3lockad3
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Everything posted by 3lockad3
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Actually, Zeus and MCC does the job very nicely, so I'm very content at the moment. Thank you Inlesco you're da man!
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Vcom AI V2.0 - AI Overhaul
3lockad3 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, thank you for your reply. Ya I did notice them hunt me off the grid very aggressively. Thanks Q -
I'll keep this short as usual. What scripts are close to the reality side of the game with intelligence in mind. Getting really sick at the AI just watching me shoot at them lol So what mods or scripts actually work and are being updated, so that I do not waste my time with dead projects, and really there are so many subtleties that it would be hard to test them all and get reliable data back.. I guess this is where I ask what do you use, and is it versatile and reliable :) 2 Must haves, work in MP and dedi environments. Thank you very kindly in advance for you time. Q
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I help where I can, however, I have limited abilities in that area, and I do not have access to the environments they are looking for in most cases, nor do I know enough to try to reproduce them. Just depends how familiar I am with the product. I do help out where I can tho. ---------- Post added at 15:05 ---------- Previous post was at 15:01 ---------- I have tried the FHQ mod, in fact, I think I still have it :D Can use just about the whole script, but I sadly could not position things and have them save to the sqm or an sqf for that matter. I'm working on something right now, so I'll give the mcc and Zeus a shot. Thank you Inlesco :cool:
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[RELEASE] Recurring Cleanup Script
3lockad3 replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! I tested it and it does exactly what I have wanted for sooo long Cheers! Hope you get the rest sorted :) Just noticed all the stains left from the deleted bodies XD -
Ai question to the genral comunity.
3lockad3 replied to 3lockad3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So far I'm at Vcom AI in 1st bCombat infantry AI Mod 2nd Vcom has implemented way better driving by the ai, not to mention, the AI just kill it in battle and communication. Will test both, but this is so far where I stand. ---------- Post added at 11:02 ---------- Previous post was at 09:38 ---------- Okay thanks @Redarmy. I do a lot of testing, so I'll give them a go. Just busy staying alive in Sangin with Vcom atm :D -
Vcom AI V2.0 - AI Overhaul
3lockad3 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does this mod work good with units from EOS ? I would like to use this in a larger scope if it doesn't cause performance issues with cached units. And EOS gives them WP's which you said might mess with them being called over to other teams within their side as reinforcement. I can also account that the ai seems to group up unrealistically at times. This mod is exactly what I was looking for! Tons of testing to do now. -
[RELEASE]Zeus Mission Builder
3lockad3 replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe I do not understand how this works exactly, but when I drag and drop the PBO into my missions/Mpmissions folder it does nothing and it does not even show up in the games list. Is there no documentation on what exactly the features are ? and maybe a shove in the right way to utilize this. Thanks! -
Ai question to the genral comunity.
3lockad3 replied to 3lockad3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya there is way to many to test by myself lol, I pretty much play alone, so I just got to keep myself happy :D Thank you very much for you post :) Sure helps when people help narrow things down. CHEERS! I'm also aware of UPS, however, it is only good in a small mission setting. Looking for more just the ai factor then the spawning as well, EOS is stable enough and versatile enough, just the troops are to stupid even when I do up the skill to full. -
Setting marker hieght for respawn?
3lockad3 replied to drunkenjawa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you mate, it is a start! -
Release - VR Random Urban Area Generator Script
3lockad3 replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
cool! nice fast way to create a PvP match lol Wonder what will happen if I place enterable objects in the object pool, like cars and houses. Wonder if the screen will go black if they are entered. Guess I'll av to mess about with it. -
Absolutely mint! I think I'm going to build a factory for this.
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Mass closing tickets marked as resolved more than 1 month ago. They need to resolve the issue yet, so stay patient I guess.
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Rooftop Static Weapons Script
3lockad3 replied to Gudsawn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having an issue with the gunner moving into gunner. seems like some spawn in the guns and some out.. Anyone else having this issue ? nm, I'm a retard and some of my class names were wrong to the vehicle pool. -
Very very cool! Been waiting a long time for a script like this. I have some testing to do today, but this little gem is going to get some love too.
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Infected Script by Gulozwood
3lockad3 replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll add the update to my mission, thank you for the update.. -
GID - Object Positioning System
3lockad3 replied to lynx75's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Ya,, I got some help in the proper forum, thank you tho.. -
Trying to accsess init field through sqf
3lockad3 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
As the title suggests, I am trying to access the init from a created object from an sqf.. My example example of the object and position. //f-18_1 _pos = [14228.0078125,16305.0800781,0.00465202]; _object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"]; _object = _this select 0; _object setDir 144.741; _object setPosATL _pos; Now I would like to add a re-spawn via external script,, Iceman77's advance vehicle re-spawn to be more exact.. _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; But I'm at a loss for a solution at this point, as the code normally implemented in the argument, seems to have changed in the last while. setVehicleInit processInitCommands clearVehicleInit So,, that is my question. I would like to access the command remote.. So that leads me to. call BIS_fnc_MP; However, I'm unfamiliar with this method. I just want to access the init field of an object for re-spawn or simple commands to run my missions/projects.. Could someone help elaborate, as I'm sure others would like help with this as well... As you can see I clearly did some research, but I need help or a nudge in the right direction. -
Trying to accsess init field through sqf
3lockad3 replied to 3lockad3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you!! It works great! I was trying to use the setName command. I learned a few things here as well. Thank you a million Larrow! -
Trying to accsess init field through sqf
3lockad3 replied to 3lockad3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No,, I know how to run Iceman's script to the T... What I'm asking is, when I create a vehicle through an external sqf, his code doesn't work in the sqf.. There is nothing in the editor, the position and class are defined in the sqf that I posted. However, I do not know how to activate scripts through the sqf,, all generic syntax work,, at least that I can tell. But, _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; //this// refers to the object, so how do I define //this// as the object so that it works in the sqf ? Another problem is that because of security issues in MP BIS devs decided to pull these 3 commands out. setVehicleInit processInitCommands clearVehicleInit So now I can't utilize the init of the object directly from the sqf. Which means I can't tie re-spawn scripts,, or others for that matter until I can ether name or somehow get into the init. Does this make sense ? I'm not sure if I'm saying this right. Keep in mind I have tried to just replace the titles as well.. Maybe a bis function ? I have a feeling I'm going to have to learn something new :D -
GID - Object Positioning System
3lockad3 replied to lynx75's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Is it possible to use a re-spawn script for vehicles through the sqf ? I have tried and it worked _object allowDamage false; But when I try to execute //f-18_1 _pos = [14228.0078125,16305.0800781,0.00465202]; _object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 144.741; _object setPosATL _pos; _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; It wont work,, I also did not expect it to. I have the feeling the problem is right here ? _nul = [this ? Can someone help point me in the right way please. -
Civilian Opinion and Interaction Script
3lockad3 replied to lkincheloe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll have to check this out later today. -
Like the title suggests.. I have looked and looked,, and I can't seem to find those 2 class names. Thank you in advance :cool: -------------------------------------------------------------------------- Found Laserbatteries Now for strobes! ------------------------------------------------------------------------- Found B_IR_Grenade Looks like I found my missing Items.
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Infected Script by Gulozwood
3lockad3 replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay cool I'll try that. I never used your sample mission, so I wouldn't know. I just pulled the script and made my own markers. Will let you know if any fixes are needed, but it works flawless other then its cosmetic features. Take care and thanx for the script.