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romeoquiznos

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Everything posted by romeoquiznos

  1. Thanks for the tip about the Farooq's revive. I found a script correction so now the hybrid version of Farooq's I have works good with the exception of it not cleaning up the player body right away. But hey I can live with that and I'm sure the garbage collector will pick it up eventually. Question1: What do the minimum and maximum ability fields do in the AIskill module? I have my custom factions set and I keep tweaking the other values but I am having a hard time finding the right balance. Question2: I have a 10% density 250 spawn range set for town only CQB without any additional density set in the second field and the area is pretty white listed and blacklisted into two large towns. (looks good with debug on, it's populating where I want it too) and i have one 30 unit milp in the same restricted area. The server fps is great. But my client fps seems to drag down to 25-30 fps when I get close to cqb areas from 40-45 when I am not. I should also add that my profile units is set to 1000m and 20 units max. Is this normal? I know it's going to get better but wanted make sure I have done everything I can to get the best frame rate. From what i have picked up the CQB puts more strain on client for now. Which leads to question #3: Does the profiler also put CQB spawns into virtual land or is the CQB spawn a different animal? Cheers!
  2. romeoquiznos

    Farooq's Revive

    use notepad or notepad++ to create the .sqf file. Make sure to use the dropdown menu to save is as "All Files" in notepad or "All types (*.*)" in notepad++ Make sure you put the .sqf in the name of your file [saveas filename.sqf].
  3. romeoquiznos

    Farooq's Revive

    Ditto for request that will help with Task Force Radio...also I am using the alive module and there seems to be an issue with players being set as captive on revive and respawn. Alive thinks this is Farooq's related. However I recently had a similar complaint from a mission that does not use Alive or task force radio. In other words I am wondering if anyone else using Farooq's revive is having issues with random "setcaptive = true" sticking to revived and respawned players. If so then this is also a bug report. lol. I really like this light weight script though. Thanks!
  4. Appreciate the reply. I am using Farooq's revive but it only has revive scripts not any respawn scripts. I'll take a look if it has setcaptive commands. If it does, should I be using a different revive? Using the following mods: @cba_A3;@alive (hehe);@taskforceradio. I also allow the keys for shacktachud; jsrs sounds; blastcore visuals and VTSweaponresting but these are all client side. While we are on the subject is there a list of mods that do interfere with the alive module? Thanks again>
  5. Greetings, I am attempting to get an enemy AI vehicle to respawn once it is destroyed in a MP mission and follow the previous waypoints it had on patrol. I have tried the copyWaypoints in various combinations but not sure if some of the commands can be executed from the vehicle init or the respawn modules expression line. Have not been able to find any good code examples of "copyWaypoints as it is. The bigger question is; Can I use the Arma 3 mission editor and pass all of the attributes (trigger syncing, waypoints, unlimitted fuel, etc. with another module or some scripting in the veh init or respawn module init or repawn module expression line. I did notice when the mouse is over the expression field of the vehicle respawn module a tooltip pops up and part of it says "(passing...[<oldVehicle>,<newVehicle>])? What does this mean. Thanks.:confused:
  6. Thanks for taking the time to finish this off. I really appreciate it. I have yet to implement it into the mission as I got side tracked with other missions and learning new things about scripting along the way. I finally got back to this one as of this post. Will let you know how it turns out. Cheers.
  7. Love the mod. I know it's a WIP. Was wondering if anyone was having issues with ghosting being enabled on player respawn. Whenever I or another player respawns at the respawn_west marker ghosting is enabled. I've tried setting the admin module to "no" across the board. I've even removed it but still have the same issue. Any similar issues and if so is there a solution. Thanks.
  8. Posted by mistake in wrong are sorry. Was meant for the Alive module thread. Unfortunately I am not sure how to delete it. "Love the mod. And I know it's a WIP. Was just wondering if anyone else is having an issue with ghosting being enabled when their player dies and respawns at the respawn_west marker. And if so. Is there a solution. Thanks"
  9. I have read some old posts and the wiki's and have tried various ways to alter the commanderCanSee, driverCanSee and gunnerCanSee values that I located in the Cfgvehicles display in the mission editor. The wiki talks about a config.cpp file. Do I need to create one of these? If I do create one what do I put in there to disable the radar being shown for a simple TvT mission which only has the AAF Mora and playable crew. I tried code in the init.sqf and the description.ext as well as tried altering the CanSee values in the vehicles init field but nothing seems to work. The old cutRsc mods and code I could find also do not seem to work in Arma 3. I would prefer to alter the CanSee... values but a working cutRsc that blocks the radar view would also be helpful. I also tried variations of cutRsc from reading the wiki and finding some old source code but could get nothing to appear on the UI. Thanks.
  10. romeoquiznos

    Removing Radar

    I'ts been awhile since anyone posted here but here goes. How exactly do you use the canSee... commands? Do you create a config.ccp or some such? Call the commands through the editor in the veh init line? Shim says Awesome thanks but I can't figure out how to get my AAF mora's to have the radar disabled for all crewmen. Some sample code would be great. I the Cfgvehicle in the editor and have found the commanderCanSee = 31+32; and the driver and gunner also. What i can't figure out is how to alter them for a simple tanking mission which only has the mora's in it. I should also state that this is a TvT mission so live players need NOT to be able to see the radar. Thanks.
  11. Again, Thanks for the response. I am putting your latest code in the editor's "vehicle respawn module" expression field and still no luck. Maybe I am missing something here or possibly copyWaypoints is no longer working with the latest stable build. Am I supposed to replace the word "group" for an actual groupname or is "group" returning the groupname string? This is a real head-scratcher for me. Because from everything I have researched in the wiki and forums it seems like the code you posted should work.
  12. First off, thank you for the response. I tried the code you suggested but it does not seem to be working. I noticed the () around the entire expression. Is this how you pass script from the old vehicle to the new vehicle in the module expression line because I noticed those parenthesis in the tooltip as well. Thanks again.
  13. I am trying to get the copywaypoints to work with a multiplayer Arma3 mission using the vehicle respawn module so when the enemy vehicle on a set patrol respawns the new vehicle will follow the old patrol waypoints. Could you post an example if this is possible or is there an easier way to pass all of the old vehicle attributes on to the respawned vehicle? Thanks.
  14. romeoquiznos

    Farooq's Revive

    Hope you get permission soon. For all of us wanting this script updated.
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