where the problem lives within the init field, but i still suggest not doing this with missions.
  20. -SOF- Special Operation Forces, is a MilSim Community that is always looking for new members. We strive for Tactical Realism and Structure. We have over 80+ Members that join in on our operations. Structure: -SOF- Is a Battalion Operated Unit with 1 Company. We are USMC Force Recon. USMC Ranks & Flight Ranks. We have 3 Major Types: Grizzly (Armour) Marine Aviation (Air) Force Recon (Infantry) All of which hold there own training. About SOF: -SOF- has been around since Arma 3 Alpha, and we have grown majorly since that time. We are comprised of members throughout the world, with many talents and abilitys that keep -SOF- fighting strong. We have 3 Servers, Public Operations(Vanilla), Private Training Server, and Our Mod Server. We have an up and running modpack, for use with our training and mod servers. Tech support, and help is always up. We make our own missions, or bend other missions to our tactical standards, and have dev teams working on new stuff all the time. All people are invited to join our teamspeak and chat with us, or fill out an app to join SOF. We structure on LIFE, not the game, we know people have busy lifes and will not dock you for that. If you are interested in joining SOF, please come to our teamspeak or visit us at: http://specialoperationsforce.enjin.com/ Teamspeak: 192.169.80.94:10048
  21. For your issue of performance impact, just add "setdamage 1" that should make some impact ;] Good Script!
  22. Can anyone help me? So i made a base map with scripts and stuff. My dedicated server is running MCC. But the Access Rights mod. will not allow me to do anything . No option. it is synced with the player. Does this work on Dedicated servers? Or do i have to use one of thous maps that shay created?
  23. Hi Guys, Im working on a mission that requries you to take a laptop, when you take the laptop it sets its damage to 1 and moves it to a Cache location. So that laptop is now destroyed. What i need is some type of trigger waiting around to check if all (8) laptops are destroyed. There names are Kavbas, Kavbas_1,Kavbas_2 ect ect... Also if there is some way to make the triggered by a player turning in the intel, so i will make the intel appear around the Cache once he walks into the trigger. Any help would be great!
  24. Yes i do. EOS works, but only in a open field. Its seems if they spawn in a city they just all died. Any help?
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