Daantjeeuh
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Everything posted by Daantjeeuh
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Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Lordheart Thanks mate, I am already aware of this ^^ I just didn't get around to doing it yet, I'm working on making my missions completely AGM-compatible so pretty much every action will be done through it. -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use brians Random IED script. In the settings you can simply set which tool or tools are required to disarm IEDs, in my case the AGM Defuse Kit. One thing I'm still working on is getting his 'disarm' action (which he does through addAction) into an AGM Interaction. -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question: how do I set a unit captive with cable ties on it's init? -
Randomly generated roadside IEDs
Daantjeeuh replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey man, me again, another question: Right now you use an addAction for the disarm functionality. I was wondering if you could help me how I could get this to be done with an AGM interaction. You can find the function over here: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Interaction/functions/fn_addInteraction.sqf any help would be much appreciated :) Thanks in advance! -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Daantjeeuh replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lol I hope not! I seem to recall A3MP also had (or maybe still has) this issue. Particular map was Zargabad btw -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Daantjeeuh replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have noticed that 5.56 mows down trees, could this be looked into? :) -
I know you said no ETA, but do you have an update on this? :)
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Daantjeeuh replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you place down a unit in the editor he has an init field where you can put in custom configuration to give him different gear or loadout for example, or to make the unit execute certain scripts. How can I accomplish that on the civilians that spawn in dynamically (I'm talking about the script versions of your mod)?- 5767 replies
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- single player
- realism
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(and 1 more)
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Daantjeeuh replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, if you place down a unit in the editor he has an init field where you can put in custom configuration to give him different gear or loadout for example, or to make the unit execute certain scripts. How can I accomplish that on the civilians that spawn in dynamically (I'm talking about the script versions of your mod)?- 5767 replies
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- single player
- realism
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(and 1 more)
Tagged with:
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Daantjeeuh replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Probably has been asked before, but how do I customize the init field from civilian units? :) Thanks!- 5767 replies
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- single player
- realism
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(and 1 more)
Tagged with:
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Daantjeeuh replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this map pack also offer compatibility with other A2 maps (user made) like A3MP + A3MP Additional Pack do? Also one thing I noticed: going from A3MP to AiA is very easy, going back not so much as it places some dependancy stuff in the mission.sqm -
You have probably gotten this question before, but is there a way to check for positions in buildings (only) to place an object?
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Kiory, since Trixie stopped with his British weapons pack, aren't you interested in taking it over? You're pretty much the only one left with British weapons...
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C-L-F Mods - Additional backpacks/radios for TFAR
Daantjeeuh replied to raspu86's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know about the volumes... They fit less than a default radio backpack from TFAR right now. If you're familiar with the AGM mod, you can only put 15 bandages and 15 morphine injectors in them and it's full.. doesn't seem very realistic to me, I think the volume might be a bit larger. At least so it's on par with the default radio backpacks from TFAR -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@commy thanks for your reply, I got it working now! :) I wanted to add a 2nd interaction btw, and it worked. Reason that it didn't was because (shame on me) I forgot a semicolon somwhere -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, the problem is that it's more about this system that I wanna get to work because the 'conversation' is just a placeholder for now. I am using this to create a civilian interaction system ^^ -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alright, thanks for the help! Now I have this in my units init field: [this, "Talk to", 3, {true}, {nul = [this] execVM "script1.sqf";}, true, 0] call AGM_Interaction_fnc_addInteraction; In script1.sqf: _man = _this select 0; [_man, "Talk some more", 3, {true}, {"Talking some more";}, true, 0] call AGM_Interaction_fnc_addInteraction; However this doesn't work, any idea? Thanks in advance -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And how would I use this as I would otherwise use addAction on a civilian to execute a script? -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is probably a long shot, but is it possible for a mission maker to add his own custom field to the interact/self interact? Because right now everything has got to go through addAction, which can make certain stuff quite confusing sometimes. -
Enemy occupation system (eos)
Daantjeeuh replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Got it working now! :) -
Enemy occupation system (eos)
Daantjeeuh replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's what I figured by looking at your scripts, but this doesn't seem to work for me (in the init.sqf): _markers = server getvariable "EOSmarkers"; _cache1Pos = _markers call BIS_fnc_selectRandom; _cache2Pos = _markers call BIS_fnc_selectRandom; call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; { _x setpos (_cache1Pos call SHK_pos) } foreach [cache1]; { _x setpos (_cache2Pos call SHK_pos) } foreach [cache2]; -
Enemy occupation system (eos)
Daantjeeuh replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a function or a global array that contains all string values of the marker names? -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So... what is now the classname for the hand flares? I would very much like to know to add them to my ammobox ^^ -
Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Authentic Gameplay Modification
Daantjeeuh replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE