Jump to content

diehardfc

Member
  • Content Count

    152
  • Joined

  • Last visited

  • Medals

Everything posted by diehardfc

  1. Thank you, alganthe! I wanted to add that I have also observed that non-medics heal at the same speed as medics under Basic Medical with medics enabled. Units tested were the Combat Medic class and Squad Leader class from the USAF faction of RHS Escalation. I'll try to sneak a peek at their config files and see if maybe the Squad Leader has the attendant flag set to true. Anyone using the U.S. Pack by Craig will notice that some non-medics have all the same powers as medics because the attendant flag is set to true. EDIT: Tested with Vanilla squad leader and CLS under Basic Medical and bandaging and morphine injection are at the same speed. EDIT2: RHS Squad leader has attendant flag set to 0 (false) and RHS Medic has flag set to TRUE. So, they're configured right, in theory.
  2. I wonder if anyone can resolve a discrepancy I'm encountering with the ACE Medical settings in the core v.3.1.1 release. There used to be a setting (perhaps in the AGM days) to punish non-medics doing medic type work. This setting appears to be absent from ACE_moduleMedicalSettings. But I feel like it was supposed to be there. The main ACE 3 module documentation doesn't have it listed, but the same page hosted by KoffeinFlummi says it should be. Am I failing to enable it correctly? The problem I'm trying to solve is this: we want all units in our milsim community to be able to perform medic functions, including epinephrine and blood transfusion, but for the medics to be able to do it a much quicker pace.
  3. diehardfc

    Ambient battle sounds Module

    Would the script version work in multiplayer?
  4. diehardfc

    ambient battle sounds

    DELETE. Apologies - posted in wrong thread.
  5. diehardfc

    Task Force 2031 unit modification

    While I'm sure no harm was intended, the better course of action would be to remove this "official" thread and mod offering and disavow those who are posting your community's pack without permission. I get that you don't want people playing with an out of date mod, but the copyright and Eula Issues here pretty much demand that you keep it to yourself.
  6. diehardfc

    updated fixed gcam

    I was wondering what was updated/fixed in this version compared to what was published by presstync (via Gigan) on Armaholic (http://www.armaholic.com/page.php?id=23296). I feel like the mod was pretty great already, but seemed to suffer in multiplayer when following vehicles. Namely that helicopters would stutter and shake as the camera had difficulty determining their positions. Any chance this fix addresses that?
  7. I liked the look of this one - clean and simple, so I used it with the GBU ("Bomb_04_F"), condition set to THIS, but the bomb explodes the minute the mission loads into the editor. If I change it from ANYBODY to BLUFOR or OPFOR, it will sometimes not explode right away, but 9 times out of 10 it just blows up. Did something change with the most recent update? EDIT: So, it appears that if I put my IED object (an EMPTY object, a roll of duct tape specifically) inside the trigger area and use ANYBODY for the trigger, it goes off. But if I move it out of the trigger area, normal rules are obeyed. That's... odd behavior, isn't it?
  8. I'm hoping to allow players involved in a logistics operation to move around crates, barrels, and cases. I'd like for them to be dragged to vehicles such as Humvees and Chinooks and loaded as cargo, but I forgot to even check if that was an option.
  9. If I've put down the Interaction module, do I have to do anything else to enable players to drag static objects like crates? I can't seem to get this working.
  10. Using the latest iteration of ACE3, is anyone familiar with how to add a static object to the list of objects that a player can interact with? The mod is so big that not all of its features have been fully documented, and one of the areas with only a little bit of information is object interaction. I want to make it so that crates and boxes can be dragged or carried like soldier units, but the basic array of modules doesn't seem to enable this. Upon digging, I found this page (http://ace3mod.com/wiki/framework/carry-drag.html), which suggests you have to add the object to a list of drag-able objects, as such: class CfgVehicles { class MyVehicle { ace_dragging_canDrag = 1; // can this object be dragged?; 1 yes, 0 no (0 default) ace_dragging_dragPosition[] = {0,1.2,0} // Offset of the model from the body while dragging, comparable to the offset in attachTo (It's the same actually) ace_dragging_dragDirection = 0; // how much degrees is the model rotatated after dragging it (a global setDir after attachTo) ace_dragging_canCarry = 1; // can this object be carried?; 1 yes, 0 no (0 default) ace_dragging_carryPosition[] = {0,1.2,0}; // Same as drag, but for carrying objects ace_dragging_carryDirection = 0; // Same as drag, but for carrying objects }; }; Sadly, I lack the experience to comprehend where I would execute this code. Can anyone answer my question?
  11. diehardfc

    Zeus Modules break way too much.

    This happened to our community for the first time last night. We create missions in the editor and only use Zeus sparingly, so were almost an hour into the mission before we tried to drop units belonging to the Independent faction. NOTHING. This was horrifying, as we were supposed to have a big counterattack of Indpendents and had to switch up with OPFOR units and a hasty explanation. Is the cause that the Arma server has been running too long or the mission has been going on too long? Is restarting the server before a mission helpful?
  12. Yes, it turns out it was the FPS Limiter. There's a note in Zorro's readMe saying that it can sometimes break missions, in which case it should be set to 0 (zero). Out of curiosity, what settings do you guys tend to use? What sort of unit counts do you work with? Any tips or warnings? I love the script and want to make better use of it, especially for vehicles, which I currently have cacheDisabled for. Thanks to Zorro and friends for the awesome coding work!
  13. Thanks for the feedback, Kremator. I considered this as a possibility and set the FPS Limiter to -1 for automatic. I thought this meant it wouldn't limit caching/uncaching, but do you think it might be setting its own threshold? I'll have to either test other values or see if there's a way to remove or comment that out.
  14. I used this script very successfully about two weeks ago, but today for some reason I have units caching but not un-caching. I didn't notice at first because all of my testing was within the cache distance of 1000 that I'd set. However, when I start outside this distance and the units cache, they seem reluctant to un-cache. It's only 98 groups, roughly 319 units, with 190? perhaps? cached according to the debug window. Has anyone else run into this? Unfortunately, I discovered this the day before I'm supposed to present it to my community. There are about 60-65 mods in use, including the popular ones like AGM, RHS, HLC, RH, etc. This is what the file looks like (if I'm able to link): https://www.dropbox.com/s/wok7lwf42xthawd/opDecisiveStrike.Sara.zip?dl=0 I'd be immensely grateful for any wisdom, advice, or insight the community can offer. Thanks in advance!
  15. I added that command to the parameters, but no errors appear onscreen. I also looked for a log, but couldn't find one. If it's not an imposition, here's the code in its entirety from the two scripts: The first is called by trigger: //null=["markerName"] execVM "fireteam.sqf"; //Put on a trigger //Spawns 1 Fireteam if (!isServer) exitWith {}; //Take variables _marker = _this select 0; _dest = _this select 1; _cycle = _this select 2; _spawnpos = [(getMarkerPos _marker select 0) + 10, getMarkerPos _marker select 1, getMarkerPos _marker select 2]; //Set up the group _group = createGroup west; sleep(1); //Begin spawning the squad _unit = _group createUnit ["B_Soldier_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //RIFLEMAN1 _unit = _group createUnit ["B_Soldier_TL_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //TEAM or SQUAD LEADER _unit = _group createUnit ["B_Soldier_LAT_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //AT SOLDIER _unit = _group createUnit ["B_Soldier_AR_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //AUTORIFLEMAN _unit = _group createUnit ["B_Soldier_M_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //MARKSMAN _unit = _group createUnit ["B_Soldier_AAR_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //RIFLEMAN2 _unit = _group createUnit ["B_Soldier_GL_F", (getMarkerPos _marker), [], 0, "CAN_COLLIDE"]; //GRENADIER //make sure the forEach is after all the createUnit commands { nul = [_x] execVM "loadout.sqf"; } forEach units _group; sleep(0.5); //Set the waypoint _wpZero = _group addWaypoint [(getMarkerPos _marker), 10]; _wpZero setWaypointType "MOVE"; _wpZero setWaypointFormation "LINE"; _wpZero setWaypointCompletionRadius 5; _wpOne = _group addWaypoint [(getMarkerPos _dest), 10]; _wpOne setWaypointType "MOVE"; _wpOne setWaypointCompletionRadius 5; if (_cycle) then { _wpTwo = _group addWaypoint [(getMarkerPos _marker), 1]; _wpTwo setWaypointCompletionRadius 5; _wpTwo setWaypointType "CYCLE"; _group setSpeedMode "LIMITED"; } else { _wpTwo = _group addWaypoint [(getMarkerPos _marker), 1]; _wpTwo setWaypointCompletionRadius 5; _wpTwo setWaypointType "GUARD"; }; _group setBehaviour "AWARE"; _group setCombatMode "YELLOW"; This is the second, called from within the script above: _unit = (_this select 0); switch (_unit) do { case (typeOf _unit == "B_Soldier_F"): { comment "Remove existing items for Rifleman"; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; comment "Add containers"; _unit forceAddUniform "AV_CombatUniform2_OCP"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "Chemlight_green"; _unit addItemToUniform "HandGrenade"; _unit addVest "AV_PlateCarrier1_OCP"; for "_i" from 1 to 3 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; _unit addItemToVest "SmokeShellBlue"; _unit addItemToVest "Chemlight_green"; for "_i" from 1 to 3 do {_unit addItemToVest "30Rnd_556x45_Stanag_Tracer_Red";}; _unit addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 10 do {_unit addItemToBackpack "30Rnd_556x45_Stanag_Tracer_Red";}; _unit addHeadgear "AV_ACH1_OCP"; comment "Add weapons"; _unit addWeapon "RH_M4A1_ris"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "RH_ta31rco"; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Binocular"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "ItemGPS"; _unit linkItem "SP_Kneepads_Tan"; comment "Set identity"; _unit setFace "WhiteHead_18"; _unit setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_TL_F"): { comment "Remove existing items for Team Leader"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "AV_CombatUniform2_OCP_shortsleeve"; this addItemToUniform "FirstAidKit"; this addItemToUniform "Chemlight_green"; this addItemToUniform "HandGrenade"; this addVest "US_2010_Multicam_Modular2"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 3 do {this addItemToVest "RH_15Rnd_9x19_M9";}; for "_i" from 1 to 7 do {this addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {this addItemToVest "30Rnd_556x45_Stanag";}; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 8 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";}; this addItemToBackpack "30Rnd_556x45_Stanag"; this addHeadgear "AV_ACH3_OCP"; this addGoggles "G_Shades_Black"; comment "Add weapons"; this addWeapon "RH_M4A1_ris"; this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "RH_ta31rco"; this addWeapon "RH_m9"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "AfricanHead_03"; this setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_LAT_F"): { comment "Remove existing items for AT Soldier"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "US_2010_Multicam_FieldUniform2"; this addItemToUniform "FirstAidKit"; this addItemToUniform "Chemlight_green"; this addItemToUniform "HandGrenade"; for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";}; this addVest "US_2010_Multicam_PlateCarrier"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 7 do {this addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 5 do {this addItemToVest "30Rnd_556x45_Stanag_Tracer_Red";}; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 8 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";}; for "_i" from 1 to 3 do {this addItemToBackpack "SmokeShell";}; this addItemToBackpack "30Rnd_556x45_Stanag_Tracer_Red"; for "_i" from 1 to 4 do {this addItemToBackpack "STI_84MM_HE";}; for "_i" from 1 to 2 do {this addItemToBackpack "STI_84MM_HEAT";}; this addHeadgear "AV_ACH1_OCP"; comment "Add weapons"; this addWeapon "RH_M16A4"; this addPrimaryWeaponItem "RH_ta31rco"; this addWeapon "STI_MAAWS"; this addWeapon "RH_m9"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "GreekHead_A3_09"; this setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_AR_F"): { comment "Remove existing items for Autorifleman"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "US_2010_Multicam_FieldUniform2"; this addItemToUniform "FirstAidKit"; this addItemToUniform "Chemlight_green"; this addItemToUniform "HandGrenade"; this addVest "US_2010_Multicam_PlateCarrier"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 7 do {this addItemToVest "1Rnd_HE_Grenade_shell";}; this addItemToVest "sti_100Rnd_762x51_Tracer"; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 8 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";}; for "_i" from 1 to 3 do {this addItemToBackpack "SmokeShell";}; for "_i" from 1 to 5 do {this addItemToBackpack "sti_100Rnd_762x51_Tracer";}; this addItemToBackpack "sti_100Rnd_762x51"; this addHeadgear "US_2010_Multicam_ECHHelmet1"; this addGoggles "SP_Goggles_Black"; comment "Add weapons"; this addWeapon "STI_MK48MOD0"; this addPrimaryWeaponItem "RH_ta31rco"; this addWeapon "RH_m9"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "WhiteHead_16"; this setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_M_F"): { comment "Remove existing items for Marksman"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "AV_CombatUniform2_OCP_shortsleeve"; this addItemToUniform "FirstAidKit"; this addItemToUniform "Chemlight_green"; this addItemToUniform "HandGrenade"; this addVest "US_2010_Multicam_Modular2"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 3 do {this addItemToVest "RH_15Rnd_9x19_M9";}; for "_i" from 1 to 7 do {this addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {this addItemToVest "hlc_20Rnd_762x51_B_M14";}; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 8 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";}; this addItemToBackpack "hlc_20Rnd_762x51_B_M14"; for "_i" from 1 to 9 do {this addItemToBackpack "hlc_20Rnd_762x51_T_M14";}; for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";}; for "_i" from 1 to 3 do {this addItemToBackpack "SmokeShell";}; this addHeadgear "US_2010_Multicam_PASGTHelmet1"; comment "Add weapons"; this addWeapon "hlc_rifle_M21"; this addPrimaryWeaponItem "hlc_optic_LRT_m14"; this addWeapon "RH_m9"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "AsianHead_A3_02"; this setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_AAR_F"): { comment "Remove existing items from Rifleman2"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "AV_CombatUniform2_OCP_shortsleeve"; this addItemToUniform "FirstAidKit"; this addItemToUniform "16Rnd_9x21_Mag"; this addItemToUniform "Chemlight_green"; this addVest "AV_PlateCarrier1_OCP"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 4 do {this addItemToVest "30Rnd_556x45_Stanag_Tracer_Red";}; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 10 do {this addItemToBackpack "30Rnd_556x45_Stanag_Tracer_Red";}; this addHeadgear "US_2010_Multicam_PASGTHelmet2"; comment "Add weapons"; this addWeapon "RH_M4A1_ris"; this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "RH_ta31rco"; this addWeapon "STI_M136"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "WhiteHead_18"; this setSpeaker "Male01ENG"; }; case (typeOf _unit == "B_Soldier_GL_F"): { comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "AV_CombatUniform2_OCP_shortsleeve"; this addItemToUniform "FirstAidKit"; this addItemToUniform "Chemlight_green"; this addItemToUniform "HandGrenade"; this addVest "US_2010_Multicam_Modular2"; for "_i" from 1 to 3 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {this addItemToVest "SmokeShell";}; this addItemToVest "SmokeShellBlue"; this addItemToVest "Chemlight_green"; for "_i" from 1 to 3 do {this addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 3 do {this addItemToVest "RH_15Rnd_9x19_M9";}; for "_i" from 1 to 7 do {this addItemToVest "1Rnd_HE_Grenade_shell";}; this addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 10 do {this addItemToBackpack "30Rnd_556x45_Stanag_Tracer_Red";}; for "_i" from 1 to 8 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";}; this addHeadgear "AV_ACH2_OCP"; comment "Add weapons"; this addWeapon "RH_M4A1_ris_M203"; this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "RH_ta31rco"; this addWeapon "RH_m9"; this addWeapon "Binocular"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "SP_Kneepads_Tan"; comment "Set identity"; this setFace "WhiteHead_04"; this setSpeaker "Male01ENG"; }; default { hint "Unit not within defined class loadouts"; }; };
  16. Firstly, my sincere thanks for the assistance - I greatly appreciate the help. Each time someone shares their knowledge in this way, I understand the entire coding structure a little bit better. This community really is the best! That being said, I was wondering if I could impose upon you for an additional bit of troubleshooting: As near as I can tell, these scripts are executing. When I trigger the spawn script, the units appear with the new createUnit commands no problem. It's clear that the loadout script (which I have called "loadout.sqf" as suggested) is executing, as the HINT appears saying, "Unit not defined within defined class loadouts", which is a brilliant way of making sure a script is firing or not firing. Unfortunately, none of the soldiers have their gear changed; they're just vanilla Arma soldiers. At first, I thought it might be based on their unit side, like FIA could not wear AV Indus US Army uniforms and gear, so I switched the soldiers to non-guerrilla NATO BLUFOR types (B_Soldier_F", etc.). Still no luck. I double-checked both files to make sure all the "G" classnames were out and that the loadout classnames were the same as the spawn classnames, and they do match. I checked the mod to make sure it was enabled, and it was. So, if the soldiers are spawning and the HINT is appearing, can you imagine why their equipment isn't being changed? I'm stumped!
  17. I hope this isn't a horrible place to ask, but I'm having a tangentially related issue. I'm not a savvy coder, and was asked to use a spawn script for mission making with my milsim unit. I can get the script to work without difficulty, but I'm now interested in tweaking it so that instead of spawning just a group of stock/vanilla Infantry (1x Squad Leader, 1x Autorifleman, 2x Rifleman, etc.) from one side, it will spawn those units with uniforms, weapons, and equipment from a modpack. The tricky part is that I'd like them to be different for each unit type. So, if I spawn the group of 4 units mentioned above, the Squad Leader would have slightly different gear from the Autorifleman, who would have different gear from the Riflemen. I'm using exported information from the Virtual Arsenal to handle the equipment change, but I don't know how to marry that information to the spawn script. Here's the spawn script, which again, works fine: //null=["markerName"] execVM "spawn\militia_ft.sqf"; //Put on a trigger //Spawns 1 Fireteam of Rebels if (!isServer) exitWith {}; //Take variables _marker = _this select 0; _dest = _this select 1; _cycle = _this select 2; _spawnpos = [(getMarkerPos _marker select 0) + 10, getMarkerPos _marker select 1, getMarkerPos _marker select 2]; //Set up the group _group = createGroup east; sleep(1); //Begin spawning the squad "B_G_Soldier_TL_F" createUnit [getMarkerPos _marker, _group]; //FTL "B_G_Soldier_F" createUnit [getMarkerPos _marker, _group]; //Rifleman "B_G_Soldier_LAT_F" createUnit [getMarkerPos _marker, _group]; //Rifleman(AT) "B_G_Soldier_AR_F" createUnit [getMarkerPos _marker, _group]; //Automatic Rifleman "B_G_Soldier_M_F" createUnit [getMarkerPos _marker, _group]; //Designated Marksman sleep(0.5); //Set the waypoint _wpZero = _group addWaypoint [(getMarkerPos _marker), 10]; _wpZero setWaypointType "MOVE"; _wpZero setWaypointFormation "LINE"; _wpZero setWaypointCompletionRadius 5; _wpOne = _group addWaypoint [(getMarkerPos _dest), 10]; _wpOne setWaypointType "MOVE"; _wpOne setWaypointCompletionRadius 5; if (_cycle) then { _wpTwo = _group addWaypoint [(getMarkerPos _marker), 1]; _wpTwo setWaypointCompletionRadius 5; _wpTwo setWaypointType "CYCLE"; _group setSpeedMode "LIMITED"; } else { _wpTwo = _group addWaypoint [(getMarkerPos _marker), 1]; _wpTwo setWaypointCompletionRadius 5; _wpTwo setWaypointType "GUARD"; }; _group setBehaviour "AWARE"; _group setCombatMode "YELLOW"; And this is the Virtual Arsenal scripting info for a Rifleman: private [_"unit"]; _unit = this select 0 IF(!local _unit) exitwith {}; comment "Remove existing items"; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; comment "Add containers"; _unit forceAddUniform "AV_CombatUniform2_OCP"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "Chemlight_green"; _unit addItemToUniform "HandGrenade"; _unit addVest "AV_PlateCarrier1_OCP"; for "_i" from 1 to 3 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; _unit addItemToVest "SmokeShellBlue"; _unit addItemToVest "Chemlight_green"; for "_i" from 1 to 3 do {_unit addItemToVest "30Rnd_556x45_Stanag_Tracer_Red";}; _unit addBackpack "AV_Kitbag_OCP"; for "_i" from 1 to 10 do {_unit addItemToBackpack "30Rnd_556x45_Stanag_Tracer_Red";}; _unit addHeadgear "AV_ACH1_OCP"; comment "Add weapons"; _unit addWeapon "RH_M4A1_ris"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "RH_ta31rco"; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Binocular"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "ItemGPS"; _unit linkItem "SP_Kneepads_Tan"; comment "Set identity"; _unit setFace "WhiteHead_18"; _unit setSpeaker "Male01ENG"; I feel like this Virtual Arsenal information should either be under the entry of the unit when it spawns or in some kind of execVM script file. If it's the former, I'm not sure how to apply it just to one unit, but if it's the latter, I'm not sure how to call the script. And once called, could I apply a riflemanGear.sqf to the Rifleman, a autoriflemanGear.sqf to the Autorifleman, etc.? Any and all help is sincerely appreciated; I've been Google-ing for days but my lack of knowledge and somewhat broad search terms haven't yielded any results.
  18. diehardfc

    Authentic Gameplay Modification

    Is the UAV battery functionality implemented? I've placed batteries in my inventory with the intention to "refuel" the AR2 Darter, but can't find any options in the AGM rose menu or the traditional action menu.
  19. diehardfc

    MT Insurgency

    How about "Occupy and Overcome"? Or "Regime Change"?
  20. I finally have this script working well, and it's proven quite useful. Thanks very much for the hard work, Zorrobyte. I was wondering if there was a way to tell the script not to count AI groups within the cache distance? For example, I have a cache distance of 350 meters. I also have two enemy groups that are within 200 meters of each other. The team leaders don't have line of sight to each other. I'd like their teams to remain cached until a player is within 350 meters. When the teams uncache, they'll spot each other and start fighting. The goal, of course, is to have the fight in full swing when the players come up on it. Unfortunately, because the two teams are less than 350 meters away, they are causing each other to become uncached. Can this script accomplish that or should I look for a different solution? Thanks in advance for any assistance!
  21. diehardfc

    Authentic Gameplay Modification

    I thought I read through this whole thing, but perhaps I missed it. Is the default setting that only a medic can inject someone with epinephrine? I was unable to this afternoon, so I used Zeus to spawn a medic, remote controlled him, grabbed some epi pens, and still could not. Although I suppose that could be a function of AGM treating remote controlled Zeus entities as the same class as the person controlling them.
  22. I'm slightly embarrassed to say this, but I'm not sure I have this working right. Could someone explain the proper execution of the script version? I have the init.sqf file and ZBE_Caching folder in the mission folder, and have created a trigger with the following ON ACT field: nul = [] execVM "main.sqf"; Some messages related to the ZBE script appear when the mission starts, which makes me think it's working. When the trigger is a 50x50 ellipse set for BLUFOR and I start as a BLUFOR outside the trigger area, the OPFOR are still visible and very active. When I switch to Civilian and an AI BLUFOR is off in the distance with both of us outside the trigger area, the OPFOR are also still visible and active. Can anyone tell what I'm doing wrong? Am I supposed to tweak the script? Are the OPFOR supposed to be inside or outside the trigger area? Is the trigger area supposed to be larger or smaller? Does the trigger have to be BLUFOR present? How far do the BLUFOR need to be in order for the OPFOR to be cached? ----- EDIT: okay, I figured it out: the value in the init.sqf is in fact a distance. So, if a player (trigger doesn't care if it's BLUFOR, Civilian, whatever) is outside that distance, units within the trigger radius are cached. By lowering the distance from 1000 to 10 I was able to observe the caching. Other observations: 1. When I added vehicles like an off-road and an an armored unit to the group of infantry, the vehicles were not cached. Not sure why? 2. When a group is uncached it is always in formation, even if the unit is set to NONE for formations. Is there any way to specifically place units so they appear where they were placed in the editor? If you ungroup them, they all become team leaders, and TLs are never cached.
  23. I've encountered the same sound problem when editing these maps. Is there any way to fix it without unpacking the PBOs? Or is there any chance a fix was pushed out in the last 5 months that I just missed? Thanks in advance for any assistance, and thanks to the authors for these amazing maps!
  24. Has anyone compiled a comprehensive list of the possible status messages you can receive when checking a unit? I'm in the process of creating a cheat sheet and this would be immensely helpful, especially for those of us who have no experience with ACE. I have a decent list based solely upon my observations, but I'd love to know for sure, and I'm just not tech savvy enough to pull apart the mod files and dig them out. Here's what I have so far: MESSAGE ACTION COMPONENT REPEAT? Target is bleeding Apply bandage Bandage Yes, until, "Target is no longer bleeding." Target is in extreme pain Apply morphine Morphine Yes, until "Target has light pain." â”” Target is in agony Apply morphine Morphine Yes, until "Target has light pain." â”” Target is in pain Apply morphine Morphine Yes, until "Target has light pain." â”” Target has light pain None n/a No No pulse Apply CPR n/a Yes, until defibrilator becomes available. â”” No pulse Apply defibrilator Defibrilator Yes, until "too damaged to be revived" message ends. Target is unresponsive Apply epinephrine Epinephrine No. Check pulse. Blood pressure seems to be ok Apply bloodbag Bloodbag Yes, until blood pressure messages stop. Targets legs are broken Apply medikit Medikit Maybe. Fixing legs also removes one level of "hurt." Target is deadly hurt Apply medikit Medikit Yes, until pain messages stop. â”” Target is extremely hurt Apply medikit Medikit Yes, until pain messages stop. â”” Target is lightly hurt Apply medikit Medikit Yes, until pain messages stop.
  25. diehardfc

    Arma3 - AGGRESSORS

    Outstanding work on an amazing mod. Very well done, and a fantastic addition to the Arma 3 game. Is there a donation link somewhere to thank the author for their work? I was wondering if anyone knew a way to add tracer magazines for these factions to use. I've used the config viewer to pull up the classnames for all the weapons and ammo, but don't see tracer versions as I did with other mod packs, such as Masi's NATO & Spetsnaz weapons, for example. Thanks in advance for any assistance you can provide.
×