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commanderx

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Everything posted by commanderx

  1. If you place units in the new eden editor lets say in the first story of a building and they get virtualized with ALiVE and they spawn if you come close enough, the unit is in the ground floor. Would be better if the unit is where I placed it :) Second thing. If I place units in the small city Oreokastro on Altis, there are none. No civil objectives are set. inside the "city". Bjective Size and priority Filters are set to "Do not filter". If the TAOR marker is big enough there are objectives at the windmills in the south of Oreokastro.
  2. Okay, thank you. One thing... With Faction you mean BluFor/OpFor/Independent or NATO/RHS US / RHS Russians vdv etc.? If it´s the latter I don´t know how to get the faction name because or clan uses it´s own faction from a self written add on. EDIT: Hopefully get the name via _faction = faction _object; And also hopefully it works with our own faction. I´ll see and let you know.
  3. Can anyone explain me how to use the Combat Logistics? I just want to set up an enemy force (OPFOR) and the players (BLUFOR) should be able to request ammoboxes/vehicles or so. I don´t have a clue how to set up this correctly. The Logistic box in the ALiVE Menu is greyed out or I get some messages that the request is denied because the module is still setting up or something like this. In the wiki it´s not correctly explained or maybe I am too stupid to understand :D
  4. Very good.... Say3D is completely stupid. You can hear someone saying something 400m away and cant regulate the distance but you can stop the sayer by killing him. PlaySound3D is working with distances but you can´t stop it.
  5. playsound3D is now working but how to stop a sound that is playing?
  6. All those distance checks are not what I was looking for. It must be a sound for all players at the same but not hearable at a distance for example 20 meters. It will work with playsound3D. Why the hell is there no playsound name like in say3D? Unfortunately I also wanted to have driving cars with music comingfrom them. That don´t seem to work. Thanks for all the help. Appreciate it!
  7. Hi, I use DAC to create AI. I would like to give all AI Units randomly created waypoints which are only on roads. Any suggestion how to achieve that? Best regards Kai
  8. Hi, I would like to implement a paradrop in one of our next missions. Idea is that 20-30 planes fly over the players and some of the planes should drop paratroopers. Any idea how to script this? Best regards Commander
  9. Hi, I would like to read the manuals for all the different scopes. Especially for the RHS and ACE3 scopes. I´m especially interested in rangefinding with reticle https://en.wikipedia.org/wiki/Reticle Any idea how and where to find explanations for the mentioned scopes? Best regards Kai
  10. commanderx

    Manual for Scopes?

    No one?
  11. put this in the intifield of all players who are allowed to "order" supplies. this addEventHandler ["Fired", {_this execVM "supply_drop.sqf";}]; if you would like to allow access to supplies to a certain type of soldier like Teamleader, Medic etc. put this in the init.sqf and change the "soldier_classname1" and "soldier_classname2" to whatever classname you need. if (hasInterface AND ((typeOf player) == "soldier_classname1" OR (typeOf player) == "soldier_classname2")) then {player addEventHandler ["Fired", {_this execVM "supply_drop.sqf";}]; } put this in the init.sqf change the "max_" variables to the maximum amount of allowed supply drops. if (isServer) then { supply_explosives = 0; supply_medical = 0; supply_ammo = 0; max_supply_explosives = 2; max_supply_medical = 4; max_supply_ammo = 4; publicVariable "supply_explosives"; publicVariable "supply_medical"; publicVariable "supply_ammo"; publicVariable "max_supply_explosives"; publicVariable "max_supply_medical"; publicVariable "max_supply_ammo"; }; put this in supply_drop.sqf file. Customize the supplies to whatever you need. right now it´s stuff we need in our missions. Mostly ACE3 and rhs things. _ammo = _this select 4; _projectile = _this select 6; if (_ammo == "SmokeShellYellow" AND supply_explosives < max_supply_explosives) then { supply_explosives = supply_explosives +1; publicVariable "supply_explosives"; hint "Rucksackladungen angefordert"; sleep 26; _para = createVehicle ["B_Parachute_02_F", [0,0,250], [], 0, ""]; _projectile setVectorUp [0,0,1]; _para setPosATL (_projectile modelToWorld[0,0,100]); _veh = createVehicle ["B_supplyCrate_F", [0,0,80], [], 0, ""]; _veh attachTo [_para,[0,0,0]]; _veh allowDamage false; ClearWeaponCargoGlobal _veh; ClearMagazineCargoGlobal _veh; ClearItemCargoGlobal _veh; ClearBackpackCargoGlobal _veh; _veh addItemCargoGlobal ["SatchelCharge_Remote_Mag",5]; }; if (_ammo == "SmokeShellRed" AND supply_medical < max_supply_medical) then { supply_medical = supply_medical +1; publicVariable "supply_medical"; hint "Medizinischen Nachschub angefordert"; sleep 19; _para = createVehicle ["B_Parachute_02_F", [0,0,250], [], 0, ""]; _projectile setVectorUp [0,0,1]; _para setPosATL (_projectile modelToWorld[0,0,100]); _veh = createVehicle ["B_supplyCrate_F", [0,0,80], [], 0, ""]; _veh attachTo [_para,[0,0,0]]; _veh allowDamage false; ClearWeaponCargoGlobal _veh; ClearMagazineCargoGlobal _veh; ClearItemCargoGlobal _veh; ClearBackpackCargoGlobal _veh; _veh addItemCargoGlobal ["ACE_MapTools",2]; _veh addItemCargoGlobal ["ACE_RangeTable_82mm",2]; _veh addItemCargoGlobal ["ACE_CableTie",10]; _veh addItemCargoGlobal ["ACE_EarPlugs",5]; _veh addItemCargoGlobal ["ACE_fieldDressing",25]; _veh addItemCargoGlobal ["ACE_packingBandage",25]; _veh addItemCargoGlobal ["ACE_elasticBandage",25]; _veh addItemCargoGlobal ["ACE_tourniquet",5]; _veh addItemCargoGlobal ["ACE_morphine",25]; _veh addItemCargoGlobal ["ACE_atropine",20]; _veh addItemCargoGlobal ["ACE_epinephrine",20]; _veh addItemCargoGlobal ["ACE_salineIV_250",15]; _veh addItemCargoGlobal ["ACE_salineIV_500",10]; _veh addItemCargoGlobal ["ACE_quikclot",25]; _veh addItemCargoGlobal ["ACE_bodyBag",5]; }; if (_ammo == "SmokeShellBlue" AND supply_ammo < max_supply_ammo) then { supply_ammo = supply_ammo +1; publicVariable "supply_ammo"; hint "Munitionsnachschub angefordert"; sleep 22; _para = createVehicle ["B_Parachute_02_F", [0,0,250], [], 0, ""]; _projectile setVectorUp [0,0,1]; _para setPosATL (_projectile modelToWorld[0,0,100]); _veh = createVehicle ["B_supplyCrate_F", [0,0,80], [], 0, ""]; _veh attachTo [_para,[0,0,0]]; _veh allowDamage false; ClearWeaponCargoGlobal _veh; ClearMagazineCargoGlobal _veh; ClearItemCargoGlobal _veh; ClearBackpackCargoGlobal _veh; _veh addItemCargoGlobal ["30Rnd_556x45_Stanag",24]; _veh addItemCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",9]; _veh addItemCargoGlobal ["rhsusf_200Rnd_556x45_soft_pouch",9]; _veh addItemCargoGlobal ["rhsusf_100Rnd_762x51",9]; _veh addItemCargoGlobal ["rhsusf_20Rnd_762x51_m118_special_Mag",3]; _veh addItemCargoGlobal ["20Rnd_762x51_Mag",3]; _veh addItemCargoGlobal ["rhs_mag_m67",4]; _veh addItemCargoGlobal ["1Rnd_HE_Grenade_shell",14]; _veh addItemCargoGlobal ["SmokeShell",4]; }; Now get yellow, blue and red smoke grenades and throw the grenades. After 19-25 seconds there should be a parachue with a supply box coming.
  12. Another bug with the Mk6 Mortar. If you fire the mortar the firer gets damage.
  13. Hi, tested the range table for the mk6 mortar. Works great... But, if you are standing on a slope with your mortar you never get a hit. Thats the same problem with Codings Artillery Computer. Everything is fine if you are on a flat surface.
  14. What about functions already implemented in AGM (at least) like loading/unloading an unconscious patient into a vehicle, changing the wheels, repairing a vehicle?
  15. There are a lot of things that should be in Vanilla Arma 3 without having mods installed. Ares is one of the best examples. MCC is in my opinion almost obsolete if they are not focusing on what people are mostly doing with it. I myself use MCC only for making fast and easy missions and I think they should concentrate especially on that.
  16. Great! Looking forward to the release. Thanks to all participants, especially for joining into one team instead of having 3 teams working on 3 different mods :) Just one thing... release it soon :D Just joking, take your time and release when it´s done.
  17. Hey would be great :) Thanks :)
  18. Percentage fog How much Clouds and so on. Also some kind of where does it go with the weather :D
  19. Hi, would be nice if there could be more options for the starting weather than CLEAR/CLOUDY/RAIN :-) Beside that it works great. Thank you for releasing :)
  20. don´t know why but it works now with moveindriver and moveincargo. At least I can get 4 men into the assault boat. I will remember that 0 = this moeinany boat1 for future missions :)
  21. Hi, for my newest mission I have to put 4 men into an assault boat. in the init line of the soldiers I put the following line of code this moveInCargo boat1; and for one of them this moveInDriver boat1; works fine until I have more than 2 guys in the cargo. After I put the third guy into the cargo of that assault boat, everyone is in the water and not in the boat. According to Bohemia, there should be 4 cargo spaces. So how can I put 4 men into an assault boat per script? Best regards Kai
  22. this moveInAny produces an error in the editor. moveinany type bool expected nothing. Still the same problem. Not able to put all the men in the boat... fnc_spawnCrew is not what I´m looking for.
  23. Yes, I start with an empty boat named boat1. I try later that day moveInAny. Thank you, didn´t know that command.
  24. Is there a way to get rid of those lags while ALiVE is spawning units?
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