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jcae2798

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Everything posted by jcae2798

  1. Yea I noticed with 'Hideobject', this seems to be true...but not the global command....which is weird but i like it better this way
  2. Its under the required addons in STEAM.
  3. These are SP missions. Thanks!
  4. For those interested in ripping apart the mission, there are a few ways you can customize to make the mission more of your own. 1. You can open it and modify the based elements as needed. You can customize what gear you want at base. Just be careful as some of the markers and items are designed in a way to allow the mission to run. For example, the ammobox is designed to allow teams to rearm. Also markers around the base are designed for the ambient feature of the mission. Be mindful of this when modifying the base 2. In the mission INIT file, you can change the groups that are spawned for both Civilians and Enemies. Its as easy as replacing the classnames of the units. This is now no longer needed as the new GUI feature allows you to select factions at mission start! 3. You can replace the unit squad units if you want, but keep the name and INIT info as is to avoid issues with the mission. If the mission includes a load-out modifier, you might need to turn this off... 4. In the performance file in the ROOT directory, you can modify the max spawn of units at any given time. Keep in mind however, that this is not the true max number. This does not include your squad, or other possible units in your area. You can turn on debug messaging for more testing if desired. Will expand more on this soon...but feel free to ask questions in the mean time.
  5. It's out! https://forums.bistudio.com/topic/192331-the-hunt-ver2-fully-dynamic-full-map-mission/ Thanks to Lato for allowing me to share so all of you can enjoy! Have fun, and report any issues on my thread.
  6. Thanks. TO be clear however, for example, i tested with rockets for example. Right from mission start, i asked to shoot 12 rockets...and notice it fires only 4....so looking at the unit....it still has plenty of rockets left. So again to be clear, its not a out of ammo issue. If i ask again to request more, it will again shoot, but limited rounds. I know when you use the modules, it spawns 3 units at once rather then one. So not sure if its designed to spread the request across 3 units (4x4x4 = 12)...but since i need more control of where the unit is placed, using the modules doesnt work for me.
  7. Is there a known bug with artillery only firing a limited number of rounds? For example, I place both a Rocket and Artillery units, and ask to send 12 rounds, and it only shoots 2 or 4 rounds at a time... Example i am using is: this setvariable ["CS_TYPE","ARTY"]; this setvariable ["CS_CALLSIGN","Rainman One"]; this setvariable ["CS_CODE","this setFuel 0';"]; Placed down one unit and added that to INIT field...
  8. So i am using the below code, and i cannot get it to force the units into their spawned vehicles. What happens is the MOVE waypoint forces them to move and the units who did not board the vehicle end up running instead. i tried a few things and no luck. FYI: i tried the getinnearest and the problem with this command is they will board a different vehicle then their own if one is nearby. Not really working for how i want it to either... CODE: _grp1 = [_POS, side player, (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Mechanized" >> "BUS_MechInf_Support")] call BIS_fnc_spawnGroup; //waypointScript _wp1 = _grp1 addWaypoint [ _POS,0]; //_wp1 setWaypointType "GETIN NEAREST"; _wp1 setWaypointType "GETIN"; sleep 15; //tried this to allow them time to board after spawning...not much luck _wp0 = _grp1 addWaypoint [ posicionTel,0]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointFormation "STAG COLUMN"; _wp0 setWaypointBehaviour "AWARE"; _wp0 setwaypointcombatmode "RED"; _wp0 setWaypointSpeed "FULL";
  9. Good news all. Author approved to release a mission I've been working on for quite some time now built around some of the work/features used here. I will release it within the week or so. Will feature RHS on Kunduz, and Vanilla assets on Altis/Tanoa which can be modded by mission makers. All details to be released soon!
  10. I have noticed issues with languages. Also i keep seeing errors like the following as example in my rpt file "Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\110_Com_Announce\Waiting.ogg not found !!!" EDIT for more examples: 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_move_to_zero_2.ogg not found !!! 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_three_2_2.ogg not found !!! 22:35:19 soldier[I_C_Soldier_Bandit_8_F]:Some of magazines weren't stored in soldier Vest or Uniform? 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_four_3_1.ogg not found !!! 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_zero_2_1.ogg not found !!! 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_two_2_1.ogg not found !!! 22:35:19 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_nine_3_2.ogg not found !!! 22:35:48 WARNING: Function 'name' - Siaki Babitu is dead 22:36:12 Loading movesType CfgMovesFishes_F 22:36:12 MovesType CfgMovesFishes_F load time 18 ms 22:36:21 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_move_to_zero_2.ogg not found !!! 22:36:21 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_two_2_2.ogg not found !!! 22:36:21 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_one_3_2.ogg not found !!! 22:36:21 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_zero_2_1.ogg not found !!! 22:36:21 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_seven_2_1.ogg not found !!! 22:36:22 Sound: Error: File: A3\Dubbing_Radio_F_EXP\data\CHI\Male01FRE\RadioProtocolFRE\Normal\035_NumbersGrid\grid_zero_3_2.ogg not found !!!
  11. Found a bug where if AI is in this bush, they are immune to bullets Grid ref; 049040 i would assume to test just place AI in this bush(es) and test shooting at them :)
  12. Sorry guys, searched the thread, and your site, but no luck. Are there plans and/or ETA on Takistan style civilians? Appreciate all you do. Thanks!
  13. Royal Marines - Afghan Mission Photos: http://imgur.com/a/cXnuB Ladies and gents, I present to you, a campaign designed around the Royal Marines in Afghanistan. The idea behind this was taken from a documentary I came across called 'Royal Marines - Afghan Mission'. If you haven't heard of it, I highly recommend you look it up. It can be found on Youtube. It was well recorded and presented. Maybe even watch it before playing this! The missions are built around immersion and not mass fighting. The main goal is searching for IEDs, and disarming them making it safe for the people of the country. This mission will not be about fight after fight, although you will find some action along the way. It's a short series of about 5 missions. Some of the highlights are: -Custom IED scripts where IEDs can be buried underground not seen by the naked eye -The players voice is disabled by default so they don't scream out "bomb found". It is recommended you change your difficulty settings to hide the MINE markers in-game. -A custom Mine detector is built into the mission, however I recommend you use the recommended addon below. -EDEN designed. Use of custom objects to enhance immersion. -Dialogue and custom scripts Required Addons (seems like a long list but worth it! I may remove Massi's pack in the future): -3CB BAF Pack (Units, Weapons, Vehicles): https://forums.bistudio.com/topic/182771-3cb-baf-equipment/ https://forums.bistudio.com/topic/174740-3cb-baf-units/ https://forums.bistudio.com/topic/180966-3cb-baf-weapons/ https://forums.bistudio.com/topic/174743-3cb-baf-vehicles/ -CBA: http://www.armaholic.com/page.php?id=18767 -CUP Package (Terrains, Units, Weapons, Vehicles) -Kunduz Map -ARP Objects: http://www.armaholic.com/page.php?id=19689 Recommended Addons: Revo's Mine Detector: http://www.armaholic.com/page.php?id=29929 **Please either disable ACE or remove explosive module to avoid IED issues! Have fun, and report any found bugs if any please. Also feedback is appreciated. DROPBOX: https://www.dropbox.com/s/5nl9coewb94eail/%40AfghanMissions.zip?dl=0 STEAM: http://steamcommunity.com/sharedfiles/filedetails/?id=637398818
  14. This is freaking great for my composition script. Thanks!
  15. jcae2798

    Royal Marines - Afghan Missions

    For those waiting on an update, STEAM has been updated. Also Dropbox here: https://www.dropbox.com/s/r46xrxrunqx3opc/AfghanMission.zip?dl=0
  16. jcae2798

    UAV Restrictions

    Ah dumb me. I tried so many different combinations and different codes. So is there no other code i can run to check for this? I tried combinations of (player == s**), getunittrait == UAVHACKER, etc.. with no luck. Basically i was just hoping to only only certain units the ability to use UAV units as a restriction for enhanced gaemplay...but not a deal breaker. I know I can do the below for each unit, but my thing is if they spawn a UAV, or add UAV backpack, then new UAVs will be available. {s01 disableUAVConnectability [_x,true]} foreach allUnitsUAV; {s02 disableUAVConnectability [_x,true]} foreach allUnitsUAV; etc...
  17. Anyone know why this is not working? while {alive player} do { {player disableUAVConnectability [_x,true]} foreach allUnitsUAV; waituntil {isPlayer s08 || isPlayer s17}; {player enableUAVConnectability [_x,true];} foreach allUnitsUAV; waituntil !{isPlayer s08 || isPlayer s17}; {player disableUAVConnectability [_x,true]} foreach allUnitsUAV; };
  18. jcae2798

    UAV Restrictions

    Rpt file shows: 18:21:15 Error in expression <h allUnitsUAV; waituntil {isPlayer s08 || isPlayer s17}; {player enableUAVConn> 18:21:15 Error position: <|| isPlayer s17}; {player enableUAVConn> 18:21:15 Error Generic error in expression 18:21:15 Error in expression <true];} foreach allUnitsUAV; waituntil !{isPlayer s08 || isPlayer s17}; {playe> 18:21:15 Error position: <!{isPlayer s08 || isPlayer s17}; {playe> 18:21:15 Error !: Type code, expected Bool
  19. jcae2798

    UAV Restrictions

    I'll check rpt and report back. You are correct though, the waituntil is throwing the error. Sorry, what i am attempting to do is make it so that only 2 of my squad mates can use UAV options. Others will be disabled. This is SP and teamswitch is enabled. So when i switch to units s08 OR s17, the UAV options are available, otherwise all UAVs are disabled. I also need it to check throughout missions as new UAVs can be spawned/created and i want those disabled as well. For example, if player adds UAV backpack, then that also should not work on next check.
  20. I just emailed him. I have a new mission i would like to share out that i built using some of this work. It's built on Kunduz with RHS and CUP units. Similar to ALiVE style gameplay, where you have to find HVTs, but SP compatible. I'll see what he says, fingers crossed :)
  21. jcae2798

    knowsAbout Question

    I found a script below that i use for suicide bomber. Might work or help get what you want? Also instead or knowing about a target, put a distance check instead like below? While {alive _bomber} do { _nearest = objNull; _nearestdist = _targetdistance; { _dist= vehicle _x distance _bomber; if (_dist < _nearestdist) then { _nearest= _x; _nearestdist = _dist; }; } forEach playableunits; if (!isNull _nearest) then { _bomber move getPos _nearest; sleep (random 10); _bomber addrating -99999; _bomber setCaptive false; if ((_bomber distance _nearest)< 5) then { _detonated = 1; _bomber setCaptive false; _bomber say ["AllahuAckar", 40]; //If sound is enabled sleep 1.5; _bomb = "R_60mm_HE" createVehicle getPos _bomber; //_bomb = "Bomb_03_F" createVehicle getPos _bomber; //deleteVehicle _expl; }; } else { _bomber moveTo getPos _bomber; sleep 1; }; sleep 2; };
  22. https://feedback.bistudio.com/T118395 Trying to get some eyes on this issue. Sorry for being annoying :P Thanks
  23. YES!! This would be my 3rd post now asking about this. Glad I'm not the only one.
  24. No one else seeing this? Its happened like 2 or 3 times already. Just haven't been able to pin point exactly how to replicate. But when loading a saved game, whether from exit or from ingame tends to break the sounds (all vehicles). This is annoying :(
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