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Everything posted by doubledizz
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I've been looking on the forums for a while for an answer to this and nothing has worked yet. I'm arming some civilians with weapons (they're farmers going hunting) to add confusion to my mission, but I want the civilians to shoulder the weapons. I've tried the "Switchweapon" action, but it hasn't worked yet. How do I get AI Civs to shoulder their rifles?
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changing Vehicle Respawn module position
doubledizz replied to doubledizz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks I'll try that today -
changing Vehicle Respawn module position
doubledizz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to move the Vehicle Respawn module position when I reach a trigger, but had no luck. I've done this so far... Vehicle Respawn Module variable: veh_respawn Marker variable: veh_respawn_home Trigger with... 'Activation' on "any player" Type as "present" Condition "this" On Activation: "veh_respawn" setPos (getMarkerPos "veh_respawn_home"); What's wrong? How do I move the module? -
Tophe's Arma Dedicated Server Tool (TADST)
doubledizz replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ah. What does that mean now in terms of TADST? Will it not work until a new version is released? Also, do I add this port to my port forwarding? -
release [Release] Incon Undercover: A comprehensive undercover / incognito simulation
doubledizz replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just stumbled onto this and am super excited to try it out!! Do I need to run a separate mod that to make equipping other side's uniforms possible, though? Actually, I should also ask... do you use a certain weapon holster mod along side this? I was running Enhanced Movement, but it started bugging out my action menu, so I removed it. There's a mod simply called "Weapon Holster" I was going to try...- 138 replies
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- undercover
- incognito
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Zenophon's ArmA 3 Co-op Mission Making Framework
doubledizz replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are there any YouTube tutorials on how to use these? I'm reading the FAQ and other documentation but there is SO MUCH text that I think I'm not fully understanding it. This is fricken 200 page operating manual haha -
Tophe's Arma Dedicated Server Tool (TADST)
doubledizz replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
@strider42 thanks, I have watched that one. I'm running TADST from my laptop and pln to connect via internet with my desktop. I've got the server running, but I don't understand how to load all my mods into the server. Do I just tick the '!Workshop' one and everything in that folder will load? Or do I need to add them all separately? Also, do I need to check the game DLC like 'Bonus', 'Orange', 'Apex' etc? -
Tophe's Arma Dedicated Server Tool (TADST)
doubledizz replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Can anyone point me to a recent Tutorial for TADST? All the YouTube tutorials are either old or don't explain how to properly load '!Workshop' mods or load the server with a mission select screen instead of a specific mission. Everything I search for is outdated or missing too much important info... Also, how do I run a Dynamic Combat Ops mission from TADST? -
Move marker to thrown position of smoke/chemlight?
doubledizz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to move my base respawn markers to the position of a defined thrown item, ie: smoke grenade or chemlight. I thought Game Logic could help for location but I haven't worked out how to pair it to a units items in their inventory. I'm guessing that needs it's own init.sqf? I'm also unsure if you can even affect a markets location using Game Logic. Any thoughts? -
How do you limit unit selection in the lobby by prerequisite info?
doubledizz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you limit unit selection choice in the mission lobby? Say I have 5 units that I want reserved for a certain group of people. How do I go about that? Link me to any guides or detail here, either would be fantastic. -
Does this mod effectively cut down sun glare for early and late parts of the day? 7am sun if brutal to look into...
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No worries, I just wanted to ask because a lot of the time it is actually user-error not the addon and I didn't want to be one of those types. The weapons still work perfectly, the sound isn't anything to stress over :o
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South America? Venezuela? I say this because "South America" is listed as one of the CSAT allies and Venezuela could fit the bill for CSAT politics...
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I'm back from an ARMA (gaming) hiatus. I used to use JSRS2.2 before the break and saw the RC6 video update and got super excited, but I've read LordJarhead has been unwell and is taking his own break from modding to recuperate. Also, the Marksmen update has added it's own sound overhaul and now I'm not sure what to use! So, which sound mod should I run as of 1.44 build? JSRS3 RC4? SOS? MegaSound? another addon? Also, the sounds in RH's M4 pack sound weird now; I was thinking the sound overhaul has messed them up? Can I run another addon to fix their sounds? (they are very boomy and sound like their always inside)
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Kunduz, Afghanistan [10km] v1.20
doubledizz replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone made an ALiVE mission for this map? Can you link me your .pbo please? -
Korengal Valley, Afghanistan [Release Thread]
doubledizz replied to Drifter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just started reading Junger's "War" and seeing that someone is making this map has (figuratively) given me the biggest war boner ever. Don't give up mate! You are a legend! There's got to be some other smart lads on here that can help you work it out! -
ALiVE - Advanced Light Infantry Virtual Environment
doubledizz replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone got a sweet (ALiVE) Kunduz Afghanistan mission they could link me to? Insurgency/open-ended/sandbox mission would be rad. -
RH, Did the recent marksmen update affect your weapons? I noticed a higher amount of sway and recoil with some of the M4A1's and definitely M4A6 set. I'm not sure if this just standard as part of the update though, or if you weapons already had a realistic amount of sway and now the update has thrown them out of whack. Also, after the sound overhaul I've noticed your weapons now sound very boomy and have a lot of odd echo to them, lin comparison to the new vanilla sounds of the MX weapons for example (which have more of a sharp crack sound without the roomy boom). Are you considering updating your addon's sounds? Or is there a way I can make your weapons use the vanilla sounds instead? Thanks for this mod, I really love it!
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The ARMA 3 packages on Steam are currently 50% off! This is great, I've already told some friends who were thinking of getting it. I mentioned the Extended Edition is the best value as it comes with the DLC Bundle. Then I noticed the DLC BUNDLE does not have the 50% off. I bought the ARMA 3 Deluxe Edition early on, I think at the 2nd-staged price (the one before the full retail price) before the DLC Bundle was an option. BIS is offering new customers a 50% steal, but their existing fans get no love at all? This doesn't seem right to me. I'm virtually marketing the game to my mates, who are now keen to buy it. Thus I'm generating sales for BIS, and now I have to pay full price to play the DLC with them... hurts a bit. Can't we get some discount to the DLC Bundle during the sale period?
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Trigger activation Anyone - object
doubledizz replied to zorrobyte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Event Handlers! I was looking in scripting commands. Dummy. Can you call event handlers in the editor's Trigger condition field? I think I might use Inventory closed though, so I can time the task status better -
Planning mission tasks/scripts; advice requested...
doubledizz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Making my 1st detailed CO-OP mission. Up until now I've only used in-editor modules, ALiVE and some scripts I've gotten from here or Armaholic. After brainstorming an idea, I realised I need to plan this out better, so I know what I need to write. If you got a moment and are willing, I would appreciate if anyone can "proof" my logic and tell me where I might have trouble or have made a logical error. Also, if anyone could tell me what kind of level of scripting I'm looking at having to write to be able to pull this off. EG: Advanced stuff, or mostly intermediate or whatever. Any advice is greatly appreciated. These are the mission Tasks I plan to use, written in plain english, but with a Conditional statement style. Hoping it will make it easier to learn how to write the scripts.... [table=width: 100%, class: grid, align: left] [tr] [td=width: 20%]Mission Tasks[/td] [td]Script/Module?[/td] [td]Detail[/td] [/tr] [tr] [td]Return vehicles to depot[/td] [td]Waypoint; named vehicles; in-editor script[/td] [td]when all vehicles are empty inside DEPOT marker and player has not entered Report In trigger, then task success, else failed[/td] [/tr] [tr] [td]Report in![/td] [td]Waypoint; in-editor script[/td] [td]when all players are in trigger, task success and trigger Mission Briefing[/td] [/tr] [tr] [td]!Mission Briefing*[/td] [td]Radio chat; add tasks; prompt to view map; show mission intel markers[/td] [td](orders to assault and secure town from AAF forces) trigger all *mission tasks[/td] [/tr] [tr] [td]*Gear up[/td] [td][/td] [td]if all players use Supply Box prior to leaving 'HQ' marker, then task success, else task failed[/td] [/tr] [tr] [td]*Head to Hunter[/td] [td][/td] [td]if all players enter Hunter before leaving 'HQ' marker, then task success, else task failed[/td] [/tr] [tr] [td]*Move to Staging Area[/td] [td][/td] [td]if all players reach trigger without firing on enemy, then success, else failed[/td] [/tr] [tr] [td]*Advance on Foot to town[/td] [td][/td] [td]if all players enter 'TOWN' marker without Hunter, then success, else failed[/td] [/tr] [tr] [td]*Assault and Secure town[/td] [td][/td] [td]if all AAF troops !alive in 'TOWN' marker, then success and (wait 45) triggers new mission orders[/td] [/tr] [tr] [td]*Await further orders[/td] [td][/td] [td]if all players remained in 'TOWN' marker until new mission orders task, then success, else failed[/td] [/tr] [tr] [td]New mission orders via radio^[/td] [td]Radio chat; add tasks; prompt to view map; show mission intel markers[/td] [td](new orders to assassinate HVT at AAF outpost) trigger all ^mission tasks[/td] [/tr] [tr] [td]^Board Hummingbird[/td] [td][/td] [td]if all players enter Hummingbird, then success[/td] [/tr] [tr] [td]^Arrive at OP[/td] [td][/td] [td]if all players exit Hummingbird at OP, then success[/td] [/tr] [tr] [td]^Recon AO[/td] [td][/td] [td]if a player spots all enemy named armor OR artillery destroys named armor before group enters 'AAF_BASE' marker, then success, else failed[/td] [/tr] [tr] [td]^Locate HVT[/td] [td][/td] [td]if a player spots HVT prior to entering 'AAF_BASE' marker, then success, else failed[/td] [/tr] [tr] [td]^Call in Artillery[/td] [td][/td] [td]if artillery fires rounds inside 'AAF_BASE' marker, then success, else failed[/td] [/tr] [tr] [td]^Confim Kill on HVT#[/td] [td][/td] [td]if all AAF troops !alive in 'AAF_BASE' marker, then HQ radio-chat "find HVT quickly" // if player uses action "HVT Kill Confirmed" on !alive HVT within 60 seconds, then success and trigger Locate Intel task, else Radio chat from SL "cannot locate HVT" and remove action from HVT unit and task failed and trigger Locate Intel task[/td] [/tr] [tr] [td]#Locate Intel~[/td] [td][/td] [td]if named building is destroyed, then SL radio-chat "negative building destroyed" and task failed and trigger RTB task // if a player enters 'INTEL' marker within 60 seconds, then success and trigger Retrieve Intel task and RTB task, else SL Radio chat "cannot locate Intel" and task failed and trigger RTB task[/td] [/tr] [tr] [td]~Retrieve Intel[/td] [td]Using laptop intel script from Armaholic[/td] [td]if a players uses Action "Retrieve Intel" on intel object before leaving 'AAF_BASE' marker, then success, else failed[/td] [/tr] [tr] [td]RTB[/td] [td][/td] [td]If all players enter Hummingbird and hummingbird flies to waypoint, then success and mission end[/td] [/tr] [/table] -
Trigger activation Anyone - object
doubledizz replied to zorrobyte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to bring up an old'ish thread, but this is EXACTLY what I am looking to do. Wish someone answered it here! I've been searching the forums for over an hour :( How do I set a trigger to return TRUE when a group interacts with an ammobox named crate1? I'm so stuck. -
Planning mission tasks/scripts; advice requested...
doubledizz replied to doubledizz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks very much for the detailed reply. I was actually hoping to use the Task modules instead of manual scripting, just because it's kind of baby steps into scripting; using the condition and act on fields. I seem to be going pretty well so far. The only issue is making the Waypoint-style HUD markers appear for tasks that are generated by triggers. EG: - All CreateTask tasks that are created at the beginning of the mission, show an in-game HUD marker whenever the SetTaskState is triggered to "assigned" - All CreateTask tasks that are create using triggers during the mission do not have the HUD markers, regardless of if their SetTaskState has been triggered or not. EDIT: I worked it out. You need to create a trigger that slightly delays the creation of the TaskDestination module to AFTER the create of the CreateTask module. Otherwise it create the TaskDestination module at the beginning of the mission, but with not CreateTask made, well I guess it breaks it all. I'm going to post my Task testing mission up once I've got a dozen or so different task types. I'll link to it here. -
ALiVE - Advanced Light Infantry Virtual Environment
doubledizz replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bad luck on the MANW competition guys :( I like you guys more than the RHS blokes haha Was there a reason you chose to put ALiVE in the Total Modification instead of addon? I had thought the addon category would've been a steal for you guys. -
I've had three instances of the AI TL for the mission stopping, going prone and then not moving on. One time he kept saying "running low on ammo". I shot the legs on the third time, the TL healed himself in crouch, then stayed in crouch position. I exited Arma, restarted, resumed the mission from last save and the issue did not re-occur. Just letting you know cos I'm only running ASR AI3 and CBA with the campaign. ---------- Post added at 05:55 ---------- Previous post was at 05:53 ---------- Oh that reminds me! On Elite Difficulty, during Drawdown (first Survive mission), an AAF unit jumped into the Armor at X-Ray's Gunner position. This was one of the instances where the TL went prone and wouldn't move. I think maybe cos of the tank, the AI went prone to avoid detection until the tank drove past? Maybe?