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maccas117

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Posts posted by maccas117


  1. Hi there,

     

    Using the following code I've been able to spawn groups of AI, easy enough. However, I want to remove the randomness and spawn specific groups, ie. HAF_InfSquad. I've never been able to get it to work, even though according to all the forum topics and BIS own wiki pages, I should be able to do it.

     

    if(!isServer) exitWith {};
    
    //========
    
    _groups = "True" configClasses (configFile >> "cfgGroups" >> "Indep" >> "IND_F" >> "Infantry");
    
    //========
    
    systemChat str "inf_script_3 working";
    
    for [{_i=0}, {_i<1}, {_i=_i+1}] do
    {
    	_randomgroup = selectRandom _groups;	
    
    	_grp = [getMarkerPos "spawn_marker_4", INDEPENDENT, _randomgroup] call BIS_fnc_spawnGroup;
    
    	{
    	_x unassignItem "NVGoggles_INDEP";
    	_x removeItem "NVGoggles_INDEP";
    	_x removeWeapon "launch_I_Titan_F";
    	_x addPrimaryWeaponItem "acc_flashlight";
    	_x enableGunLights "forceOn";
    	} forEach units _grp;
    
    	_grp addWaypoint [getpos REAPER, 150];
    }; 

     

    What I want to be able to do is this code, but whenever I use this the script runs, and no errors are thrown, but nothing happens:

     

    if(!isServer) exitWith {};
    
    //========
    
    systemChat str "inf_script_3 working";
    
    for [{_i=0}, {_i<1}, {_i=_i+1}] do
    {
    	_randomgroup = selectRandom _groups;	
    
    	_grp = [getMarkerPos "spawn_marker_4", INDEPENDENT, (configFile >> "cfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfSquad")] call BIS_fnc_spawnGroup;
    
    	{
    	_x unassignItem "NVGoggles_INDEP";
    	_x removeItem "NVGoggles_INDEP";
    	_x removeWeapon "launch_I_Titan_F";
    	_x addPrimaryWeaponItem "acc_flashlight";
    	_x enableGunLights "forceOn";
    	} forEach units _grp;
    
    	_grp addWaypoint [getpos REAPER, 150];
    }; 

     


  2. UPDATE

    Mission 1 Debrief

    Bomb threat to the island was pacified - but at a cost. One bomb out of four was detonated, destroying the city. Intel received from captured enemy OPFOR officer suggests a large scale invasion of Altis at some point in the near future.

    From the Ashes: Second mission - 9th May 0900 Zulu.

    Situation Surprise strike! Enemy GREENFOR have captured the main Altis airbase and set up a strong defensive posture in preparation of their main invasion force. USEC and allied elements have fallen back to a derelict outpost in Pyrgos with no assets. OPFOR are hunting us down, and have arrived at Pyrgos docks by boat...

    Objectives

    1. Eliminate the OPFOR presence in Pyrgos, and requisition their speedboats.

    2. Travel to designated positions of interest on the map and recover assets in preparation of re-taking the airbase.

    3. Eliminate any OPFOR outposts we come across.

    4. Retake Altis airbase.

    Downfall: Final mission objectives - 16th May 0900 Zulu.

    1. Coming Soon


  3. Hey, I'm getting huge problems for some reason when I try to access VAS while using vanilla Arma3.

    My main error is "No entry 'config.bin/VAS_Diag/controls/gundetailslist.ListScrollBar'

    I did a lot of digging and the only fix I could find was to go into the common.hpp file and edit anything that said "scrollbar" to "listscrollbar", but that didn't work - only came up with more errors.

    Also curious is, as I said, it only happens when playing vanilla. When I have my mods enabled, it is fine.

    Cheers

    Macca


  4. For the first time USEC is inviting public players to join us for a series of 3 missions linked by a story over 3 weeks, with no mods required. Simply jump on the server and on Teamspeak to participate. The first mission will be occurring on Friday the 2nd of May at 0900 Zulu on our public server named USEC Public Server AU. Here is a link to Zulu (UTC/GMT) time, to allow conversions to your local timezone:

    World Time Converter

    These missions will be similar to the ones USEC conduct weekly. As such we expect those who join to play maturely and listen to the orders of the NCO’s in charge of the mission. This allows you and everyone else involved to get first hand experience of how we operate, and also have a good time!

    Uprising: First mission objectives - 2nd May 0900 Zulu.

    A bomb threat has been reported on the island of Altis within four cities. Eliminate the insurgent cells and destroy the bombs before detonation.

    Find the insurgent officer responsible. The intelligence he has reveals a larger threat…

    SMEAC to be published before Mission day

    From the Ashes: Second mission objectives - 9th May 0900 Zulu.

    Coming Soon

    Downfall: Final mission objectives - 16th May 0900 Zulu.

    Coming Soon

    Public Session Promo Video

    Check out more videos from some of our members here:

    https://www.youtube.com/user/USECForceOfficial/videos

    Feel free to jump on our Teamspeak and have a chat or ask some questions about joining!

    Contact us:

    Website: www.usecforce.com

    Email: info@usecforce.com

    Facebook: https://www.facebook.com/UsecForce

    Teamspeak: usecforce.com

    Public server details: USEC Public Server AU


  5. usec_logo_l.png

    If you're looking for a well organised yet fun group to play Arma 3 with, then look no further.

    www.usecforce.com

    Unity Security Force is an international Milsim community founded in 2002 by Dean “Rocket†Hall, the creator of DayZ. We conduct simulated military operations, and our members achievements and statistics are recorded to provide a full virtual military career. Although we have ranks, command structure and we conduct our missions in an organized way, our main goal is always to have fun, and we welcome people from all around the globe.

    We have our own server where we create and play our own missions every week, using mods such as ACRE, XMed, Lifter and many more. Every few months we have force-wide operations, consisting of large scale missions connected by a narrative over a series of weeks. We are not based on any other units, but are our own force with our own doctrines, training procedures and history. For Arma 2 we also developed a pool of in house mods, which we released to the public on the release of Arma 3. http://forums.bistudio.com/showthread.php?167440-USEC-arma-2-mods-by-Rocket-public-release&p=2542243#post2542243

    http://i.imgur.com/iU37pQF.jpg

    Jump on our teamspeak to say hello and have a run around with us: 94.23.247.140 (no password) (You can also connect by typing usecforce.com into the IP)

    Although USEC is a community based around ARMA, we do play many other games on a casual basis including Planetside 2, Mount and Blade, Company of Heroes, Payday 2, and Total War. Just jump on Teamspeak and suggest a game and someone will likely be interested!

    Within ARMA III we are comprised currently of 3 primary units:

    An infantry unit, the Unity Royal Lancers

    A rotary-wing aviation unit, the Little Angels Squadron

    An armoured unit, the Steel Riders

    http://cloud-2.steampowered.com/ugc/705107842989628896/8E74EDABD4671FB32E7CECA62EA042DD69095BE8/

    http://i.imgur.com/jdjzPXk.jpg

    Note: Ages 16+

    Come check us out!


  6. Currently you may change radio codes using API to set the same values for BLUEFOR and INDEPENDENT. In such case 148 will be able to transmit for the 152.

    I'm new to coding and that, so where exactly do you change these values, and how do you access it?

    Just small note - we conducted successful 136 players game with mod( http://arma3.swec.se/game/data/881268 )

    And I assume you guys didn't have the issue with radios switching out after death? Maybe it's a bug between TFR and Invade and Annex?


  7. Hey nkey. Love the mod, so much smoother than ACRE.

    However a couple of issues.

    1) When playing Invade and Annex, when we die (as Blufor) and get revived, the radio swaps out, even though we started off with the default radio. I know you've answered similar questions to this a couple times but this circumstance is slightly different. We're not running any extra mods or addons, just vanilla Arma 3 with TFR.

    2) The 152 (haven't tested the 148 and FADAK) doesn't seem to have the range that it's supposed to. Only works properly within 600 metres or so. However, I am going to test this again ASAP.

    Future features:

    1) Having the short range radios as an item would be really helpful, similar to the way the long range radios are backpacks.

    2) The ability to have a radio set to right or left ear, and another radio to the other ear

    3) A third radio for each faction for short range stuff (assuming I haven't tested the 152 correctly and its range is 3km) for inner squad use.

    Cheers

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