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Everything posted by redarmy
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Gona buy this after work today im pumped. Ignore the critics giving you crap. Anymore content to the 2035 universe imo is worth the money. sure i would have liked an East added bolt action for "balance" or some other word id try to use. But if i was really asking for stuff,i could go on and on. The fact we get anything is great and the guys did a great job with WS,and even in quantity is lower here,previous DLC doesnt mean next will match or exceed. I think the content here is very nice from videos and screens,and a few things i love, the Helo,always wanted more and this one is a beauty. The russian helmet which name iforgot will go great on my vanilla custom made russian army. And other content il defo find a use for. Truthfully id pay double,because this is Arma, id support Creators and Devs anytime because they gave me years of content already,and clearly more to come. Future DLCs,please stick to 2035 Armaverse,its great stuff. oh and a reddit post mentioned a black retext of the SVU( AHEM...Rahim) THANK YOU! Takes me back to Bad company 2 days i always wanted a non CSAT textured variant.
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Fire For Effect: The God of War - smart & simple AI artillery
redarmy replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yep unit seems to think its on a "Gaurd WP" and promptly realises he isnt going to be able to do much to a T-100 on arrival 😉 "GO HOME MARSHAL,YOUR DRUNK!" -
Fire For Effect: The God of War - smart & simple AI artillery
redarmy replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ohhhh i seeeeee. so the array needed the group name. i think i got thrown off by the unit classnames and didnt even think to try the group. Cheers! -
Fire For Effect: The God of War - smart & simple AI artillery
redarmy replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still to this day the best arty mod around. I just realised the script version existed and how i can tweak it. so i did with the intention of creating FO's. Doing your demo mission works fine, but in my mission i changed the FO calssname and it doesnt seem to work my init is like so RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FO = ["b_recon_m_f","B_recon_F","B_recon_TL_F","B_recon_medic_F"]; [] execVM "RYD_FFE\FFE.sqf"; as you can see,iv got a four man array,all these guys are in a group,yet none of them are able to call arty. If i place recon JTAC on the map he has no problem. i even added these classnames to the FFE [ "B_recon_TL_F", "B_recon_medic_F", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "B_recon_F", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f" ]}; Yet still nothing. im ok with it being JTACs only as i can simply change the leader of group from TL to JTAC,just wanted to ask what im doing wrong and why my classnames wont work. Cheers again,arty is awesome. BTW: Not sure if western sahara mortar carrier marshal is by default meant to work,but it demonstrated odd behaviour,moving to drive to an enemy location that friendlies spotted. Bug? -
Disable mouse click on a map control in a dialog ?
redarmy replied to cb65's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I literally love you. 7 years....7 years... i tried to resolve this issue. Having looked at the example on the wiki i realise now i was looking at syntaxes designed for previous Arma games and not understanding why various attempts worked. finally i can use high command without loosing my mind as a vehicle commander! -
Maybe im not remembering correctly,its been a while since testing,but handle damage is not working as i remember.. as i recall its meant to reduce dame taken if used like so.. this addEventHandler ["HandleDamage", {(_this select 2)*0.25}]; i have this in init on a tank for example. it seems to handle random damage based on where tank is hit ofourse,but frequently,when say the tank is at 60% health,the next hit actually shows the tank returned to 70 or 80%. Making tank invunreble. im just trying to reduce a tanks recieved damage,im sure i had it working years ago but since wiped drive have no records or tests. any help appreciated.
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CBA - Community Base Addons - ARMA 3
redarmy replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Vurrently the modules for CBA tasks are broken/semi functional. are they ever going to be updated? for example, centre point position for a reference for a patrol point doesnt work,wether marker or object,array or singular. apolagies, i made a sync error. However i wanted to ask if anyone knows how exactly i can remove the house search function on CBA task search area? its alot better than task patrol with the exception of AI searching random houses due to AI getting stuck 99% of the time -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
redarmy replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually this mod is extremely broken in many ways,should be avoided entirely. For one the inbuilt code in GAIA which is included in MCC (And effects are in play even if GAIA not actively on unit) will totally break editor WP's. For anyone reading this,GAIA functions but has features broken as well. Theres better alternatives. The code is extremely old. -
mission maker tools MGI ADVANCED MODULES
redarmy replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks man.Yeah i did just test a moment ago. combat fatigues(SFIA) and Tura garments. Neither are equipable on a blufor guy from looting a dead body. Spetnaz from contact works ok. If i kill a sfia and remove his uniform(fatigues SFIA) and access those fatigues on the ground,they change from the SFIA fatigues to whatever uniform my character is currently wearing. Also odd behaviour,maybe you can make more sense of it than me. is there a script version for your wire cutting fence module? if possible id like to change the item from toolkit to the Ravage custom (limited use) toolkit.- 302 replies
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mission maker tools MGI ADVANCED MODULES
redarmy replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey pierremgi would it be ok if i added parts of this mod into my scenario on the workshop? Just add it as a dependency. Will credit you ofcourse. https://steamcommunity.com/sharedfiles/filedetails/?id=3050920861 Mainly interested in the surrender script for players to have another option to deal with hostile survivors. Or even if you had a script version i could add it into the mission. Also, "wear what you want", moodule,has it been updated to be compatible with Western sahara? Current mod i use that takes care of that is Real engine mod,but anytime i try to wear opfor clothing from WS assets it wont work. Also if thats ok, is there a way to stop the script being applied to civ side? or better yet allow the prisoner script to only work on opfor and independant?- 302 replies
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Scenario has recieved many updates adding new mechanics and feautures,map edits and clean up. Nearly 600 hundred subscribers in a few days with alot of good feedback. Plan to move onto Livonia and Tanoa next. Last major update today,its a total and complete DAYZ experience. Latest change log/features: DAYZ RAVAGE FEATURES:: *6,100 objects added to the map(performant) *Currency and trade system *Gear and equipment damage system like DAYZ standalone. Items and gear can becme ruined from damage and unusable. *Breath fog and dynamic weather system *Bandit patrols talkin ♥♥♥♥ to each other when player nearby *Various Points of interest that are hand made,and serve a functional purpose to survival(updates will add more with inspiration taken from Chernarus plus) *A persistent SP survival experience *Roaming bandit patrols(hostile to you and each other) *Bandit camps at night *Bandits that can hunt the player(anywhere) *Friendly survivors(whom if you aquire a radio,and get a signal from/atop radio tower(radio menu),you can contact to join you,or ask them face to face) *Hand picked selection of vehicles randomly spawned and damaged,needing fuel and repairs *Syphon fuel system. Syphon hose and gerry can. All map gas stations empty of fuel *Enemy vehicle and air patrols *A loot list of weapons closely resembling the current DayZ standalone weapon list(around 21 in total) *Randomly spawned Heli crash sites with military loot *Animals roaming off the beaten path for hunting and eating *A hypothermia system . Warm up at fires or get indoors.(credits MuRaZorWitchKING, and JhonO) *Traders( trader base located somewhere on Chernarus offering safety,a doctor,supplies) *Custom soundtrack( Think Frankie on PC Dayz) Very non intrusive and only plays periodically(disable music if you dont like) *Brighter nights to avoid total pitch darkness *Further tweaked fatigue system native to ravage mod(be careful what you carry) *Radiaion zones around military locations in a wide radius(gasmasks help reduce intake) *Food that can be contaminated(anti rad pills help) *Mines in and around Military sites(consider finding a mine detector before venturing in) *Boats and Heli's(small chance to find one or both of either) *All buildings enterable(livonian classnames) *Furniture system for all houses(credits tinter) *50 plus uniforms and alot of accessories(Credits to EO for his amazing Gorka pack) *21 plus weapons and many many attatchments to find rarely,including supressors,optics,flash hiders etc) *40 different zombie clothing types *50 facewear types *30+ weapon attatchments *40 different types of backpack *30+ types of headgear *28 variety of vests *All included gear and weapons randomly worn by/used by all AI groups
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Are multiple hitpart/hit EH's not functional on a player?
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
For a few weeks now iv tried like hell to create a good system that when the player takes any damage(zombies,shots etc) that it will randomly choose a single item in the players inventory(not looking to create an array as there could be so many items) and delete it(to simulate it being damaged beyond repair) Best solution i came up with was an event handler to remove a piece of gear(vest/backpack etc) player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((vest _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeVest _unit; hint "Your Vest and items inside were ruined"; }; } forEach _hitLoc; }; }]; }]; Above example works mostly ok. So i tried to expand it with this: player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((vest _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeVest _unit; hint "Your Vest and items inside were ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((backpack _unit) != "") then { { if (_x == "pelvis" && 6 > random 100) then { removeBackpack _unit; hint "Your Backpack and items inside were ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((Headgear _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeHeadgear _unit; hint "Your Headgear was ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((Uniform _unit) != "") then { { if (_x == "pelvis" && 6 > random 100) then { removeUniform _unit; hint "Your Uniform was ruined"; }; } forEach _hitLoc; }; }]; In theory ,with a random chance of x/100,either backpack,uniform,vest or headgear is removed and all items inside gone. The issue is,this 2nd syntax produces odd results. Often times,only one or two pieces of equipment gets removed,then the eventhandler never fires again. OR After re equipping a piece of equipment that was removed from a hit,its INSTANTLY removed again when im hit next time. Im struggling to understand the concept of on hit/ hit part or even event handlers for that matter as its supposed to handle an event,multiple time and is easy of cpu so i cant understand why this isnt working correctly. I tried using hit instead of hit part,and tried changing"pelvis" to other body parts and giving "headgear" one body part,uniform another body part and so on.. Nothings working. Could someone more knowledgable break it down for me or help me script a better solution to my need? -
Are multiple hitpart/hit EH's not functional on a player?
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I see and can understand what you mean. It exits the code under conditions and starts again. Pretty neat way to do this. I took what you have above and tweaked a few things and tested. Everythings great with it: player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if (["pelvis","hit_pelvis","body"] findIf {_x in _hitLoc} > -1) then { call { if (_chance < 2) exitWith { removeUniform _unit; ["GEAR RUINED", "<t color='#FF0000'>Your uniform and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 8 && backpack _unit != "") exitWith { removeBackpack _unit; ["GEAR RUINED", "<t color='#FF0000'>Your backpack and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 10 && vest _unit != "") exitWith { removeVest _unit; ["GEAR RUINED", "<t color='#FF0000'>Your vest and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 12 && headgear _unit != "") exitWith { removeHeadgear _unit; ["GEAR RUINED", "<t color='#FF0000'>Your headgear was ruined.</t>"] spawn BIS_fnc_showSubtitle; }; }; }; }]; -
Are multiple hitpart/hit EH's not functional on a player?
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK after testing a few times iv finally got it to where it needs to be, testing with 3 triggers set to true: trig1 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; }; }]; trig2 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Headgear _unit !="" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your headgear ruined"; }; }; }]; trig 3 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Backpack _unit !="" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; }; }]; I should have actually been more clear. "Pelvis" is the only viable body location that the player can be hit in in this scenario/situation,so each needed a pelvis hit,but not to remove all items at once,but instead with a random chance. So 3 individual triggers for testing,fired in different way at a 10% chance for contact on pelvis,and results show me that im loosing one of three pieces of gear randomly(not altogether) Huge thanks for helping me crack this. / full code in init.sqf player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; }; }]; player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Headgear _unit !="" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your Headgear was ruined"; }; }; }]; player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Backpack _unit !="" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; }; }]; -
Are multiple hitpart/hit EH's not functional on a player?
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok let me try this,is this the correct way to assign a hit part to the item?: player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; if ("leg r" in _hitLoc) then { if ((backpack _unit) != "" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; if ("body" in _hitLoc) then { if ((headgear _unit) != "" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your headgear were ruined"; }; }; }]; Is this the correct way to assign a different body part for a different piece of gear? Im getting errors trying to use that syntax so obviously incorrect,but you can see what im trying to do right? -
Are multiple hitpart/hit EH's not functional on a player?
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So if i understand it correctly, say backpack chance =2 . Vest chance = 10 .Headger chance = 12. Then if the number chance selected is say "9", then BOTH headgear and vest are removed. In testing this it seems if the vest was lost,the headgear was also lost,and if backpack was lost,all items were lost. Am i understanding this correctly? Initially i had though it was randomly selecting a chance for each item to be removed,so even a backpack a =2% chance,could be removed while vest and headgear maybe werent. so if i were to say, change body parts hitfor each item,t could produce an effect were i may loose backpack(at 2% chance) but still keep headgear that had a higher number chance? i had used "pelvis" as the hit is being done by Ravage zombies,they seem to hit an "area" of player and pelvis seemed like a more reliable choice(i cant see how swinging zeds can hit your leg for example) If i add more hit parts: if ("pelvis","body","leg r" in _hitLoc) then { would this be correct? -
Are multiple hitpart/hit EH's not functional on a player?
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry guys,im still not following. Could you show me a working example edited version of my script above and maybe break that down in simpler terms? -
Deleting any enemy vehicle thats crewed on map
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am attempting to perform a "cleanup" of the map periodically in a presistant scenario. Essentially what im try to do is cover the map in a trigger and detect any enemy vehicle thats crewed(important) to be deleted on demand say with radio trigger Alpha. Enemy sides in this are IND and OPF. I tried this to get me started, know its wrong i was experimenting {{deleteVehicle _x} forEach crew _x + [vehicle _x]} forEach thisList; As the only BLU vehicle on the map would be player if any. Is there a way i can do this on demand? perhaps a better way than using a trigger to cover entire map? -
Deleting any enemy vehicle thats crewed on map
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
fair enough makes sense. iv not alot of experience but i recall nearest objects before causing a near complete system lock up on me.In the manner i was using it it should be fine but il stick to your method. 'findif" id never seen before. Pretty cool thanks -
Deleting any enemy vehicle thats crewed on map
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By end of array,which array are you referring to? you mean the end of an array of all units,or objects or both? The scenario spawns in a set max of groups and vehicles periodically,so at any one time i shouldnt exced 5-8 groups max. But objects placed in scenario is counting near 6000 so thats why i ask. sort of on the same subject,im in another means deleting all sides units from the map at intervals {deletevehicle _x} foreach (units blufor); but for blufor is there anyway i can make it not include blufor units already in the players group? -
Sorry for late reply but i figured out the issue. It was actually a script running a dynamic weather system. What was happening was fog density and height if i recall settings were going all over the place and suddenly,creating a setting that would cause the fog to be "in your face" so to speak.
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Got interesting bug here i cant understand. Ocasionally when i aim a weapon,perhaps from behind cover like a tree,my screen turns sky blue,almost as if i was stairing far into the sky or had fallen off the map. I still have inputs,and if my character leans left or right i can sort of make out some particles. Its really odd iv no idea whats going on,but a reload doesnt fix it,changing graphics doesnt fix it,it seems locked in place. Anyone ever have this? I have a suspicion perhaps CUP weapons may be behind it though iv no prrof,las time it happened i was behind a tree on chernarus 2020(yes it may be map related) and i aimed down sight on an SVD and poof,sky blue screen.
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Deleting any enemy vehicle thats crewed on map
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok iv figured out the best way on demand would be simply to detect vehicles around player,side isnt an issue { if ({alive _x} count crew _x > 1) then { { deleteVehicle _x } count (crew _x); deleteVehicle _x } } forEach (nearestObjects [player,["landvehicle"],9000]) just detects if crew still has someone alive and deletes both crew and vehicles if so. -
How to go about modifying this script?
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im currently using an on hit eventhandler to remove a players vest or/and backpack randomly. player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((vest _unit) != "") then { { if (_x == "pelvis" && 10 > random 100) then { removeVest _unit; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((backpack _unit) != "") then { { if (_x == "pelvis" && 5 > random 100) then { removeBackpack _unit; }; } forEach _hitLoc; }; }]; I however want to modify it to instead of removing the vest,or backpack that it removes a random item from either vest,uniform or backpack,and play a hint telling the player"you lost an item etc". The hard way is to rewrite this syntax,replacing vest/backpack with individual classnames like "medkit", "radio" etc. But that will take an eternity as theres alot of classnames to factor in. Is there an easier way to randomly pull any type of item that can go into inventory,wether it be magazine,grenade,vanilla or custom item? -
Issue regarding Zombies :)
redarmy replied to saddle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Rvagae zeds are set to attack all,even animals. And the best advice i could give you(For Arma modding in general) is just stick to one mod that covers something. Especially here,theres no reason for 3 zed mods. Each are configurable to set up different zed appearences and behaviours,youll just be running multiple similar scripts...asking for trouble.