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PenguinInATuxedo

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Everything posted by PenguinInATuxedo

  1. I remember being able to do it on the MilGo MSO server, but that server was running a heavenly modified mission hard to say if it was MSO or their own creation.
  2. PenguinInATuxedo

    BLUFOR IFV-Marid retexture

    Lol look at that Leopard 2 squeeze in there, maybe should have opted for slammer UP.
  3. PenguinInATuxedo

    Takistan Insurgency [Dev Thread]

    While testing some players were unable to gather intel and the intel was giving the hint distance markers on the bery corner of the map. This, http://i.imgur.com/Y6427Wy.jpg?1 (118 kB) We searched that area but could not find it either. Like Above we encountered the civ vehicles spawning in our base too, and sometime intel was in very odd places like outside the town on the side of a hill.
  4. PenguinInATuxedo

    Takistan Insurgency [Dev Thread]

    Thanks for update I did like you said I added VAS on my version and removed the images, the clothing changer and ammo boxes, is it possible to make the VAS box enabled via parameters? That could be a solution for people that want it without having to edit mission, although it would add to overall mission file size and may not be used, an option though. I will keep in mind the player unit names work alongside scripts, I will keep the same format you have started for when I add more slots hopefully won't cause too many headaches in the future. Have you thought about adding a support module for transports? Can be useful with lower player counts. As always keep up the good work.
  5. PenguinInATuxedo

    Takistan Insurgency [Dev Thread]

    I've started my adaptation of your mission Phronk, Hope it can live up to your standards. If I have questions can I post them here? or would you rather I PM you? First question is I noticed the Player units are named (P1,P2,P3, Etc) is that for a scripts sake or can they be changed and more slots added? I have looked around through mission files but can find anything referencing player slot names.
  6. PenguinInATuxedo

    A-10C for Arma 3

    That thing looks like it can haul anything.
  7. PenguinInATuxedo

    @A3MP - ArmA 3 Map Pack

    I'm pretty sure I heard the sounds of Pw6's bandwidth weeping when the update was released.
  8. Exactly my thoughts its not like your laser designator transforms into a tablet. right now I just use GPS but I like the idea of the beret or maybe uniforms.
  9. PenguinInATuxedo

    Takistan Insurgency [Dev Thread]

    I love the performance I was getting 40-50 fps in editor preview, in my mission i get about 20-30 fps so the performance is excellent. I noticed Insurgents spawn when you're in towns while good for ambush play it would be cool for some villages to be outright hostile and have the EI spawn before you get in town. Maybe you can do something about the ammo boxes, I understand you might not want to include a VAS type system but having people ferret through 20 boxes can be annoying. Maybe add some more light armour vehicles to base would be nice to have some armour. I only put in a short session but I will get the mission up on our server and try throw some of the AEF troops at it.
  10. PenguinInATuxedo

    Virtual Ammobox System (VAS)

    Check the config file they might be in the blacklisted array.
  11. PenguinInATuxedo

    Takistan Insurgency [Dev Thread]

    Welp, I was making my own insurgency style mission for my unit with ALiVE and CAF_AG but looks like you are all over it, mine will no doubt be terrible in comparison. Can I use your mission and modify it to have my units info for public play? I will of course credit you with the overall mission design. Here is the one I am/was working on.
  12. Is it possible to make the built in scripts like VAS editable in the mcc controller? I would love to be able to restrict VAS items and add more slots.
  13. If you're still taking location suggestions I think a Japanese island would be cool one of the bigger ones, maybe even main land Japan. I really want to see what skilled hands can create In the Japan setting since it offers many types of terrain, kinda hope BIS will do Japan as the first dlc terrain they are planing, so they can throw 20 devs in a room lock the door for a week and see what they create.
  14. Today while flying around in an ALiVE mission i made I noticed that enemy AA missiles seemed to be invisible, i never saw them come in like usual but they were on radar and were very easy to lose with flares. When i flared 5 missiles in a row I got suspicious and tried just hovering and not flaring to see missiles while i didn't see the missiles, 2 out of 3 missiles while still and not flaring missed or exploded nearby not actually hitting I was using just ALiVE, A3MP (Takistan) and CAF_AG Enemies (Middle east) so i presume they were using the strela. i was 2000th Reply to thread :) Congrats ALiVE Devs, best part is ALiVE is still a baby so many thousands of replies still to come.
  15. PenguinInATuxedo

    Terminator Rising (WIP)

    While Altis houses may not have furniture the island is not "Abandoned". Looks cool BTW keep it up.
  16. PenguinInATuxedo

    Creating a custom Zeus Map

    The official presets are a little difficult to adapt but they should be in your ArmA folder in steamapps I can't remember exact location and can't look coz I'm on tablet in bed. You can also join server running them and then look in your appdata local folder under mp missions. There is a thread on here by a guy named jetfox who has made a pretty good zeus mission with scripts and so on maybe look at that thread and get his mission for your base.
  17. I just add an addaction to the object init field calling the TeleportToSL.sqf file. If you don't know how to do an addaction then you should look it up on the BIS wiki, normally I would just link you the line I am using but I'm typing this on my tablet in bed. Off the top of my head though should look like this this addaction ["Teleport To SL", "TeleportToSL.sqf"]; The first set of " " is where the text that will be displayed when you scroll wheel goes the second set of " " is where you put the path to the .sqf file you want to call. You can get very fancy with it and add colors and change font (I think) but you don't need that yet.
  18. This one is pretty good, http://forums.unitedoperations.net/index.php/topic/10467-jip-teleport-script/ But can only TP to SL so if the SL uses it they just TP to themselves. Edit, i see you are using the one i linked >.< egg on face. It works perfect for me in MP just i call it via a map object no mission init
  19. PenguinInATuxedo

    Tactical Battlefield - A PvP Modification

    can't wait to try it out in the BigD Event on Sunday.
  20. PenguinInATuxedo

    CJTF101's EDITOR v1.1

    Above sounds like a very good idea, I use this mod ALL the time while editing being able to distinguish would be great as well.
  21. Does this mean you're just about ready for first release version of the samples mod, ALL PRAISE ALDURIC OUR MIGHTY OVERLORD! My bandwidth is at your disposal my overlord. :P
  22. PenguinInATuxedo

    NEW Visitor for A3!?

    When the new tools do arrive I would like to have a look at map making, hopefully it won't be too brutal on new comers.
  23. I use LEA to make custom soldier kits for my missions and LEA has a feature to "Load on respawn" but it seems to conflict with respawn script because it doesn't work so I've been looking for a simple script to save loadout on death and give it back to you when alive again. I found a simple one on ArmAholic http://www.armaholic.com/page.php?id=21334 that does just that, But the guy who made it hasn't updated in while and there is an issue where you loose 1 magazine (the one in weapon I think) and you get duplicate of the item in the binocular/Rangfinder slot. I've tried to fix this myself but had no luck (I'm a layman at scripting) can anyone here help me? Here are the two main .sqf files used: capture.sqf uniform01var = uniform player; vest01var = vest player; backpack01var = backpack player; headgear01var = headgear player; magazines01var = magazines player; weapons01var = weapons player; primacc01var = primaryWeaponItems player; secacc01var = secondaryWeaponItems player; sideacc01var = handgunItems player; items01var = items player; assitems01var = assignedItems player; goggles01var = goggles player; And weaponrespawn.sqf waitUntil {!alive player}; waitUntil {alive player}; _p = player; removeAllAssignedItems _p; removeAllItems _p; removeAllWeapons _p; removeVest _p; removeUniform _p; removeHeadgear _p; removeBackpack _p; if (uniform01var !="") then{removeUniform _p;_p addUniform uniform01var;}; if (vest01var !="") then {removeVest _p;_p addVest vest01var;}; if (backpack01var !="") then{removeBackpack _p;_p addBackpack backpack01var;}; if (headgear01var !="") then {removeHeadgear _p;_p addHeadgear headgear01var;}; if (goggles01var !="") then {removeGoggles _p;_p addgoggles goggles01var;}; {_p addMagazine _x} forEach magazines01var; {_p addWeapon _x} forEach weapons01var; {_p addPrimaryWeaponItem _x} forEach primacc01var; {_p addSecondaryWeaponItem _x} forEach secacc01var; {_p addHandgunItem _x} forEach sideacc01var; {_p addItem _x} forEach items01var; {_p addItem _x} forEach assitems01var; {_p assignItem _x} forEach assitems01var; I'm sure the fix is something little like slot designation changed but any help would be greatly appreciated. I am trying to contact the guy who made the script but I don't think he frequents ArmAholic much anymore since he let his script run out of date, I am also trying to contact him on steam.
  24. In the "Save Gear" option working in MCC under "Mission Settings" when I enable it the player respawns with out many items with different weapon and without any tools like map, compass etc. May be conflicting with something but I can't find what since nothing else is trying to say load outs or what have you. I use LEA to set the units gear on mission start.
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