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bigpoppablunts

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Everything posted by bigpoppablunts

  1. bigpoppablunts

    Vcom AI V2.0 - AI Overhaul

    @4-325Ranger Unsure about that "extra" folder and using it with the script version. I adjust all the settings in the "VCOMAI_DefaultSettings.sqf" found in the VCOMAI\functions folder.
  2. bigpoppablunts

    Mission Start with new respawn sistem

    The fact that it works fine locally and can get messed up on a dedicated how you described leads me to believe that it is an issue with the order of events that is happening during the loading process. Without actually looking at the files its hard to tell what you have going on in that regard.
  3. bigpoppablunts

    Mission Start with new respawn sistem

    I havent had any issues using this code. How is the rest of your respawn set up? What is it doing differently on a dedicated?
  4. bigpoppablunts

    Mission Start with new respawn sistem

    description.ext respawnOnStart = -1;
  5. bigpoppablunts

    Vcom AI V2.0 - AI Overhaul

    @4-325Ranger I actually have the VCOM AI script running in all of my ALiVE missions and never have had a problem except for once on Tanoa. The transport choppers refused to land when a player was in them and ordered to RTB. However , this setVariable ["NOAI",1,false]; fixed this issue for me. Every other mission has worked perfect.
  6. bigpoppablunts

    Custom Loadout with New Respawn Menu

    Yes, from inside the Arsenal.
  7. bigpoppablunts

    Custom Loadout with New Respawn Menu

    I think its CTRL+SHIFT+C to copy it in config format
  8. bigpoppablunts

    [TFA] Takistan Insurgency (ALiVE)

    - Reserved for a video or whatever :)
  9. This mission is not another run and gun insurgency. You will have to work to find the enemy, either by talking to the civilian population or stumbling upon them yourselves with recon tactics. There are no magical markers on the map to show you enemy locations. Civilians that are favorable toward your side will mark your map (If asked nicely) with any locations that they are aware of. All this is now done through ACE interaction. - 18 Man Co-Op + 2x Headless Clients - BLUFOR vs OPFOR FIA - Low Opfor count at start - ALiVE War Room ready. - VCOM AI Script - Loadout Transfer Script - Zeus enabled for admin - ACE modules for Basic medical - ACE Repair and Medical facilities - Designated Engineer and Medic classes - Custom HQ for controlling ALiVE features - Custom civilian interaction script integrated into ACE. < Its awesome! - Custom version of Coala OS (TFA OS) integrated into ACE > Requires wearing the BLACK TFAR backpack. - No vehicle respawn. Be careful with your vehicles! - ACE Rallypoint enabled with JIP compatability TIPS: - Civilian interaction is now done through the ACE menus. - There are no markers to show enemy locations, however talking to civilians will reveal everything they know about in a 2KM diameter. If they like you. - You must arrest a civilian to search him. - Try promising the Town Elder that you will help him and his people. It may help swing favor your way. - There are friendly AI south of grid line 03. This simulates having an actual foothold in the territory. NOTES: - Bug reports should be posted at https://gitlab.com/Blunts/TFA_Takistan_Insurgency/issues - The source files to the mission are also on GitLab. Feel free to edit the mission to your needs as long as you comply with the text found in the README.txt - The VCOM AI script included in the mission may conflict with other AI mods such as ASR_AI etc. It is not recommended to use any other AI controlling mod with this mission. Version 1.0.2 Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=756539921 Big thanks to all you modders and scripters out there that make life easy on a mission maker. Special thanks to S.Crowe for all the custom coding and the TFA players for testing. You can find us on Twitter @ThatsWhyWeGame and on Facebook https://www.facebook.com/TaskForceArma/ CHANGELOG: 1.0.1 ACS locality issue fixed and Creation Factory added to newly placed HEMTT 1.0.2 Refreshed all the ACE3 modules to ensure compatability with the new version.
  10. bigpoppablunts

    Arma 3 Science Fiction Map

    Sci-Fi is not my thing but those pics are awesome!
  11. bigpoppablunts

    Vcom AI V2.0 - AI Overhaul

    Are you both using the mod or script version? I use the script and have never seen this.
  12. bigpoppablunts

    Question concerning sound

    Headsets in my opinion will always give a greater sense of sound source direction compared to speakers. I have a very nice surround system and still play with a headset for that exact reason. On another note, I notice that when I am close to someone who cannot locate the shooter, 9 times out of 10 they are looking in the direction of the "crack" sound. Thats just the bullet whizzing by. I tell them to listen for the deeper "bang" sound which come very shortly after to locate the shooter.
  13. bigpoppablunts

    How to make a map change in Eden 3d

    Someone with more experience than I should chime in when it comes to campaign configs. However I would see no reason why you could not make an intro on any terrain into a video and play it for the user. https://community.bistudio.com/wiki/BIS_fnc_playVideo People on this forum are generally friendly and helpful, maybe PM someone that has made a campaign that does something similar to what you want to accomplish.
  14. bigpoppablunts

    Loadout Transfer 2

    Well done Crowe. Was a pleasure to help test it along the way.
  15. bigpoppablunts

    SELECTABLE LOADOUTS ON RESPAWN?

    Actually when I pasted it in here it was misaligned. I just made it look better by straightening the indentations myself. Wont matter though. Sounds like you have the hang of it. If I can be of any more help feel free to add me on Steam or PM me here.
  16. bigpoppablunts

    SELECTABLE LOADOUTS ON RESPAWN?

    Most things in description.ext are now taken care of in the editor settings so its not as complicated at it used to be. Here is a complete description.ext from one of my missions. Of course you would remove the items for mods you don't use, like the ACE and ALiVE items. respawnOnStart = 1; //Roles class CfgRoles { class Rifleman { displayName = "Rifleman"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; //Loadouts class CfgRespawnInventory { class EAST1 { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Rifleman"; //Loadout weapons[] = { "arifle_Mk20_plain_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "Chemlight_yellow", "Chemlight_yellow", "MiniGrenade", "MiniGrenade" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ALIVE_Tablet", "ACE_EarPlugs", "ACE_morphine", "ACE_morphine" }; linkedItems[] = { "V_I_G_resistanceLeader_F", "H_Bandanna_camo", "ItemMap", "ItemCompass", "ItemWatch", "ItemGPS", }; uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_blk"; }; };
  17. bigpoppablunts

    AI Laying explosives

    I remember doing this in A2 but after checking I see no way to do it in A3.
  18. Can you paste us the command line?
  19. bigpoppablunts

    Cores and Logical Processors

    I use these settings with no problems.https://gyazo.com/f7a12fa7d02dd6d0261a82ef9e221c9a Thats with a AMD 8320 @4.4
  20. bigpoppablunts

    SELECTABLE LOADOUTS ON RESPAWN?

    https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen
  21. bigpoppablunts

    Spyder Addons

    They dont like you Spyder :lol: https://gyazo.com/a417715b4dfd5b27208576ba7f9ca285
  22. bigpoppablunts

    Bohemia Revive Icon Marker

    Sometimes the little tweaks are the best. Nice work.
  23. bigpoppablunts

    Vcom AI V2.0 - AI Overhaul

    I am not using the mod version however all mods that use a Userconfig are pretty straight forward. In your Arma 3 folder (steam) you should see a folder called "Userconfig". This contains the setting files for various mods that you install. Inside that folder should be a new folder called "VCOM_AI" , and inside that a file called "AISettingsV2.hpp". <-- Thats what you would edit.
  24. bigpoppablunts

    Vcom AI V2.0 - AI Overhaul

    If you are using the script version you can edit the VCOMAI_DefaultSettings.sqf in the functions folder to alter the default behaviors.
  25. bigpoppablunts

    How to make a map change in Eden 3d

    This should get you started https://community.bistudio.com/wiki/Campaign_Description.ext
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