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Everything posted by cruoriss
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All Out Warfare : I will no longer update this mission, feel free to modify/improve/fix it as long as you share your modifications on this thread This is a player generated scenario : you are able to create enemy zones and tasks wherever you want . Enemy zones are fully customizable : number of vehicles, type of faction ... Tasks can be chosen between 9 different types . Access the mission generator from the flagpole under the hangar tent . The mission can be run on a dedicated server and fully support JIP, it was also made as performance friendly as possible . Additional Features : Support ANY vanilla/custom maps, simply rename the .pbo file . Download : Mission : Armaholic Steam Workshop Mediafire Template without the dynamic base placement, see the readme included : Mediafire (Template) Mod requiered : None Optional Mod: CAF_agressors / East vs West / RHS Escalation / Iron Front / Leights OPFOR Pack Known Issues : - Try to have every player use the same language setting, if the host and the player creating the base have a different language it can mix up (english/french) - Revive isn't perfect, vote here to fix : Issue 1, Issue 2 To Do : -Add multiple base template, so you can switch from FOB Valhalla to an LHD during the mission for example -Replace BIS_fnc_MP by remoteExec once it's in stable branch Changelog v 2.8b: Credits/Thanks : Notes : Press U to use the squad manager (can be rebinded, it's the "switch unit" comand in arma 3 parameters) . Also check the briefing for usefull tips . To limit the Zone/Tasks creation to certain unit slots go inside MissionCreator/Tasks(Zone)Creator and do as it's told in Tasks1(Zone1).sqf . Also check initPlayerLocal.sqf if you want to restrict zeus slots to a player whitelist .
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Small update released on mediafire+steam workshop (armaholic pending approval), first post update with changelog . ( haven't had the time to add a smaller base, you can take a look inside the mission files MissionCreator/BaseCreator/ if you want to try to add it yourself as i won't be releasing another update anytime soon ) That's the whole point of the mission, creating your own scenario by populating the map with enemy patrols/armies trough the red zones .
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Without disabling it ? What i do is that i change the arma hud settings to have the radio icons on the bottom right of my screen so i can't actually see them . ( not possible to do mission side )
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The best would be a mission .pbo but if it's an Ares composition i'll just use it, already have this mod .
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If you can send me a mission with this composition i'll be able to add it to aow . I still have on my to do list : add multiple base templates so you can change it during the mission .
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This mod add every arma soundtrack to zeus, take a look inside to see how it's done .
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High Command and FindSafePos Issue
cruoriss replied to bolbies's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're testing on dedicated server it's normal : it has no display therefore no map . Call the map script on a player when the game start and pubVar the values (so server don't need the map script and already have the map size values) instead . -
Mission updated with new MHQ system, download from mediafire/workshop or wait for armaholic .
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Nice ! Is it attached to the model or can the gun be smoothly taken out of its holder ?
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Mission not loading after 5+ changes
cruoriss replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The part you need to look at when debugging a mission is everything after "Starting mission:" . But afaik i can't tell why you're mission is not working looking at your .rpt (most of the error spam seems "normal") . How are you using the Virtual Arsenal loadout ? Must be linked as you said in your first post . -
Mission not loading after 5+ changes
cruoriss replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you play with -showscripterror ? Have you checked the .rpt ? This happend to me once, i can't remember why but reverting some changes i made fixed it (i don't think it's linked to the number of units) . -
Again ? Reallly ? That's like the 4th release this kid made that is an exact rip off of someone else work :clap: .
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if (_caller == t1 && tm1 < 1999) then {//stuff}; https://community.bistudio.com/wiki/a_%26%26_b
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lbData Sring to Object (on dedicated)
cruoriss posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I'm trying to dynamicly fill a listbox with multiple vehicles . So i used lbData to store the vehicle VarName to use it after : works fine in the editor but not at all on dedicated without even testing jip . Like in this thread : http://forums.bistudio.com/showthread.php?170867-lbData-gt-String-to-Object I use _obj = missionNamespace getVariable [_objString, objNull]; (tried call compile too) but both commands break the vehicle VarName on dedicated server . Here is the full code : _lbPos = lbCurSel 4603; _selectedMHQ = lbData [4603, _lbPos]; _MHQ = missionNamespace getVariable [_selectedMHQ, objNull]; systemChat format ["%1", _selectedMHQ]; systemChat format ["%1", _MHQ]; The first systemChat (direct lbData return in string) works perfectly but the other one breaks on dedicated server . And also both code used to create the dialog + vehicle : Thanks EDIT : All this code is called client side -
Thanks for the pastebin with the classnames, but you forgot the SLA helicopter ones as long as the Afghan Army crewman . EDIT : Iraqi Army crewman are missing too, from pastebin and ingame Zeus
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lbData Sring to Object (on dedicated)
cruoriss replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Damn, BIS_fnc_objectVar is my new best friend . It perfectly fix my dedicated environement issues and also works for jip . Thanks a lot (Btw i looked at what it was in the function viewer and i saw that it pubVar'd a local variable ... that was the part i was stuck at and thought it was impossible to do so, BIS black magic i guess) -
lbData Sring to Object (on dedicated)
cruoriss replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My bad i should have said while playing on dedicated . No, they are created later using a vehicle spawner called by client . -
lbData Sring to Object (on dedicated)
cruoriss replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I meant when playing on a dedicated server i can see the messages while being a client, the dialog insn't created directly on the server . -
lbData Sring to Object (on dedicated)
cruoriss replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why ? Btw in my tests i had the whole thing working if I used a static name for the created vehicle that i "publicVariable'd" . But since i want to be able to create multiple vehicles it wasn't good . -
Hey, I'm trying to use BIS_fnc_addRespawnPosition on a vehicle . It seems to work fine but once i'm in the respawn MenuPosition the vehicle randomly disapear from the list . If i set a low respawn time i can be fast enough to use the vehicle as a respawn but if i wait it disapear after a random time . ( it will then re appeaer on next MenuPosition opening ) I'm using this synthax : _MHQrespawn = [missionNamespace, _veh] call BIS_fnc_addRespawnPosition; With this parameters : respawn = 3; RespawnDelay = 15; respawnTemplates[] = {"MenuPosition","Revive"}; respawnOnStart = -1; Thanks EDIT : So i made more test and putting an AI unit inside the vehicle completly fix it . But still broken for empty vehicles EDIT2 : So i checked in the function viewer and found out that the MenuPosition function removed empty vehicles that had simulation disabled from the respawn list . So disabling Zbe cache on the respawn vehile fixed it
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Your idea got me thinking : instead of having 1 ugly MHQ, i'll add an option (like a checkbox) in the vehicle spawner to make the spawned vehicle an MHQ ( with the Bis function you suggest, btw i didn't knew this one ) . I'll try to do it, shouldn't be too hard .
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Mission updated to 2.7. Mediafire online, steam workshop + armaholic coming . EDIT : Steam workshop + armaholic online
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Feedback tracker administration
cruoriss replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
This ticket can be marked as resolved : http://feedback.arma3.com/view.php?id=20079- 275 replies
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BIS Revive on Elite difficulty
cruoriss replied to skruis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From yesterday dev branch : "Fixed: Disabling HUD show group would break Revive functionality" Haven't tried the dev branch but revive should work on Elite now . -
[End game] is the new revive function portable?
cruoriss replied to fenghan213's topic in ARMA 3 - GENERAL
Yup, once you die it makes you respawn on your body in an incapcited state waiting to be revived (only works in multiplayer) .