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fathersarge

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Everything posted by fathersarge

  1. Ah gotcha, so can I use a flagpole or something as the reference point and use the variable name in place of player?
  2. So how would that look exactly? Right now I've got triggers that spawn enemies into the same area that I'd want to repair the buildings, it would be great if I could just use that as the reference point
  3. fathersarge

    Advanced Urban Rappelling

    I love this mod! Is there any chance of getting a rappel rope item that is consumable when you rappel down something?
  4. So I'm probably looking to add something in as well? I feel like respawning editor placed buildings would be trivial. As far as the map buildings though, I've got a "command center" of sorts that I'm using to control the mout course (they will have script spawned enemy as well) and they need to be independent of one another. Is there a way to specify like AREA1 rebuild bs AREA2 rebuild?
  5. My brain just broke, getting back to Arma after a few months away, can't wait to give this a try!!!
  6. The super milsim types can't be trusted anyways skruis, we pilots will always love and adore you for this
  7. So I'm adding on to my training map, my issue shouldn't be this complex but this is Arma. Everything is a problem. The basics: I've got a regular shooting range(pistol, grenade and marksman ranges too) that needs to stay working as stock (the popup targets constantly pop back up when shot so people can just practice with their weapons) The addition I'm making is 3 shoothouses that have popups in them that stay down when shot and can be reset from a computer outside the house. -These three houses work independently and simultaneously and must stay that way- Unfortunate the game logic I've used causes all popups to stay down when shot until reset. The code for the game logic is: nopop = true; laneTargets1 = nearestObjects [this, ["TargetBase"], 20]; with the laneTargets variable being 1-3 for the three houses. I made a trigger for each house that will reset the targets: {_x setDamage 0; _x animate["terc", 0]} forEach laneTargets1; SST_resetpop1 = false; publicVariable "SST_resetpop1"; again, 1-3 for each house. No matter what I've tried the game logic affects the entire map and all popups stay down unless they are under the umbrella of the shoothouse resets :( Can someone give me a hand?
  8. fathersarge

    Game Logic problems... Help!

    That's how to manually reset them... now do you have a suggestion for making it something that runs every so long automatically? Would this effect mission performance greatly? Essentially for these particular cases I'd like players to not have to stop concentrating on learning the weapons to reset the targets, I just want them to pop back up on their own without the player doing anything.
  9. fathersarge

    Game Logic problems... Help!

    Bumping, no one has any idea how to help? It seems simple enough to me... either tell the logic to only affect certain areas of the map or somehow tell certain areas of the map to not be affected by it (or some other way that keeps some popups working the same as in vanilla mode, please do not argue semantics)
  10. I'm an old soul who likes his controllers simple. The biggest upgrade I've gotten is moving to an Xbox One Controller over a 360 (flying SFM is a dream with either) I'd like to catalog 2 issues so people can find their ways here for a fix. The first issue is an older one and effects most other controllers. If you notice sluggishness in your controls that wasn't there before, check your keybinds and make sure each has only one input (if you use multiple controllers you will need to switch to just one and delete all the other keybinds that are not to the keyboard) This was BIS's way of solving an issue for the PC Master Race folks and their joysticks with more buttons and switches than an actual aircraft. What they did was halve the inputs in more than one was bound (solves the duel throttle issue people were having) The second issue is actually one I solved about 20 minutes ago as of this posting. I'm not sure if it was caused by my upgrade to windows 10 or if it was an across the board driver update for the xbox one controller. Long story short, while we are now able to use the new xbox headset through the controller (score!) it also added a 6th controller axis (Z-Rotation) and Arma can't handle that right now. For me it caused an uncommanded acceleration or climb (cars/jets and helicopters). When rebinding your controls, the right trigger binds for the new rotation axis and the left trigger binds for the stick axis (the one we've always used) you will need to use a combination of both for EACH control you use the Z-stick for. So you use the right trigger to raise collective or accelerate like I did, you will need to use the left trigger to assign the proper stick axis (Stick -Z) and the opposite rotation axis (Z+ Rotation). The opposite needs to be done with the inverse controls (Stick +Z combined with Z- Rotation). For assigning either you might need to input it a few times to get it right as each trigger does both positive and negative for their respective axes. If I find any other issues I'll let you know. I hope this helps someone else. Happy playing everyone
  11. Ah yea, I'm not sure why I didn't process through that myself. Now I've got all these ideas to make my tablet and 2nd monitor focused on different parts of the map and have my laptop as my drawing one hahaha. 3 Athenas running at the same time.
  12. Snazzy! Can you interface with athena using the touchscreen?
  13. While an android port would be cool, I wouldn't want the main branch suffering for it haha I use Athena on my touchscreen laptop during games and let me tell you what, it is an incredibly powerful tool
  14. skruis you've done it again! I stopped playing arma for a bit but I'm back and Athena on my touch laptop is functioning as my ever present companion. Anchors are going to make my life on waypointless, first person only missions as the CAS and trans pilot so much easier!
  15. I thought this as well... it appears that some will work after the conversion and some won't and they need to be re-entered manually. I just rebuild my one mission I wanted to change from the ground up so I'm not really sure it will work on converted missions :( As far as the path goes if just saying something like "images\picture.jpeg" (or whatever) isn't working it might be an issue with conversion again... I tried messing with that inhouse attribute editor and nothing seemed to work.
  16. I've seen that duplicated optics thing in previous releases before as well
  17. So basically this contains a bunch of different cameras that you are suppose to be able to select from multiple different monitors. Currently it is a little broken but in it's original state it would work with the first monitor you tried it on. I want it to work independently for all separate monitors you try it on. Take a gander, let me know if you can help me out. monitor.sqf init of monitor (this one works as intended but only with "maze" obviously and only one monitor. Again, trying to get it to work independently across all monitors init="this enableSimulation false; this allowDamage false; this addAction[""Livefire Shoothouse"",""monitor.sqf"",[""maze"",this]]; this addAction[""Monitor Off"",""monitor.sqf"",[""off"",this]];";
  18. fathersarge

    Camera monitor script

    Well that's the trick isn't it? I didn't have to name the monitors anything different to get it show up on different monitors, the actions would just control only the first monitor to be activated. No idea how to make it independent though. I'll leave this up here and go snoop in the life forums as well. If anyone has any insight let me know.
  19. fathersarge

    EDEN Editor BUGS

    Yes let me know, I haven't rebuilt my ACE modules into the mission file I'm working with yet, would be good if we could find the problem module and pass it forward to the ACE team.
  20. I've been searching around for a little bit but haven't quite found what I'm looking for. I'm building an addition to my training map (A live fire MOUT course with AI) and I'm looking for a way to spawn in enemies at specific and random locations (so I can have guys in buildings and patrolling) inside the course (a walled off town) with a scroll wheel option on an object outside the course. I'd also like to be able to despawn all the enemies with a scroll wheel option on the same object no matter where friendly players are. Hopefully just those two would allow for a reset of the course (hit the spawn option again and the enemies come back) so you can have a continuous loop of running through the course. Anyone up to help script that out?
  21. fathersarge

    EDEN Editor BUGS

    You weren't copy and pasting out of the mission.sqm though right? My only thought is that something is wrong in the code. Also, if you haven't already set up the attributes and make sure respawn is on. It may help.
  22. fathersarge

    EDEN Editor BUGS

    That's a good question. I would hope they fix the issue in the conversion process. My personal fix (I have little faith in a fix coming out anytime soon) was to remake my map entirely that was having the same issue. It is honestly such a stupid error that you can literally copy and paste stuff back into a fresh editor mission and you are done. Do not copy the mission.sqm of course but it is possible to convert your mission to Eden, save it, start a new mission and save it with a new name, load the old one, copy stuff on the map (ctrl+c), open the new mission and paste it in (ctrl+v of course). I had to do zero tinkering with any old scripts I had and the play functions worked again.
  23. Awesome! I'd love to see this! This might be the first time I've thrown an idea out and someone has actually responded positively... let alone two people! I'll take a look at your it right now! And of course, collaboration makes the world go round! add me on steam: FatherSarge
  24. Never said or thought it was going to be easy haha, was going to get the person in on VOIP and a teamviewer meeting to help me. Unfortunately I don't think EOS will be able to do what I need it to
  25. This looks amazing!!! I can't wait to test it out!
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