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Gilatar

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Everything posted by Gilatar

  1. Gilatar

    Multiplayer Filming

    GCam has worked flawlessly for me in the past, even in multiplayer. Usually when you run it you will just get an action in the action menu saying "Start GCam" or something along those lines. The server doesn't even need to run it. Alternatively, have a look at this video, and either use the camera.sqs script or Zeus with some kind of gamepad or Xbox controller, like mobile_medic mentioned above. That should give you very smooth and customizable camera movement. You mention the Splendid Camera in the main post, which can be used as well. Holding the left mouse button and moving it around gives you a very special kind of smooth pan that I enjoy a lot. It may not be very practical, but you can use this one feature for filming something. Either way, that's about all I've figured out after messing around with this for a while.
  2. Gilatar

    MKY Sandstorm script

    I wonder, would it be possible to utilize this sort of script to make a "brownout" effect with helicopters? Either way, nice work! I'm a big fan of your snow storm script.
  3. I personally like the formation lights better. These are SOAR helicopters after all, and as per their mission statement, the Night Stalker's only true ally is the night. I find it more realistic and sensible to use IR lights since the SOAR relies so heavily on the cover of darkness for their operations.
  4. Had multiple server freezes tonight while hosting a mission for around 12-14 people. We had two gamemasters running Zeus, both using remote control on and off. The server would just freeze after about 20 minutes, people would run in place and after about 5 minutes it would recover. It seems like we were able to pinpoint it to whenever both people used remote control at the same time and jumped in and out of AI units. This is what the .rpt looked like at the time of the freeze: Server: Object 29:69 not found (message Type_413) Server: Object 29:63 not found (message Type_112) Server: Object 29:64 not found (message Type_119) Server: Object 29:65 not found (message Type_119) Server: Object 29:66 not found (message Type_119) Server: Object 29:67 not found (message Type_125) Does anyone know if there's a way to fix this or if it even occurs for anybody else?
  5. Gilatar

    ASR AI 3

    Hey, Robalo! I've noticed with and without ASR AI in 1.54, and perhaps even in earlier versions, the AI do not engage vehicles like the NATO Hunter and the AAF Strider with small arms. Is there anything I can modify in the settings to make them do that? Edit: I made a ticket on the issue tracker and a demonstration video, but it doesn't seem to be a priority for BI at the moment.
  6. Gilatar

    [WIP] Terrain Diyala province Iraq

    Great work! Reminds me of a lot of Generation Kill :)
  7. Hello! I put together a preset loadout script for my unit a couple of weeks back, and it has worked great up until the newest update. Now it doesn't work on players, but it works fine on AI units. Now, I didn't make the script by myself, I just frankensteined it together from posts on this forum and elsewhere, so if there's any obvious issues with it that'd be why. Anyway, this is what's in the playable unit's initialization line: this call compile preprocessFileLineNumbers "scripts\loadouts\automaticrifleman.sqf"; In scripts\loadouts\automaticrifleman.sqf: private ["_unit", "_backpack", "_uniform", "_vest"]; _unit = _this; if (!local _unit) exitWith {}; if (!isNull _unit) then { removeAllWeapons _unit; removeAllItems _unit; removeBackpack _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeHeadgear _unit; removeGoggles _unit; /* Other gear, goggles, vest, uniform, backpack */ _unit forceAddUniform "JSOC_OCP_CRYE"; _unit addVest "AV_PlateCarrier1_OCP"; _unit addHeadgear "H_SOC_MARITIME"; _unit addBackpackGlobal "TRYK_B_Belt_CYT"; /* Magazines and weapons in main inventory */ _unit addWeaponGlobal "rhs_weap_m249_pip_S_vfg"; _unit addWeaponGlobal "rhsusf_weap_glock17g4"; _unit addWeaponGlobal "ACE_Vector"; /* Weapons attachments and magazines */ _unit addPrimaryWeaponItem "SMA_eotech552_3XDOWN"; _unit addPrimaryWeaponItem "SMA_ANPEQ15_BLK"; /* Assigned items (maps, radios, NV Goggles, etc */ _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ACE_Altimeter"; _unit linkItem "ItemRadio"; _unit linkItem "ItemMicroDAGR"; /* Magazines and weapons in vest */ _vest = vestContainer _unit; _vest addMagazineCargoGlobal ["rhs_mag_an_m8hc", 4]; _vest addMagazineCargoGlobal ["rhs_mag_m67", 3]; _vest addMagazineCargoGlobal ["B_IR_Grenade", 4]; _vest addMagazineCargoGlobal ["rhs_mag_m18_green", 2]; _vest addMagazineCargoGlobal ["rhs_200rnd_556x45_B_SAW", 2]; /* Magazines and weapons in uniform */ _uniform = uniformContainer _unit; _uniform addItemCargoGlobal ["ItemcTabHCam", 1]; _uniform addItemCargoGlobal ["ACE_EarPlugs", 1]; _uniform addItemCargoGlobal ["ACE_MapTools", 1]; _uniform addItemCargoGlobal ["ACE_cabletie", 4]; _uniform addItemCargoGlobal ["ACE_morphine", 2]; _uniform addItemCargoGlobal ["ACE_quikclot", 20]; _uniform addItemCargoGlobal ["ACE_tourniquet", 1]; _uniform addItemCargoGlobal ["ACE_epinephrine", 1]; _uniform addMagazineCargoGlobal ["rhsusf_mag_17Rnd_9x19_FMJ", 2]; /* Backpack */ _backpack = unitBackPack _unit; clearMagazineCargoGlobal _backpack; clearWeaponCargoGlobal _backpack; _backpack addItemCargoGlobal ["A3_GPNVG18_BLK_F", 1]; _backpack addMagazineCargoGlobal ["rhs_200rnd_556x45_T_SAW", 2]; };
  8. Did you put the first line into the init line of the unit? If so, maybe you didn't replace the classnames? The script lists items from many different mods so you would probably have to replace them for it to work.
  9. Disregard this post - I fixed the issue. Had some leftover loadout lines in the init.sqf that messed up the script :D
  10. Gilatar

    RHS Escalation (AFRF and USAF)

    I believe that was an issue with ACE prior to 3.4.0 on 1.5.4. Update ACE and it should be fine.
  11. Gilatar

    Arma 3 Units - Closed Beta Feedback

    What is the purpose of the "mods" tab at the top? I noticed when I put no URL for the mods initially, it said "Steam Workshop". When I put a link to the unit's website in, it changed to "Any". Is it supposed to say where the mods are hosted, or if the unit makes use of mods? Other than that I want to echo what others have said about displaying TS IP and having multiple admins for a page. Solid job so far, I'm really liking the layout and functionality.
  12. Hnghhh. So nice to see an update on this. It looks fantastic!
  13. I'm using MenuInventory for a mission and I'm wondering if there is a way to add a unit insignia to the CfgRespawnInventory in the description.ext. Here is what that part of the description.ext looks like: class CfgRespawnInventory { class TeamLeader { displayName = "Team Leader"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; weapons[] = { "SMA_AAC_MPW_16_Black", "rhsusf_weap_glock17g4", "Rangefinder" }; magazines[] = { "ACE_M84", "ACE_M84", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "HandGrenade", "B_IR_Grenade", "B_IR_Grenade", "SmokeShellGreen", "SmokeShellGreen", "SmokeShellRed", "SmokeShellRed", "SmokeShellBlue", "SmokeShellBlue", "Chemlight_green", "Chemlight_green", "SMA_30Rnd_762x35_SS", "SMA_30Rnd_762x35_SS", "SMA_30Rnd_762x35_SS", "SMA_30Rnd_762x35_SS", "SMA_30Rnd_762x35_Ball", "SMA_30Rnd_762x35_Ball", "SMA_30Rnd_762x35_Ball", "SMA_30Rnd_762x35_Ball", "DemoCharge_Remote_Mag", "rhsusf_mag_17Rnd_9x19_FMJ", "rhsusf_mag_17Rnd_9x19_FMJ" }; items[] = { "SMA_AAC_762_sdn6", "FHQ_optic_TWS3050", "A3_GPNVG18_F", "ACE_EarPlugs", "ItemcTabHCam", "ACE_epinephrine", "ACE_epinephrine", "ACE_morphine", "ACE_morphine", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_quikclot", "ACE_MapTools", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_M26_Clacker", "ACE_HuntIR_monitor" }; linkedItems[] = { "ItemMap", "ItemcTab", "ItemRadio", "ItemCompass", "ACE_Altimeter", "AV_PlateCarrier1_OCP", "JSOC_OCP_OpsCore_FBJ", "SMA_eotech552_3XDOWN", "rhsusf_acc_anpeq15side" }; uniformClass = "JSOC_OCP_CRYE"; backpack = "TRYK_B_Belt_CYT"; }; I've tried putting this insignia code into the unit's init line, but it seems like CfgRespawnInventory overrides it by adding a new uniform when the game initializes. [this,"111thID"] call BIS_fnc_setUnitInsignia;
  14. Disregard my previous post. I did some efficient googling and found this, and by modifying it slightly to this and putting it into onPlayerRespawn.sqf: private ["_RANKICON"]; {_RANKICON = [_x,"texture"] call BIS_fnc_rankParams; if (_x isKindOf "b_Helipilot_F") then { [[ _x, "160th_patch"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; } else { [[ _x, "75th_patch"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; }; } forEAch allunits No idea how I got it working, but it does. So thank you for your help!
  15. Thanks for the reply! I'm sorry if I'm coming across as a moron, but my scripting experience is pretty much equal to nothing, so I'm not sure how to utilize the text you gave me for OnPlayerRespawn.sqf. Am I supposed to change it in any way? Unchanged it does nothing. Starting the mission it doesn't apply the insignia, and it goes unchanged when respawning. I've tried toying around with the - if ( _selected != "" ) then { if !( _insignia == "" ) then { - lines by inserting the classname of the loadout and insignia, but this still appears to do nothing. Again, zero experience with scripting so I'm just grasping at straws here. The only way I've made this work so far is to put this line I found on the BIS_fnc_setUnitInsignia page in OnPlayerRespawn.sqf: [[ player, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; But the problem with this is that it applies the same insignia to everbody. I only want to have two separate insignias though, one for pilots and one for infantry. Would it be possible to use classnames, say if it calls for a classname and it returns "b_Helipilot_F" it applies one texture, if it returns anything other than that it applies an other texture?
  16. Not to mention it seemed to put a massive strain on dedicated server FPS once the ropes were deployed. Hopefully we'll have some thick ropes eventually, that work well without hurting people, and is server-friendly! I do have a question regarding the Black Hawks. What are your plans regarding the interior MFDs, and indicators such as airspeed, attitude and heading? I love looking at the interior instruments while flying, but unfortunately many of the custom helicopters we see in ArmA III have outdated and barely usable instruments, especially when it comes to their attitude indicators. At this point I would be glad even if you decide to use the vanilla Ghost Hawk's instruments (at least they work!). Correct me if I'm wrong, but I belive this is the only cockpit image you've released so far, so it would be interesting to see what your take on the instruments will be.
  17. We use a combination of ACE and ASR AI in my unit, and this is never an issue for me unless I'm hovering or just flying slowly. I recommend trying it.
  18. My immersion levels are going through the roof. Good work!
  19. Oh, man, I really like and hate this endless teasing at the same time! Keep up the awesome work!
  20. I love the attention to detail. Can't wait to see it do its thing in-game!
  21. I'm wondering about this too. It's very immersion breaking when you're restricted to 1st person.
  22. Hey, DeltaGamer! We've been using your Static Line/Parachute mod in my unit for a while, and we like it a lot. Glad to see an update! We just briefly tested it on Konyo's MH-47s and EricJ's MH60s, and it's functional, but we ran into a few issues. We're running a bunch of mods, so I'll probably come back with an update just running minimal mods. 1. The scroll action seems to duplicate, althought it doesn't seem to affect the functionality. Occurs in the MH-47s and the MH-60s. 2. With bad benson's Enhanced Movement enabled, you die instantly whenever the landing animation starts. 3. If you die after mission start, the scroll action(s) no longer pop up. You can fix it by reslotting in the lobby and rejoining if JIP is enabled. I'll report back after more testing!
  23. Looks good. Would be cool if you could limit the view distance a bit more, so that you can only see 50-100m ahead of you. But this looks very good.
  24. Hello, I'm wondering if there is a way of disabling the squad.xml logo from a vehicle. I've seen it's enabled on certain vehicles, but not on others, and I'm wondering how I can remove it from an existing vehicle.
  25. Gilatar

    [WIP] Terrain Diyala province Iraq

    I agree with what others have been saying - this looks fantastic and just about the most realistic Iraq terrain you can find. Looking forward to release!
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