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dachs

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About dachs

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    Lance Corporal

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  1. dachs

    [SP/CO6) Ghost Recon: Desert Siege

    Well, I'm sort of ashamed to admit I've edited them slightly due to demands from the guys, so we have respawn available in all missions. Also in the start area of every mission, I've placed an arsenal box, as the guys really like their Niarm guns, and that was the easiest way to please everyone. About us, I'm the only one who plays Arma, outside our LAN meetups, so we're pretty far from being MILSIM, as you might imagine. With that in mind, I think the balance is pretty good as is really. If you're carefull and plan the attack, there is a good chance to get out on top and unscathed, whereas if you pick off a couple of badguys in an uncoordinated fashion (as often happens with us), the AI will punish you. And, with the current number of AI, every player is pretty much guaranteed to have something to do/shoot at during the mission. On the other hand, I guess you're proposed changes would promote a more carefull and even slower style of play, which could be a good thing. That is certainly what makes them so damn cool to play for me, as a singleplayer with AI Team, in their original form without respawn and arsenal. You really have to be carefull, to make it to the end! Server settings: we have AI skill at 1.0 and Accuracy (or is it Precision, I forget?) at 0.35 I find those settings results in some pretty good firefights, without too many one shot kills. No AI addons used for the time being.
  2. dachs

    [SP/CO6) Ghost Recon: Desert Siege

    Hey, thats absolutely fantastic news! Me and the guys just scheduled another LAN meet for SEP 23, and your GR missions have become a key ingredient in our meetups 🙂 We played through them all once so far, except Cold Steam and Aurora, and plan to re visit as many of them as we can fit in, for a second run through this time around. Thanks for making them, and we are for sure looking forward to Aurora!
  3. dachs

    New to Scripting

    I'm still rather new to this scripting stuff too, but these guides helped me to get started: https://forums.bistudio.com/topic/145056-arma-3-scripting-tutorial-for-noobs/ http://www.armaholic.com/page.php?id=9220 http://killzonekid.com/category/games/arma-3/ https://community.bistudio.com/wiki/6thSense.eu:EG Pretty sure some of those links also are in the thread mentioned above, but hey, it can't hurt to mention them again.
  4. Thats how many respawn tickets your team has left I think. I don't know if it can be removed, while the ticket system is kept?
  5. Do you happen to know how to get the marker text, to show up on the map also? Hoping to do away with the moving marker script entirely.
  6. Fingers crossed for 8 here, as that is how many we are in our little LAN meet group. We haven't had a LAN yet, since you finished this campaign, but I'm really looking forward to introduce it to the guys. I'm pretty sure they will like it, as we played the original GR a lot, back then!
  7. Try this one: format ["I'm here: %1",mapGridPosition player] remoteExec ["hint"];
  8. Works like a charm with civilian but I wonder why it won't work when using east or opfor in the condition?
  9. Good for you! You both win the internet today I guess, sigh...
  10. Well.. You could choose to not comment, if you deem the question not worthy of your time..? And the above solutions work fine indeed, right up until the mission gets busy, then it starts loosing gear on respawns! It seems like the old gear just doesen't get saved properly. Anyway, I probably worded it poorly, but my real question was infact this: Is there a more efficient way of running that loop? And the loop in question while {alive player} do { [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; sleep 10; }; Ended up making it a function, and calling it with spawn from both initlocalPlayer.sqf and onPlayerRespawn.sqf.
  11. @Fiddi So, something like this, placed in onPlayerRespawn.sqf? _NG_newPlayer = _this select 0; _NG_oldPlayer = _this select 1; _NG_loadOut = getUnitLoadout _NG_oldPlayer; //Gets the loadout from killed Player unit. _NG_newPlayer setUnitLoadout _NG_loadOut; //Sets old loadout on new Player unit. It works, but only sort of.. Not everything is saved, primary weapon and launcher seems to disappear everytime? Maybe there is something fishy going on with the get and setUnitLoadout commands. The wiki does mention it's WIP? @phronk I've been doing it more or less as you show in the video, only I've been using BIS_fnc_saveInventory and BIS_fnc_loadInventory instead. It's working very well, right until the mission framerate gets a bit low, when there is a lot of AI activity. Maybe I just have to many AI in the mission? Around 50 enemy infantry and a couple of cars. I don't know, is that to much?
  12. I'm slowly learning this scripting stuff, and I'm beginning to wonder about best practises. As it is I'm trying to make it so Player will respawn with the gear he had when killed. I got it working by using onPlayerRespawn.sqf and onPlayerKilled.sqf, which works very well, right until the mission gets busy with 40-50 AI that is! Then, often times the gear does not get saved properly, and Player will respawn with only basic loadout i.e. a pistol. Instead I now use the code below, in initPlayerLocal.sqf, to save Players inventory every 10 seconds. What I'm wondering is, is there a more efficient way of running that loop? Spawn, eventhandler, precompile maybe? I've been reading about it in a number of threads, but can't quite grasp the differences..? while {alive player} do { [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; sleep 10; }; And the stuff gets loaded again using this in onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;
  13. Hi, getting back in to Arma after a bit of a hiatus. Used t8 units a bit last time I dabbled with mission making and found it very good! Just wondering, which version would you recommend me using, the v.061 build from January or the dev version? I don't really want to be fighting with too many bugs, as I tend to introduce plenty my self with my lacking script skillsand all, but the Eden interface looks very tempting indeed..?
  14. Hi, could use a little help with this, I can't seem to figure it out. I'm trying to run this from init.sqf, to check if the MoveToRoad task has succeeded, and if it has, end the mission for everyone. I hope I'm on the right track, however with the code below I get an error, missing ; so I guess my format is off ? Edit: Argh! Figured it out, I forgot to wrap the contents of the while loop in {}; [] spawn { while {true} do { _state = ["MoveToRoad"] call ENGTASKS_GetTaskState; if (_state == "SUCCEEDED") then {"end1" remoteExec ["BIS_fnc_endMission",0,true];}; sleep 5; }; };
  15. Could you perhaps make it an option? I'm not all that fond of the new fancy scifi'ish Ghost Recon stuff, but maybe it's just me being old and grumpy ?
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