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Everything posted by redarmy
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anyone know how to use the 9P129-1M (9M79B) from the RHS Mod
redarmy replied to MoonCrawlerVG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is not the RHS mod page. Ask your question there. This question doesnt relate to mission editing nor Arma3. -
So in high command controls,action 4(open) mount, is used as a way to tell high command groups what speed to use... limited,normal full. Menu 4 under group commands has a different purpose...mount/disembark. The issue is im unable to find a command that will allow me,to issue my squad a speed order. The reason this is needed,is because in safe mode,telling your squad to move somewhere,they walk in safe mode BUT their speed is NOT functioning as "limited" as it should be. The result is that the lead unit walks normally a couple of paces then breaks into a jog for a few steps,following group members do this too,to keep formation tight... if i use Zeus enhanced/ Zeus and click on my player group and set speed to limited the issue goes away.. this issue is also relevant for "full" speed mode,we have no way of ordering a full speed/break formation order.. so my question is...how do i make the group limited in speed? its not listed in the commands/controls. While its not game breaking,its an eye sore on long patrols. I think BIS has overlooked this. But if theres a way around it let me know Temp solution: While being the high commander as player,you can also sync the surbodinate module to the player,and set the groups speed mode via high command. Doesnt look rite in eden having that configuration but it shouldnt cause any real issues and means you can also draw visible wp's for yourself
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Thanks Haleks, i was aware of AGM but also the fact goggles PBO would require the "core PBO" and that may run things that cause issues as its very outdated. Regardless,while messing with LHM glasses i found an odd issue...i opened a scenario with the mod installed, but NEVER SAVED IT(autosave off). Restarted game without the mod and suddenly LHM was a dependency. Shouldnt happen unless something changed in Arma3 recently. SO il probably take a look at the pbo unpacked just for learning but not use. Cheers anyway
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sorry for necroing an old thread however i never got around to looking at this fix years ago. Im unsure where or how i call this syntax in order to fix the issue you described. Do i need to edit the PBO or can i edit something in the init of mission,and if so how exactly ?
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Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Absolutely flawless. Thanks so much guys -
Disabling High command 3D(not map) enemy icons
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this possible? iv ripped apart the BIS WIKI High command and have managed to modify it to always show map markers,but my main goal is to disable the 3D enemy(not friendly) icons is it possible to even do this? i ask because i want to stop looking if its actually not doable,spent too many hours on this. -
Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This works really well,the only real issue i saw was sometimes enemy icons appear on the 2D map momentarily,not even fast enough to see a symbol though,just a red flash. Il run a scenario with this happily,cheers! -
Just wondering has it always been this way or was this introduced recently... So starting a crew in a vehicle under high command works fine,but if you place a group in the editor in a vehicle like an LSV or hunter,and issue move orders,they cannot move,at all. Work around is to issue a move order,change it to get out,drag the wp back to the units position,squad leader spams voice "move up" for about half a minute,crew dismounts,order get in,and issue move and everything works from there... It seems that potentially certain vehicles like mentioned above,when units start in them,are not counted as crew,and only as passengers,even if some unit of group is in drivers seat.. tested with Hunter,LSV Quilin/prowler. Bad enough HC gets ignored by BIS,i wish they could revisit the module and clean it up
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Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks alot , il give it a look asap! -
iv tried via the description and eden editor general tab,to enable the CBA debug(which i understand is just an extension on vanilla's) in my SP mission. using enableDebugConsole = 2; or enableDebugConsole = 1; . (2 for everyone / 1 for host or admin) isnt working. i assume it works for vanilla. But since CBA is pretty much a requirment,is there a way i can open this in SP?
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Good to know , thanks for the link !
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Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Iv had issues where "while true" froze my game alot so i did alot of reading up on it. would adding a "spawn" help keep it cleaner or not needed? [] spawn { while {true} do { sleep 5; -
Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome. Thanks so much. I wish BIS gave more functionality to High command either by default or through scripting. Trying to squeeze everything out of it i can -
Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Larrow. RCA3, cheers aswell. Can i ask,how do you know this is checking on a loop and would that be bad for performance? Bit off topic but i have a couple of sounds from base game running from my players init on a loop. would this be in anyway dropping performance CPU side? waitUntil {!isNull player}; _unit = _this select 0; private ["_explosions"]; _explosions = [ "BattlefieldExplosions1_3D", "BattlefieldExplosions2_3D", "BattlefieldExplosions5_3D" ]; private ["_fireFights"]; _fireFights = [ "BattlefieldFirefight1_3D", "BattlefieldFirefight2_3D" ]; { [_forEachIndex, _explosions, _fireFights] spawn { private ["_index","_explosions", "_fireFights"]; _index = _this select 0; scriptName format ["initAmbientSounds.sqf: random sound playing - [%1]", _index]; _explosions = _this select 1; _fireFights = _this select 2; while {true} do { sleep (1 + random 59); private ["_sound"]; _sound = if (random 1 < 0.5) then { _explosions call BIS_fnc_selectRandom } else { _fireFights call BIS_fnc_selectRandom }; playSound _sound; }; }; } forEach [0,1,2]; anytime i see the line ..... while {true} do i get worried. -
Its great to see the mod returning with an update,thanks for continued work,i know alot of people love Lambs. Personally i went back to vanilla as im trying to get the most out of performance and generally compatibility as i make scenarios. To that end i just wanted to ask about this particular feature iv quoted above.... Will this present issues with group level desync? Vanilla Arma3 handles group vehicle assignment terribly quite often resulting in strange behaviours. One behaviour is the fact that a group may split/fracture/seperate upon entering/leaving/assigning/unnasigning vehicles,and i imagine when throwing other complex code into the mix,may exacerbate the issue. Also ,regarding AI infantry or vehicles,have you included or removed/tweaked "EnableAttack" behaviour? Also,just curious if Lambs turrets will be tweaked or included.I played with it for a while now,i still think AI gunners are far too accurate at an and all ranges,so much that i often question if Lambs turrets fails to load sometimes as AI in vehicles can still easily snipe infantry with one bursts from any distance.
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Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks man , i did see this already,was hoping it could just be enemy,as friendly icons are useful for me and others. Will fall back on this if need be though. Pity there doesnt seem to be a "side' paramater -
Disabling High command 3D(not map) enemy icons
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That has nothing to do with High command icons. This is relating to map icons. Im trying to disable 3D enemy icons in High command. -
Looking at the BIS wiki and trying to see if there was a way i can do this but im not sure if it is so i want to ask here. Is it possible,via say a trigger,to assign a group as cargo to the nearest crewed vehicle(without refrencing a specific vehicle name/but using an array of potential vehicles is ok) and unasign them from any vehicle they are in later? The idea: Using High command i want to move a group(Alpha1 / 8 men) to a panther that has a full crew. When they are near the vic,hit a trigger and they get in as passengers. Then later,either when in combat mode or via another trigger they get unasigned. High command is lacking in the transport functionality of groups who are not together,so im looking for a reliable way to transport friendly groups in one of any friendly vehicles n the fly so to speak,without the use of Zeus or mods.
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Assign nearest vehicle/unasign
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks but im not wanting to add any mods. Im hoping to learn a vanilla way of doing this. I was think that a combination of "nearestObject" and "assignAsCargo" or "moveInAny", could somehow be combined to achieve what i feel should be in the vanilla High command system. There are and im aware very simple mods for this "HC transport" mod for example. Though the author isnt on the forums lately so i was hoping someone else more knowledgeable than myself in this might teach me a work around. -
Can I copy DRO "revive" system into my own newbie mission?
redarmy replied to dgrrrhelp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No i didnt edit it. Actually sometimes when you "recopy" something,these odd characters arent there. So notepad actually still works in that regard,++ is better though. -
Can I copy DRO "revive" system into my own newbie mission?
redarmy replied to dgrrrhelp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually this is a great suggestion. Iv got ++ On my rig i just never thought about it bypassing alot of those issues,good to know it does. Il start using that myself. Jesus only 9 years in Arma3 and knowing this just now -
DELETED . Vanilla keys got messed up
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UPDATED to fix one or two overlooked things
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Can I copy DRO "revive" system into my own newbie mission?
redarmy replied to dgrrrhelp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The AIS setup file has one or two things preventing the player from using the heal function if you declared a medivac station,and in order to be able to heal units you need to specify which side or playable. I dont recommend using a side,just set it up to "playable" units.. its better if you read my config and copy it into your AIS setup.SQF . if you set it up as follows(SP as i havnt tested in MP) it will work // by Psychobastard // AIS REVIVE Setup-File //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Main Settings --- v v v v v v v v v v v v AIS_REVIVE_INIT_UNITS = "allPlayables"; // Auto-Init a group of units: "allPlayers" , "allPlayables" , "allUnits", "allUnitsBLUFOR", "allUnitsOPFOR", "allUnitsINDFOR", "allUnitsCIVILIAN" // Warning: I didn't recomment to use "allUnits" if you play with a lot of AI units! AIS is mainly created for players and/or their AI group. AIS_MEDICAL_EDUCATION = 0; // Who can revive an unconscious unit? 0 == Everybody, 1 == Everybody with a First Aid Kit or Medkit, 2 == Only Medics (this affects both, AI and players!). AIS_REVIVE_GUARANTY = true; // If true you will fall everytime in uncoscious mode, regardless how strong the impact of damage was. AIS_MEDEVAC_STATIONS = [];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled. // Syntax: f.e.: [ [myMedevacVehicle, 15], [myMedicTent, 10] ] --> make sure the variable name is avalible at gamestart. Otherwise call it later in a function. //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Optional Settings --- v v v v v v v v v v v v AIS_DAMAGE_TOLLERANCE_FACTOR = 0.8; // A higher value means more damage tolerance. 1 is Vanilla. 0.8 mean all damage will reduce to 80% of Vanilla. AIS_BLEEDOUT_TIME = 500; // Basic life time in seconds until the unit bleed out and die.. The real life time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_REVIVETIME = 45; // Basic revive time in seconds. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_STABILIZETIME = 15; // Basic stabilize time in seconds to stop the bleeding of a unconscious unit. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_REVIVE_HEAL = true; // If set to true the injured unit get completely healed after the revive. (casual gameplay without a medic) AIS_TOGGLE_RADIO = true; // If set to true, unconscious players cannot use his TFAR or ACRE radios. AIS_NO_CHAT = false; // If set to true, a injured player cannot use text chat during he is uncoscious. AIS_AI_HELP_RADIUS = 50; // Number, Radius in metres. Units in this radius will help to revive if no group member is able to revive. Max value is 200 metres. AIS_DISABLE_RESPAWN_BUTTON = 30; // Time in seconds while the respawn button is disabled (Esc Menu). Set to 0 to enable the respawn button everytime. AIS_DISABLE_FURTHER_DAMAGE = true; // If set to true, an unconcious unit wont become further damage til death. If set to false, an unconcious unit can also die before bleedout timer is over. (f.e. trough near explosions) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Visual Settings --- v v v v v v v v v v v v AIS_SHOW_UNC_MARKERS = true; // If set to true, a marker will show injured units on the map. AIS_SHOW_UNC_MESSAGE_TO = "Group"; // "None", "Side", "Group" --> who read the message about wounded units. AIS_SHOW_UNC_3D_MARKERS = true; // If set to true, an in-game visible 3D-icon shows you the position of injured units (within a range of 20 metres and 35 metres for medics). AIS_IMPACT_EFFECTS = true; // Set to true to enable impact effects. (simple simluation of supressing effects) AIS_SHOW_COUNTDOWN = true; // If set to true, an unconscious unit will be able to see the bleed out timer. AIS_SHOW_DIARYINFO = true; // If set to true, a diary entry with some informations about the AIS (Credits, features, How to) is added. You will notice the first line i set it to "all playables" (make sure your units are set to playable,works with any playables so they can jjoin after mission initilaisaition) Also within this file i removed the medivac station by removing the extra brackets so it no longer looks for a medivac and the "heal" function will appear after you AI is stabalized. Make sure your AI are in your squad and set to playable,press either "H" or use arma3's own menu function to report "injured" to get a squad mate to heal you. AI dont heal each other in YOUR squad unless YOU order them to,but if other AI groups are setup with the revive they will heal each other. -
Can I copy DRO "revive" system into my own newbie mission?
redarmy replied to dgrrrhelp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it a custom revive script the author made? either way id highly recommend Psychobastard's A3 Wounding system. Very moular and reliable. Zero issues with it to this date https://forums.bohemia.net/forums/topic/161291-a3-wounding-system-ais-by-psycho/