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thelegendarykhan

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Everything posted by thelegendarykhan

  1. thelegendarykhan

    Enemy occupation system (eos)

    Wow thanks, both of you BangaBob and holo89. Will try tonight. Might as well share the mission with you all. It looks beautiful on Panthera :D
  2. thelegendarykhan

    Enemy occupation system (eos)

    mm no to be honest. I will have to respart the mission by changing the last brack value in EOS script to TRUE for debugging :( A little help would be appreciated, where would that setcaptive appear (if it will)? Thank you. holo89. :)
  3. thelegendarykhan

    Enemy occupation system (eos)

    Come on man. lol I am not using any sort of setcaptive script.. very weird and annoying :/
  4. thelegendarykhan

    Simple zombie addon/script/texture?

    Das Attorney and Ranwer, relax guys.. Its a small and stupid issue.. And Ranwer, thank you for the civilised reply. I wasnt complaining about you friend. :) Anyway good luck with your mod. Cant wait :D EDITED: Just saw that video. Love the wip. they move good. :D only textures and some variation in movements and you are good for first release. Wish I could help RANWER :D But pleeeeeeeeeez make it SP friendly too. Please :(
  5. thelegendarykhan

    Enemy occupation system (eos)

    Ok so I made a small SP campaign with 5 missions and AI mates on Panthera. EOS spawn distance being 1200. I completed the first mission but when i move to any mission after the first, the enemy there will just engage my AI mates and leave me be. They wont even attack me if I start killing their squad mates. Like I became invisible. Any explanation BangaBob? The missions destinations are far apart, hence enemy spawning in 2 zones simultaneously is impossible. BTW love your script :D
  6. thelegendarykhan

    Simple zombie addon/script/texture?

    wow seriously? I am amazed at such idiotic comments. Im a regular at armaholic and not new to Arma by any chance. Why dont you, for heaven's sake send a link for a zombie mod with textures like I requested which would work in SP? Dont cite breaking point, Dayz to me. More than free, im more concerned with an addon or script that just pops zombies around me. Again to be more clear to you - zombies with textures and sounds and actual animations and who will spawn in SP via normal editor. #No_Brainer #Get_a_brain If you cant contribute, might as well shut up and read the original post again.
  7. thelegendarykhan

    Simple zombie addon/script/texture?

    Wish I could. But got a job to take care of and secondly I would rather play for hours then learn to script. Its all about personal tastes. Dont stretch it please.
  8. thelegendarykhan

    Simple zombie addon/script/texture?

    Sir if I were even remotely a scripter or a modder or whatever else it takes to accomplish this. I wouldnt have whined. Plus mods are anyway free all it takes is a determination to make a new one. This guy who just released a simple zombie mod is NOW working on textures. He'll be my hero. So think before you react so quick. Your laundry example was very poorly done btw. NO relation whatso ever. Everyone craves for a zombie mod for SP "no internet needed" mode. Gosh ---------- Post added at 21:53 ---------- Previous post was at 21:52 ---------- I am a SP guy Nomisum. Hence I wish for such a mod :)
  9. Thank you so much for the reply. I didnt contact him, but i tried his moduload addon. what that basicaly does is, on every load, it initiates "every script" twice. Which runs 2 instances of any script you are running with an init. I tried that it was very conflicting as far as I can remember. I run 78 mods simultaneously and some scripts also. Havent come across a similar problem yet. Thank you anyway.;)
  10. Zenophon, can you please tell me how to incorporate your magazine repack script only? I am looking for a script or addon that initiates event after loading a mission in SP. Outlawled's Mag Repack doesnt resume its function after you have loaded a mission. Thanks.
  11. Firstly, I have looked enough in forms here but nothing with a solution. I need to add money system where it shows current money on one side of screen, and you earn a certain amount with kills, lose some when you are killed. Also how to make any civilian or a crate as a full fledged shop with weapons, ammo, accessories etc. I need to incorporate this in my Alive mission. Please respond.
  12. thelegendarykhan

    Arma 3 shop and money system?

    Wow I just saw this post again and thank you for so many replies. I am a SP man (like I so-enthusiastically mention in other threads). And I use EOS. I am so sorry to bug you guys again. But by copying this script to only my player unit's init field will solve the purpose (coz i'll be playing it SP)? I mean there is no AI on editor if you use EOS. So now?
  13. thelegendarykhan

    CBA - Community Base Addons - ARMA 3

    @Killswitch Dude that worked. I had to remove Spookwarcom to get rid of fonts issue :D Thank youuuu... @Badlucky1776.. I would suggest google the previous CBA version and use it. And do NOT update the mods which you use as a must. I believe that will have settings revert to originals and maybe you can continue using them the old way? But yeah, once you update your mods (which will IMHO undoubtedly incorporate new CBA coding) you may not be able to use them the old way. Hope this helps. :)
  14. thelegendarykhan

    CBA - Community Base Addons - ARMA 3

    @Killswitch.. Thanks I will check it. I found that maybe Spookwarcom was causing the fonts issue. But seriously that configure addon is nowhere. Anyway I ll see again tonight. Thanks :D
  15. I have the latest build and also latest CBA. But now when I enter the in game editor, whatever texts I write are in small black fonts now. what gives? Also some of BIs default texts there are in small black fonts. Please help. I cannot remove CBA (IF it is a problem) as it runs a lot of my much needed mods. Thank you.
  16. thelegendarykhan

    Arma Editor texts colour problem?

    I do use Spookwarcom. Will check after removing it. Love you man for taking the effort. :D Editted: Removed spookwarcom. Problem fixed :D. Thanks Jackal
  17. thelegendarykhan

    Arma Editor texts colour problem?

    Thank you for the reply. Yes they appear in every field where you can enter things. Like Init lines, Name, On Activation etc. I strictly never use mods like adm, cse etc. I have AIA terrain pack, eric J weapons, ctab etc. I even stopped using MCC and Alive. I wish I could give you a comprehensible list but they are some 40-50 mods. And mostly only addons with new units or weapons. I will try posting screenshot tonight man. In office right now. Thanks again. Until then hopefully someone has solved this problem ?
  18. thelegendarykhan

    CBA - Community Base Addons - ARMA 3

    I have the latest CBA still I dont see that much needed "keybinding for mods" button under control option. Where is it if it does exist? And why has this latest CBA made my ARMA 3 editor texts have small black fonts? barely visible. By the way, that cTab's latest release says it has an option to configure keybinding with new cba. I dont see anything under controls option. Thank you.
  19. thelegendarykhan

    Enemy occupation system (eos)

    @BangaBob need attention here too man. Thanks.
  20. OK so I choose the desired loadout in VA, Export it, Paste it in my unit's init hoping he will wear it since mission start. In editor preview he does spawn with that gear, but I donno what happens when I start my mission through scenarios selection screen, he spawns with a vest and brief. :/ btw, the "trimmed" code is (after removing comments): removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; this forceAddUniform "U_B_CTRG_2"; this addItemToUniform "FirstAidKit"; this addItemToUniform "SmokeShellRed"; this addVest "V_PlateCarrierL_CTRG"; this addItemToVest "SmokeShell"; this addItemToVest "SmokeShellGreen"; for "_i" from 1 to 2 do {this addItemToVest "Chemlight_green";}; for "_i" from 1 to 2 do {this addItemToVest "HandGrenade";}; for "_i" from 1 to 3 do {this addItemToVest "12Rnd_mas_45acp_Mag";}; this addBackpack "B_Carryall_mcamo"; for "_i" from 1 to 4 do {this addItemToBackpack "FirstAidKit";}; for "_i" from 1 to 3 do {this addItemToBackpack "12Rnd_mas_45acp_Mag";}; for "_i" from 1 to 3 do {this addItemToBackpack "20Rnd_762x51_Mag";}; for "_i" from 1 to 2 do {this addItemToBackpack "20Rnd_mas_762x51_Stanag";}; for "_i" from 1 to 4 do {this addItemToBackpack "HandGrenade";}; this addItemToBackpack "SmokeShell"; this addItemToBackpack "NLAW_F"; this addHeadgear "H_Watchcap_khk"; this addGoggles "G_Tactical_Clear"; comment "Add weapons"; this addWeapon "srifle_mas_m110"; this addPrimaryWeaponItem "muzzle_mas_snds_SMc";this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "optic_mas_Arco_camo"; this addWeapon "launch_NLAW_F"; this addWeapon "hgun_mas_glocksf_F"; this addHandgunItem "optic_Yorris"; this addWeapon "Rangefinder"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; comment "Set identity"; this setFace "PersianHead_A3_01"; this setSpeaker "Male02GRE"; Is it possible to tweak it in the unit's init line itself without going for the loadout.sqf way? Thanks.
  21. thelegendarykhan

    Virtual Arsenal export code not working

    hello? :(
  22. Will this automatically also scan the weapons in the addons I use? Like EricJ Weapons etc?
  23. thelegendarykhan

    DAC V3.1 (Dynamic-AI-Creator) released

    @ Silola My bad, I have that [1,0,0] too. Forgot to type. Im in office thats why. lol Btw, DAC_VehAllowed has something to do with my problem? To be honest, I just looooove DAC's ability to allow the spawned enemy AI to move out of marker areas for patrol rather than stay inside it throughout. That is an immense feature my friend. Please solve my issues too and like NPK said, I too will be a very happy man :D
  24. thelegendarykhan

    Enemy occupation system (eos)

    Does EOS has the ability to let spawned units patrol in more than 1 marker plpaced separately on the map? Just like DAC handles through Zone ID? If yes, then how? Thank you. :D
  25. thelegendarykhan

    DAC V3.1 (Dynamic-AI-Creator) released

    Btw, NPK, good to see someone having similar problems..(please refer previous post to find his) Nopes. I disabled both Vcom AI and ASR AI3 last night. Put in 8 groups with 2-9 members each gave them several WPs. In the behaviour config, I edited case 1 (as i was spawning BluFor) with combat mode "Green", "White", and "Yellow", Speed being "Limited". (removed normal and full), and the behaviour setting to only "Careless". And in the config creator, I put DAC MArker value = 1 (so that the area shows on map) and the annoying DAC Comm option to [0,0,0,0] Still, what I observed by zooming in through Zeus in the enemy area: 1. Some enemy AI units patrolled with limited speed (as expected and wanted) 2. The leader of a group kept ordering its group to move there and they all were in alert mode 3. In some groups, only the team leader patrolled along with 1 member of his group while the rest stood at their spots 4. At times individual units, with no groupings, kept running around 5. No DAC Marker on map 6. Annoying reduced, built up, DAC started etc msgs kept coming As per Read Me.pdf, I copy pasted Behaviour and Creator config files in mission folder. Changed only the above mentioned values (Green fonts). Now I had just one DAC Game Logic on the editor (contrary to the read me.pdf suggested 2 logics for putting in config files. When I did place second DAC intern for config settings, spawned enemy AI just stood on spots with 0 waypoints created) and pasted in the init that code "Single_Config.....["Behaviour","Creator"].... I am in office so cant remember the exact code, but it was just the copy of what the read me file had. As you can see, no effect even with mentioning Behaviour and Creator in its init. :( My DAC trigger had these values: null = ["z1",[8,3,20,10],[1,1,5,4],[],[],[1,1,1,1]] spawn DAC_Zone; the last 1,1,1,1 was supposed to act as per case 1. Just too much nitty gritty confusion.
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