TinyPirate
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Everything posted by TinyPirate
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[COOP] Digital Infantry Combat Environment
TinyPirate replied to Kushluk's topic in ARMA 3 - USER MISSIONS
Has anyone put together a YouTube vid of this mode together yet? They really should - and they should spread it around! -
[COOP] Digital Infantry Combat Environment
TinyPirate replied to Kushluk's topic in ARMA 3 - USER MISSIONS
So cool to see some other people play and enjoy this! Now, ask Kushluk about the "no mod", "public server friendly" version of this that he made - Int Ops - it's pretty great! He needs to finish it! ;) Anyone made any DICE videos yet? -
[COOP] Digital Infantry Combat Environment
TinyPirate replied to Kushluk's topic in ARMA 3 - USER MISSIONS
Yay! Glad to see this out in the public. This is the best co-op gaming in ARMA3 you can get short of scripting up a mission yourself. I highly, highly encourage folks to try it out. -
IgiLoad script - logistical support
TinyPirate replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome, thanks Igi! -
IgiLoad script - logistical support
TinyPirate replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you explain the "automatically add vehicles..." point? Ta! Dropped from my Mohawk using IgiLoad -
IgiLoad script - logistical support
TinyPirate replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Perfect! Your suggestion worked, thanks! Now, if I could get civy offroaders/pickups to carry cargo, and Massi's African Conflict vehicles, I'd be in heaven! -
IgiLoad script - logistical support
TinyPirate replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, MCC usually loads init settings just fine for vehicles - not sure what is going on with this. Also, anyone figured out a way to make this work with, say, Mass's African Conflict vehicles? I would need detailed guidance... -
XMedSys - Improved Medical System for A3
TinyPirate replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Don't know about respawning. I tried a script that logged what the player had on every two seconds and the set it when you respawned but with Xmed on it caused an odd freeze/jerk as it did the saving. In the end I settled for a quick-load VAS-related script which also helps people for whom VAS takes a long time to load. As for setups, a few pages back were some ini settings that modified the death/respawn timer, healed damage amount, etc, and we have found it to be perfect. Note, we also run with TPWCAS AI suppression system to reduce the incoming rounds substantially - which is important when one bad shot can take you down hard. Also, suppression gives MGs a purpose in A3! Note, I set bullet suppression to 3 from the default 7. -
Where to learn how to add features to a simple mission template
TinyPirate replied to TinyPirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I have now developed a template I am really happy with. It includes TPWCAS for AI suppression, Xmed, and a bunch of other stuff. Wondering if anyone knows how to get some whiteboards with pictures on them into the missions. I would like to put down a whiteboard or two with some reminders of these features for players. I found a script were the whiteboard picture can be cycled through some options, however a new whiteboard appears every time a player does (despite trigger set to once) and soon they are knocking each other and scenery over and looking ridiculous. -
Where to learn how to add features to a simple mission template
TinyPirate posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
All. I'm using MCC and enjoying it, however, what I am having trouble with is working out how to build a sort-of template mission in which I can then use MCC well. I know some editor basics, but I've never seen a guide or tutorial explaining, from the beginning, how to include scripted features into missions. For example, I'd like a map board in-mission at the respawn point that people can interact with to teleport themselves back to the team lead. Also, I'd like to include other features such as the larger helicopters lifting vehicles, etc. I'm really lost when it comes to pulling this off. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
TinyPirate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Place a box in the 3d editor, from the options drop-down, select VAS, CLICK THE ADD BUTTON so the init line gets added to the box. Place it. Done! That is all I do. Sent from my iPhone using Tapatalk -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
TinyPirate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What was going on that is so great? Inquiring minds want to know! -
IgiLoad script - logistical support
TinyPirate replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this, it works great. Small note - vehicles spawned with MCC and the init line added at spawn don't see the load option in the menu. Not a biggy, but thought you'd like to know. -
GET/SET Loadout (saves and loads pretty much everything)
TinyPirate replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm pretty clueless at this stuff, and I have a problem. I got the scripts working great - I have a box with VAS presets in case VAS won't load for some players (which seems to happen regularly). I've got the respawn with previous gear and ammo working - but I have a problem: Every time the script cycles through the [] spawn bit the game, for the player, hiccups. The weapon sometimes jumps, the ammo count flickers, sometimes you lose your stride and can't walk (that was the case until I upped the cycle to 5 seconds). It could be some conflict with Xmed, I suppose... and yes. Testing shows this is the case. Damn. I really like Xmed and I really like having troops respawn without having to mess with VAS. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
TinyPirate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone had any hijack/respawn issues? Tonight when I hijacked and then had the hijacked troop die (shot by players) with 6 players and maybe 30 AI I didn't flip back to my player. I was stuck with the dead body. Respawn and continue didn't help. I had to exit out to the lobby. When it was just me and another player later some time I was bouncing back to the player from dead hijacked soldiers easily. Dedicated server by-the-way. Also, is there any way to stop a spawned soldier/civ from running away in a war zone? I wanted players to rescue an NPC who I was going to hijack and roleplay but the guy took off well before they got there. :/ -
A heavy machinegun is a greater threat to a helicopter than a RPG7. There are plenty of those to play with in ARMA and mods.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
TinyPirate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay, I tried mcc_savegear=true and while I respawned with stuff, I didn't respawn with my weapon. I'm also using Xmed, so I suspect there's a conflict there. -
XMedSys - Improved Medical System for A3
TinyPirate replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try a different key. It doesn't like combinations with Ctrl, etc, I believe. I use / and * on the numpad. -
How can I reduce the toughness of the enemies? My mates prefer our enemies to drop in one or two shots - it's only fair as we certainly do using Xmed!
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XMedSys - Improved Medical System for A3
TinyPirate replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
X39: thanks for the reply. Understand completely. Now, another voice here in the "this mod is really great" camp. I have been exploring it with some friends and it really changes how firefights work and how we think about the game. In standard ARMA or with a "lighter" revive script it is easy to recon-by-body. You don't have to think too much about how you approach an objective, nor about over watching and bounding as someone will be up pretty quick if they do go down. However, with Xmed you can't take these things lightly. The other night four of us patrolled down a hill, through woods, to an objective town. We got owned - once one of us dropped we couldn't get them up in time before we were flanked and destroyed. Really, that approach was poor and we didn't take advantage of ingress routes with better visibility. The other nice thing Xmed does is make players think about whether they can afford to try and save someone who is down, or whether they will need to win the firefight first. The tensions feel very similar to the tensions I trained for when I was in the army reserves here. Yes, the system isn't a perfect medical simulator (snore - fun for a medic and no one else, I expect) but it does drive the right sort of thinking into player heads, and make them balance a lot of issues at once - especially for the section commander. Note: we have paired Xmed with the TPWCAS AI suppression system as you really can't afford to take hits in Xmed and the way to prevent hits is to win the firefight, and the way to do that is to suppress and destroy the enemy - TPWCAS makes that possible (I change the configs to make 3 bullets suppress rather than 7). For those trying Xmed, do consider working TPWCAS into your missions, the two go together really well. Thanks, X39, Xmed is a really lovely system! I just wish I understood what role CPR and tourniquets played! -
Dead Simple Helo Lifting Script
TinyPirate replied to profcupcake's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome, thanks for the tips. Appreciated! Understand about the lift script. I actually think my players will be careful out of fear, and perhaps I would rather have guaranteed success on a boring logistics task than force them to potentially waste time RTBing for more gear. -
This looks really great. Are there any African civilian mods out there (unarmed)? I look forward to giving it a go, although the damage soaked seems high. Perhaps something for an init entry. edit: There are civilians! This mod is great, I love the vehicles!
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Requesting a smple "teleport to team lead" script
TinyPirate posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I would like to have, at base, a map board object with an action "teleport to fireteam leader" or whatever option that zaps the player back to their team. I am building a template in which to use MCC and mid-mission I don't want to be moving players around using MCC - would be better if they could do it themselves! Now, I am newby and would prefer to just integrate someone else's work into my various mission configs (and the map board's init in the editor), however my Google fu has failed me on this task. -
Requesting a smple "teleport to team lead" script
TinyPirate replied to TinyPirate's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ahh! Shay! You saved me! ...I thought maybe MCC had this feature but I wasn't sure and I couldn't spot any guidance on the alt+t feature (and I have read the PDF twice!). U COMPLETE ME! -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
TinyPirate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Rather than place the units into fortifications, create a small zone, spawn units with "fortify" a their task. They should occupy the building and also they seem to behave more naturally than placed units from then on.