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thelegendarykhan

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Everything posted by thelegendarykhan

  1. thelegendarykhan

    =BTC= Quick revive

    Used this (with a lot of hope) in my latest mission with 4-5 AI team mates and DAC for enemy spawning. But a lot of erratic behaviour by my mates. They do respond to calls for help and I am also able to revive them easily, but sometimes: 1. The revived AI mate will just lie on ground in the prone position and wont do a thing 2. Once an AI is revived he becomes retarded in t he sense he will keep moving in small circles on his position. 3. Revived AIs lose the most important ability - To detect enemies and shoot. They just stand there. Wont even comply my orders to attack an enemy. What gives man ?
  2. thelegendarykhan

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

    Thanks man. But by the time I received your reply, I have already changed the entire mission to use EOS instead. However, the ability to let AI leave master markers for patrol is compromised, but I am happy. Thanks again :) Maybe I will wait for the next DAC update. Edited: By the way yes, I was using either ASR AI3 or VcomAI. Ill try without any AI enhancement mod . thanks ;)
  3. thelegendarykhan

    Enemy occupation system (eos)

    Yeah that makes sense. Numbers for faction, and Side for particular side like OPFOR or CAF Aggressors etc. Thanks
  4. thelegendarykhan

    Enemy occupation system (eos)

    Thanks JShock. Man i need an answer on DAC forum too. Sorry to trouble you but can you have a look ? :( Post #217 http://forums.bistudio.com/showthread.php?176926-DAC-V3-1-(Dynamic-AI-Creator)-released/page22 Thanks in advance mate. You have helped me several times in the past too :D
  5. thelegendarykhan

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

    *bump* Guys should I repost my question? please help. 3 rd post above this :(
  6. thelegendarykhan

    Enemy occupation system (eos)

    At the end of the script why does it ask for the side twice? ".....[1,2,500,WEST,FALSE]] call EOS_Spawn;" where "1" is also west, and "WEST" is also west?
  7. thelegendarykhan

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

    OK so I used DAC after thoroughly reading the readme.pdf. Everything seems to be fine save for the config. As mentioned, I added the following in my DAC_intern game logic "DAC_Single_Config = ["Behaviour","Creator"]". And also copied both the config files in the mission folder. I needed these 2 files to change 2-3 things: 1. DAC_Config_Behaviour.sqf case ) _setBehav = ["careless"]; _setSpeed = ["limited"]; But still some AI (both infantry and wheeled) runs crazy to other zones kms away. I just want em to patrol by walking unaware of my presence 5 km away :mad: 2. DAC_Config_Creator.sqf if(isNil "DAC_Com_Values") then { DAC_Com_Values = [0,0,0,0] }; if(isNil "DAC_Marker") then { DAC_Marker = 1" I suppose the top 2 values mean no annoying messages of group reduced or DAC initialising, also to show the DAC marker over zones. But I do not get any results even after doing as per document. what am i doing wrong? :( P.S.: I just quoted the lines I changed. Apart from them the entire text file remains intact.
  8. Hello. My 2 questions are: 1. In init.sqf, sometimes I want to add more than 1 script of different mods. Following is an example of one script: class Extended_PreInit_EventHandlers { class outlw_magRepack { clientInit = "outlw_magRepack_Var = [] execVM 'outlw_magRepack\MagRepack_init.sqf'"; disableModuload = true; }; }; So I need to ask, if I have to add another code in init.sqf, how should I mention it? Please copy past this script and repost the duplication assuming that is a second script in "bold" so that I may discern. I am confused at the use of ";" , and "{}". Thank you. However, in description.ext I believe I can add as many scripts just by separating them with ";" and beginning from the line below? 2. I am a sucker for self-made SP missions, so if I have codes of more than 1 script in my init.sqf, do they all start even after loading the game once both Steam and ARMA 3 have been totally restarted ? Or do I have to use scripts like Moduload? Thank you. P.s.: Please refrain from technical terms. Just plain layman english.
  9. thelegendarykhan

    Ultra Simple Patrol Script

    download link broken :( Edited: Sorry changed browser now got it :D
  10. thelegendarykhan

    init.sqf & description.sqf 2 questions from noob

    @BadHabitz Thanks a ton mate. Thumbs up. :cool: But what about my second question: "2. I am a sucker for self-made SP missions, so if I have codes of more than 1 script in my init.sqf, do they all start even after loading the game once both Steam and ARMA 3 have been totally restarted ? Or do I have to use mods like Moduload?" Thank you.
  11. thelegendarykhan

    Moduload — Save-Game Mod Initializer

    Hello?? Any help guys? Newbie modder here :(
  12. I am sure a lot of us want it. But I havent really been following forums lately due to job. I find it tiresome to have AI mates in Arma 3 now. Some revive mods have made it simple for your ai mates to revive you and others. But major payne still remains. HOw to have them re arm automatically, or atleast smartly. I mean even if I order an out of ammo guy through "6" to Rearm at..., or Pick up MX, or all that there is, that retard just seem to run to the farthest dropped weapon or dead body to rearm. Sometimes I think he deliberately does it. Agh. And to forget for heavens sake that in war you have to save your bumm and dont be stubborn to have to stick to your class weapons. I make them re-arm at a body or i take the pains to pick up a gun and transfer it in their backpacks. But a lot of times they dont equip that weapon and continue using their pistols. Another classic example is when snipers run out of ammo, they act like one man army with their pistols and it pests me enough to delete them. I am not a scripting wizard, but I believe it should be fairly easy to have a mod or addon which scans lets say 100m area for dropped weapons and bodies to rearm AI. And when the player orders them, only those options show under "6"? Also all classes, even snipers should use rifles and shotguns or whatever, in an unbiased way when they dont have any more ammo. Regards :'(
  13. thelegendarykhan

    Moduload — Save-Game Mod Initializer

    Just what I needed for MagRepack not starting after load. But when we say this mod will re-initialise some other mods, will it apply to only those mods whose line is mentioned in the init.sqf? As you said earlier, a majority of mods automatically start anyway after loads. Thank you. P.S.: I only need this for your MagRepack. Other mods are stable no matter how many times I load.
  14. thelegendarykhan

    Mag Repack

    Wow thanks. :D
  15. thelegendarykhan

    Mag Repack

    Same here. I used the addon version first. Then script. Still when I make a mission and incorporate this in it, it runs well for the first time. Then when I load the mission after restarting game. It just reloads weapon with Ctrl +R. Any help?
  16. thelegendarykhan

    AI team mates auto re-arm? :'(

    Everyone appears to be fascinated by the potential of proper auto re-arm in ARMA 3. But I believe we can adopt Jim's method here for the time being, telling ourselves that our AI mates keep auto- re arming :P THanks Jim
  17. Guys some days back I saw a video where a new script or mod was released which dealt with AI team mates automatically reviving others as they fall unconscious. The video maker used a example through Zeus. He put down 2 squads (1 Nato, 1 OPFOR) in a town and had them engage. As one by one they were falling, their squad medic was reviving them. All AI. He was just showing a demo. Maybe it was released in December 2014. Any one recognise it? Need it badly. Thanks
  18. thelegendarykhan

    An AI revive script/mod cant recall.

    Heyy wadup Bro. Long time. lol well i have this script but no this wasnt it. The mission maker was not even playing himself. He just put down 2 groups in zeus editor and they engaged and medics revived automatically the down'd mates. I believe it was an update to some AI enhancement mod. thanks by the way.
  19. Assalamo Alaikum, :bounce3: Hey guys. So I have been following the changes in the Arma 3 editor "Modules" section with each update, and it seems BIS have pretty much stocked it with decent options. Like the Spawn AI, AI Sector tactic and what not. I hope semi-pro, pro or even newbie people share their latest mission editing tips for noobs to combine several of these in-built modules into a good setting so that we can escape the scripting part as much as possible. Like for eg.: I used the new Spawn AI module and synced it with AI Sector Tactics (i hope its the right name as im at work) module, still the spawned AI doesnt seem to undertake any tactic as such. They just keep spawning in waves and stay there. You know tips and tricks like these and not how to make a full mission. I am sure this will make a good effort. Jazak Allah Khairan (thank you) in advance. :cool: P.S.: Masha Allah the Arma community is very well informed of scripts and stuff which has helped BIS to put our efforts in its modules. Feel proud guys. :D Special thanks to these people who have helped me in my past posts: Iceman77, Das Attorney, JShock, highhead, friznit2,Tajin,DreadedEntity,SavageCDN,IndeedPete,HallyG.... and all those whom I cant recall.
  20. thelegendarykhan

    Zero Dark Zero

    Ok these sort of module based addons are always welcomed. But with your mod, I have no idea what to make of the mission you have given. I am sorry but can you put something on youtube in the form of a tutorial? this is very confusing, however I wish to try it.
  21. thelegendarykhan

    Arma 3 modules: Easy editing for noobs

    Thanks :D ---------- Post added at 16:49 ---------- Previous post was at 16:46 ---------- I have had a terrible experience with the sites module. I choose the occupation to "1" which should mean 100%. But I find only a handful of AI occupying the site with all of them standing still ready to be bombarded. :( Doesnt even help if you sync it with AI Sector TActics :(
  22. thelegendarykhan

    No Entry errors after AIA TP?

    Yeah thanks. Will do next time. I was basically not sure if its to do with AIA TP. Hence asked. Thanks anyway man:) ---------- Post added at 16:41 ---------- Previous post was at 16:40 ---------- Yeah I have downloaded the latest 6 Gigs mod. I guess it comes with the patch automatically? EDIT: I guess it was JSRS 2.2 conflicting with sounds.
  23. Hello guys I had always been playing with a good 30 something mods on, but I downloaded AIA TP some days back and am getting 1-3 messages at the start of Arma 3 in the main menu: "No entry 'bin\config.bin/CfgWeapons/..Hand Grenade.sounds'" I am at work but I believe this is the path. Anyway I am sure about the hand grenade and sounds part. So I thought the game is not able to load a in-mission loadout hence I deleted all the missions I made with their save games also. :( But even now this is prevalent. Prior to this, I made a mission in the Bystrika terrain and chose my loadout through MCC's embedded Virtual Arsenal. Everything was going fine until one day I loaded my mission and it showed another error. Like the top no entry one but it had a weapon class at its end referring to an HK weapon. I did download 1 or 2 mods before it but not sure which. Then I deleted all my Virtual Arsenal saved profiles :'(( I used around 44 mods simultaneously before but now I have really cut them down to absolute essential 32-35 something. Majority being weapon packs and uniform packs. Any help will be appreciated. Thank you. p.s.: Mods which I remember I have installed are: CAF Aggressors 1.5, its patch and audio patch Jagkoommando AIA TP Panthera island HIdden identity ErickJ Weapons Nimitz 2-3 amphibious carrier mods by burnes armouries us and russia spectnaz weapons asr ai3 shacktac hud and stamina mod south african army robert hammer m4 pack AK pack etc.
  24. thelegendarykhan

    Arma 3 modules: Easy editing for noobs

    Jazak Allah (Thank you) Mr. Pineapple. Your feed is much appreciated buddy :)
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