silent_sniper
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Everything posted by silent_sniper
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Okay after today's release of Bootcamp all of my builds my character is either pointing his weapon in the sky or he has his head buried in the ground. I can not get him out of this no mater what I do except to drop weapons, and if i get new one's he's still doing the same thing? Anyone know what to do to fix this?
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Why is My Character Being an Ostrich!
silent_sniper replied to silent_sniper's topic in ARMA 3 - GENERAL
Okay So Here Is The Screen Shot of the Real Problem! http://disfunctionalradioshow.com/Head%20Problem.jpg (444 kB) -
Arma 3 Will Not Shut Down, Steam Says Arma 3 Still Running Can't Close Steam
silent_sniper replied to silent_sniper's topic in ARMA 3 - TROUBLESHOOTING
You know come to think of it, and I removed all of this and I'm still getting the Issue, But this Started on Monday when I downloaded the new Breakingpoint files, I never had an Issue before with Breakingpoint, as I was a Pre Alpha Tester, but then I took a break from it for about 3 or 4 months and decided I would give it a try, But I'm Still getting this Issue. Ticket Posted Here http://feedback.arma3.com/view.php?id=19717 -
Arma 3 Will Not Shut Down, Steam Says Arma 3 Still Running Can't Close Steam
silent_sniper posted a topic in ARMA 3 - TROUBLESHOOTING
Okay I've tried Everything including Uninstalling Arma 3 Removing Every Related file and or folder. Ran a Reg Clean and an Effective File Search to make Sure all files was removed. I then Re installed it. The Issue, Every time I close Arma 3 NO Mater if I use Exit Properly or Hard Shutdown through Task Manager, Steam Says I'm Still Playing and I can not close Steam unless I end the game through the processes in Task Manager. Now Yes I Do Get This Might Be a Steam Issue. SO please if anyone knows how to fix this please let me know -
Why is My Character Being an Ostrich!
silent_sniper replied to silent_sniper's topic in ARMA 3 - GENERAL
No It's Not a Game Pad Issue as I've Been Using one since Pre-Alpah. Also I Just Cam From King Of The Hill and I have no issues there. http://cloud-4.steampowered.com/ugc/82505487776320871/6FB4D2ACDE1BB3C77F73DF5CBC91F9343D3936E5/ Okay further looking into this issue, it has something to do with the Class Peram of giving a soldier an Identity and a Few Other Mods. Now If I Remove the setIdentity from the Init of the Soldier, the issue stops and all Is Good. So Here is a Start Build I made for My son to play and Maybe someone who's bettr at coding might be able to narrow down the issue I'm Posting my file from the Editor and can be used there but should be launched in Multi-player. Link to file http://www.disfunctionalradioshow.com/A_Soldiers_Path_SP.Altis.zip -
Reign Of Jurassic Mod
silent_sniper replied to malakdecaen's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is really needed, I'm looking forward to this mod, If anyone can tell me how I can get it or to help test it let me know thanks. Also Kakarot, If you are still looking for Photoshop help get back to me I use CS6 Extended version and Do 3D Logo designs. http://www.disfunctionalradioshow.com/GBG-Silent-SniperL.png (210 kB) -
AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is not necessary as it's AI and Stamina is not a Factor, However it is a factor for a player witch i think really needs a setting for but a simple way around this is to just add this script line to the init of the player or AI if you really think it's needed, While I Use This for Player, it' still adds fatigue but you can run longer and farther with out that stupid annoying sounds and if you just raise the last number 0.4 to 0.9 it removes it completely or you can use setfatigue false: while {True} do { player setfatigue (getfatigue player - 0.2 - random 0.4); sleep 0; };- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Question, Have you populated the marker's or gamelogics first, then {createMarkerLocal [_marker, getPos player _x]; Something along this line still learning myself on this scripting.- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If You Are Worried about Stability or want to max the FPS, You Can Use deletevehicle Marker Or Gaimlogic Name; on the Init field of a trigger for a Condition. Example Trigger Conditions (({alive _x} count (units LVgroup66)) == 0) Init call compile format["LV_grpname = LVgroup%1",22]; nul = [LV_grpname]; hint "all Unit's Are Dead" deletevehicle marker_LZ; deletevehicle Gamelogic_21;- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My Fault, as Ambient Combat Will not work unless it's a Live Object. Here I Made an Example That Allows all Sides to spawn but keeps them from spawning behind my Unit. Use Link put in editor as I did not PBO this file http://www.disfunctionalradioshow.com/AmbientCombatTest.Altis.zip- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Redarmy, If you are Using Markers You Can Set The Direction on them as well to point lets say north then if you defined as well in the Radius in the script it should keep it from spawning from behind the intended target.- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've not had Any issue's with paradrop, Although I use this script in a simple form, a trigger and a markers for patrolling. Do you have an example Thanks- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, and I've made a Support Ticket to another scrip as well the loot spawner script as It has made it all float bad. Here is a Link to This Post http://feedback.arma3.com/view.php?id=17646 The Same Issue I'm having in this great script is also causing problems with these AI script's for instance the reinforcement Helicopter does not land. I feel BI should fix this and not the Developer of these Scripts as It was the Arma 3 Update that has Caused all the mess. Please Go up-Vote my Issue and Post issue as Well, If We Show Enough of the same issue then they might Fix it.- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Can You Set up a Sample File Just The Chopper With What The Issue is, This is happening on another script pack and Has something to do with an Update on the Arma 3, So If I Can Get It Pinned Down to What the Issue is, BI Should Fix It. Thanks- 586 replies
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@A3MP - ArmA 3 Map Pack
silent_sniper replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice Work, So Far Not as Glitched as before and some maps are way better for FPS reasons Due to low content and buildings. So Keep it up Nice Job. Please I would Really Like to have Lingor Island, So if anyone know of a working version please let me know thanks. -
AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Zlin Could you give me the brake down and a Sample code of what you did, and what triggers and task's You used, See I need this for a single player client side mission and not on a server so Please if you could Help me with this thanks.- 586 replies
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AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to know for example I'm using Heliparadrop, and my custom code is nul = ["para_1",2,true,false,1500,"random",true,200,200,4,0.5,50,false,false,false,true,["para_1","para_2"],true,"default",nil,nil,66,false] execVM "LV\heliParadrop.sqf"; Now I gave the Helipardrop a custom name through the AISS of "66" Now all I want to be able to do is get a hint message to show if all members of this group are dead. No mater how many their are in the group. I tried ({alive _x} count units group66 == 0) AND ({alive _x} count units group66 == 0); hint "All Unit's Are Dead" But All I Get in Editor is Type Booline Expect Nothing? I'll Be honest My syntax may be way off in the first place, as I'm not that great with code, Does anyone have an idea on how to do this?- 586 replies
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silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Redarmy, Try this as this is what I did and was able to use the same 2 triggers to activate and de-activate when ever I went in the location I set the Triggers up at on the map. Okay all you need for this is 2 triggers, no names on triggers. Now First Trigger will have your start code, and set to repeatedly. test_1 = [250,400,25,30,6,[1,1,1],Player_1,"default",0,2500,nil,["CARELESS","MOVE"],false] execVM "LV\ambientCombat.sqf"; hint "This Starts Ambeint Combat" Now test_1 is the unique name given to the start code instead of nul. Player_1 is where this Ambient Combat starts around which in this case would be Player_1 on the name for the unit 1 man rifle man. Make Trigger 2 and this will have the stop code, and set to repeatedly. nul = [test_1,0,Player_1,60] execVM "LV\LV_functions\LV_fnc_removeAC.sqf"; hint "Ambeint Combat Stoped" now see where in the stop code test_1 is this is where the unique name goes when you gave the start code a unique name in the start trigger, and Player_1 will need to be there as well as it was where the script was to spawn around. I hope this explains what I did.- 586 replies
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silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay I was not able to make My original set up work with this code for some reason! But I figured out a way around this My First problem was and I noticed this on the AISSP was I was not using "" on the object name for where this script was to spawn in and around. So I tried that first and still no go, But then I read the Nice little ? as to where this was supposed to be applied to a marker, so I tried that, and By Golly it works just like the I have for Ambient Combat. So Thanks so much for your Help Na_Palm. Also I posted on the thread about the lootspawner seems to be a big issue and it took me 5 days to make that thing work perfectly and now my build is a bit of a mess. I Thank Arma's Update for that. LOL- 586 replies
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Lootspawner, configurable building loot system
silent_sniper replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New Update Made a Mess of Your Loot Script, As of yesterday, the loot script I've been using which is the one for single player, has all loot floating above ground and way up in the air. Can You guys Tell me where and what numbers to change to get the loot back to normal ground level? Thanks -
AI Spawn Script Pack
silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well either I'm not understanding the code witch is more likely or was I to place part of this in my init.sqf main file on my mission? So I placed the code you gave me in the Init field of trigger 2, and This did nothing, I adjusted the code the the 2nd option and nothing as well. I'm not a Code guy really I am Not as I'm dyslexic and this is really hard for me to do, but I do do it. I use the editor for almost everything, so what my question is How do I make Militarize De-spawn no mater what every time trigger 2 is tripped No matter what configuration I use from the AISSP . Or Is this code not working due to game logic on as the place holder? The reason I say this is well I was able to take Ambient Combat and use 2 triggers only and it will stop and start no problem every time I Trip the triggers in the game. Thanks Your Help is really appreciated Na_Palm- 586 replies
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silent_sniper replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay First Things First, Really Great Scripts. Thanks Now My Problem is This I'm Using "Militarize" and I used the flash app to config what I want it to do. My Set up 2 triggers one to start the script and one to end it with one game logic for the area to be populated. Now the script fires and populates just fine, but once I get to the trigger to stop it, Nothing happens. So Please Here is My Scripts on each trigger, and the name of My Game Logic as Well Trigger one no name just the Activation script nul = [marshal_1,2,250,[true,false],[true,false,true],false,[10,5],[3,3],"default",nil,nil,77] execVM "LV\militarize.sqf"; hint "Your Screwed Now" Game logic ID Name marshal_1 Trigger two no name just the stop code nul = [LVgroup77] execVM "LV\LV_functions\LV_fnc_removeGroup.sqf"; hint "Wow! You're Still Alive!" Can Anyone tell me what I'm doing wrong on this. Thanks I'm really looking forward to pushing these scripts to have my own fun. To the Developer You did a great job as My system is 10 years old and I get a brief CPU max spike and that says allot when you see my system spec's So Thank You for these as I'll get more use from my Arma 3 than I had even though I would get. System Spec's Intel Core 2 Quad Q6600 Windows Vista Ultimate Edition 64-bit SP2 (Build 6002) CPU Arch : 1 CPU - 4 Cores - 4 Threads CPU PSN : Intel Core2 Quad CPU Q6600 @ 2.40GHz CPU EXT : MMX, SSE (1, 2, 3, 3S), EM64T, VT-x CPUID : 6.F.B / Extended : 6.F CPU Cache : L1 : 4 x 32 / 4 x 32 KB - L2 : 2 x 4096 KB Core : Kentsfield (65 nm) / Stepping : G0 Freq : 1600.2 MHz (266.73 * 6) MB Brand : Asus MB Model : Berkeley NB : Intel P35/G33/G31 rev A2 SB : Intel 82801IR (ICH9R) rev 02 GPU Type : NVIDIA GeForce GTX 650 DirectX Version : 11.0 RAM : 8192 MB DDR2 Dual Channel RAM Speed : 400.1 MHz (2:3) @ 6-6-6-18 Slot 1 : 2048MB (8900) Slot 1 Manufacturer : Crucial Technology Slot 2 : 2048MB (8900) Slot 2 Manufacturer : Crucial Technology Slot 3 : 2048MB (8900) Slot 3 Manufacturer : Micron Technology Slot 4 : 2048MB (8900) Slot 4 Manufacturer : Micron Technology- 586 replies
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