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jcae2798

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About jcae2798

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    JCaetanophoto
  1. My MOD is different then this, but built around the foundation of this MOD. Have you seen: http://steamcommunity.com/sharedfiles/filedetails/?id=952179090 It supports multiple maps, but does require a couple MODS. To be clear, i have done a complete overhaul of all scripts, so it is different. Anyways, working on some updates and will be posting that in the next month or so, but nothing majorly new. So feel free to check it out and provide feedback on steam.
  2. Sorry should have included a SS. See here: http://steamcommunity.com/sharedfiles/filedetails/?id=1245220970 When i get some time i'll check out the tracker and also report if needed. Just running CBA, ACE + ACEX with latest stable ARMA release EDIT: No modules placed in editor. Just a single unit and run test adding the above mentioned code to DEBUG console 2nd EDIT: If i add modules, then it works just fine. 3RD edit: REPORTED HERE: https://github.com/acemod/ACE3/issues/5981
  3. Hopefully this has not been asked. (I've searched for this) Been trying to test a way to add Fority on the fly rather then adding module in editor. Below code works, but menu adds blank addactions to drop objects. Can anyone confirm this is a bug? player addItemToVest "ACE_Fortify"; [side player, 5000, [["Sandbag", 5], ["Bunker", 50]]] call acex_fortify_fnc_registerObjects;
  4. As always Grumpy, thanks for your insight.
  5. So with the latest release of Arma, and the new CIV modules, I wanted to look into further enhancing my mission MOD that populates CIV units. I'm thinking the AGENTs may help performance, but have a couple questions I don't know if would work in my mission design. In my mission, the CIVs play the following roles: 1. They have addactions in some cases 2. They have waypoints assigned to travel from building to building (for ambient affect) 3. They can be spawned as enemy threats 4. They play animations I know agent types have some limited functionality to them. I'm just not sure with the mentioned features, if Agents would really be the way to go for my MOD. In addition, i like the civilian behavior they added to the latest patch, but cannot find how i may implement that into my mission on the civilian units. Found the following, but not as simple as just adding it to the units INIT code...: _ID = _unit execFSM "A3\Modules_F_Tacops\Ambient\CivilianPresence\FSM\behavior.fsm"; Because of the roles above, I still need control over spawning and adding code to each unit, so using the modules, or scripting them would not work for me. Thanks for all your help as always.
  6. Nice! It works. Thanks man, exactly what i needed :)
  7. Hey guys, wondering if there is a easy way to take vanilla music and set it up in description file to use as a sound or SFX file to allow it to play from objects. Example below but not having much success at multiple attempts. Also searched here and WIKI with no luck. Any advice would be appreciated! class CfgSounds { sounds[] = {}; class MUSIC1 { sound[] = {"\A3\music_f_exp\Music\AmbientTrack02a_F_EXP.ogg",50,1}; titles[] = {}; }; }; OBJECT say3d "MUSIC1"
  8. Laws of War DLC Mines

    Totally agree, or at least make an easily made function or script to allow people to do this themselves. I'm sure the modding community will do something, but something as close or vanilla would be best, as always
  9. Laws of War DLC Mines

    Does anyone else hate the fact that the mine detection beeping stops once a mine is supposedly "Spotted"? Is there anyway to change this, even if it's via scripting? ***EDIT*** Ok disableAI seems to do the trick on normal MINEs, but not the IED type. I'll open a ticket in hopes this can be fixed as IED should be able to be ignored as well until revealed by player.
  10. Laws of War DLC Mines

    https://feedback.bistudio.com/T123023 been trying to get visibility on this bug!! Perfect time to fix it ;)
  11. Would you guys consider fixing : https://feedback.bistudio.com/T123023 With the new mine enhancements, this command is super important to me as I create missions where mines/IEDs can be buried under the surface and I use this command to make sure this wouldn't happen on rock (asphalt) surfaces. I'm happy to expand further if needed. I think the community could benefit from it as well if fixed. Thank you for the continued support. Sincerely, arma fan :)
  12. Covert player code to MP

    So with some learning and further testing, i think the following solution will work. i created a function with the below code. Then i will replace "PLAYER" in all my scripts with "W_player" variable which the function will list a random player. If anyone sees any issues with this, let me know! Thanks again for the suggestions and direction. /* Author: JCae2798 AKA GigaS Description: Returns random player call findPlayer; Returns: W_player = Random PLAYER */ if (!isServer) exitWith {}; W_player = nil; waitUntil {(count (playableUnits)) > 0}; _units = []; { if (isPlayer _x && ALIVE _x) then { _units pushBack _x; } } foreach (playableUnits); W_player = _units call BIS_fnc_selectRandom;
  13. Covert player code to MP

    Thanks. This will help. To further clarify, these are mostly dynamic spawn scripts that were spawning units around the player and then waiting for the AI units to die or despawn if player gets away from that zone. I would assume this happens at server level otherwise each player can spawn there own? And if their together it spawn twice? Based on reading some of the locality, confused if AI is spawned locally to that player, will others see them as well? Does all it really mean is that this players PC is hosting the AI GROUP? thanks again
  14. Hey guys, looking for some help. Tried to do my homework, but not getting far. I’m trying to take an existing SP mission of mine and make it MP compatible. I have some decent SP coding experience, but still noobish toward MP coding. I have many scripts that ask for current Player Position, or compare Player Position against AI units. I need to be able to do this for MP Players. Some examples below. Not sure how to convert this. Thanks in advance. Examples: _spawnPos = [getPos player, 700,1000,1,0,0,0] call BIS_fnc_findSafePos; Waituntil {sleep 15; {getposatl player distance getposatl _x > 2500} forEach units _group1}; If (((getPosATL player) select 2) > 5) exitwith {_Count = 1}; If (surfaceIsWater getPos player) then {[] spawn {call JCPlayerAMB_FNC_BoatPatrol}; _remove = (allunits - _ignore); {If (player distance _x >= 500 && SIDE _X == EAST || SIDE _X == INDEPENDENT) then {Deletevehicle _X}} foreach _remove;
  15. I prefer shooting "rouge" cops. That's the whole point, no? :) Gives a different play style from the others out there
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