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giovafr

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Everything posted by giovafr

  1. hi, thanks to few infos here and there, here the only way i found to make crews staying in the tank after joining an other group : vehiChgSquad = compile " _tank = _this select 0; _group = _this select 1; _leader = leader _group; {deleteVehicle _x;} forEach crew _tank; [_tank,_group] call BIS_fnc_spawnCrew; _group selectLeader _leader; {_x commandFollow _leader;}forEach crew _tank; "; [TheTank,TargetSquad] call vehiChgSquad; this means crews will be recreated :( this is the only way i found after a lot of tries by so many manners.
  2. Artillery Guided Shells FIX by GiovaFR Version: 20140601 test SP & MP => pass Description: As the title suggests, this mod fix the bug of Artillery guided shells. Note : Do not confuse "Guided shells" and "Laser Guided shells" that are 2 different things ! Guided artillery shells are guided missiles that lock then destroy vehicles. Here i'll talk about ROI (region of interrest) this is the position you have designated as artillery target. This is my first mod, hoping you'll appreciate it. Features: Nothing to setup Works with any existing mission Works with any vehicle using 2Rnd_155mm_Mo_guided or Sh_82mm_AMOS_guided ammo Compatible with Support artillery module If you fire several rounds, each one will lock a different target (one shell per target) Once the shell is near the ROI, it will search and destroy the closest vehicle from that ROI. JIT compatible Installation: Make sure that CBA mod is installed. Uncompress the zip to your arma3 folder, then activate the mod (as any other mod). Usage: Launch a mission with artillery, Call for artillery or get as gunner in a Scorher (or any equivalent). Use "Guided" ammo (2nd one in the list) Fire then watch the firework :) Known 'not an issue' : Facts listed bellow are well known, and were been etablished to not make that mod overpowered. missiles looks for targets 250 meters around the ROI : if target vehicle is moving, you have to anticipate. Missiles don't make difference between empty of filled vehicles missiles don't make difference between ennemy/neutral/friendly targets : So you have to pay attention before calling for artilery missiles don't manage priority targets, if an empty quad is near a operating shilka, perhaps it'll choose the quad as target Known issues : For very long range, or if the ROI is near mountains, then the ROI may not be exactly where it should be (tests gived good results anyway). May not works with virtual artillery module (as i don't have time to detect spawned vehicles (done every 3 secs) ) As is it not possible to set a target to a guided missile (it is?) i spawn invisible/undestructible helicopter, this one appears on radars for few seconds (solution welcome) Forums Topic: - Official Topic Mods requiered : Community Base addons A3 DOWNLOAD : ArmaHolic : http://www.armaholic.com/page.php?id=25841 UploadHero : http://uploadhero.co/dl/1f05f916 PS : sorry for my poor english, hoppefully this mod doesn't requiers GUI messages
  3. giovafr

    [SP/MP] BegCTI

    BegCTI is a branch of BeCTI made by Benny. If you are looking for BeCTI or didn't test it, i invite you to go on BeCTI topic. Why BegCTI I was playing with BeCTI alone on Arma3. This is really a great mission, pretty well done but as i was playing alone, few things went wrong: I passed more time to manage my lost AI than playing, more over Altis is a huge map, so it was impossible to finish this mission as many AI fininished to travel the whole map by feet. No BeCTI update have been made from so many months, so i started to do some modifications, fix some bugs, and finnaly decided to share my work: here is BegCTI, a modification of the original BeCTI. It is more oriented Solo / Coop (but you still can use it for Team vs Team). Main differences between BeCTI and BegCTI Be able to play alone, or in coop is my first objectif, here few points regarding this : If there is only one player (human) he can do some commander actions. He becomes a kind of 2nd commander : a co-commander co-commander max group size pass from 12 units max to 24 units max co-commander can call artillery co-commander can use sattelite Each FOB (advanced outpost) can be upgraded to a Fob-Factory (3000$ per fob) Fob-factory extend the "control center" range (control center range = 7500m ; + 2500m around each fob-factory) Units, vehicle , tanks can be produced by Fob-Factory Fob-factory works in v0.98a but will be modified to make game more balanced. Other changes Player can reorganise his team , see "reorder feature" bellow There is now flags on each town, (green/blue/red depending of the town side),flag moves up/down like in battlefield. Some change have been made regarding default equipment to be more close of Arma3. Added an "antistick system" that prevent AI vehicle to stay blocked agains a rock/tree/house. (see description bellow) Artillery have been reshaped to be more close of Arma3. (artillery can be disabled anyway) For other changes, refere to the full release note: AntiStick System With Arma3 it is a catastroph : AI driven vehicle pass their time to be sticked to a rock/tree/house. They NEVER arrive at destination. AntiStick System fix this problem and garanty that the vehicle will do its job. In care of not overusing CPU, it may take up to 5 minutes (usually 1 minute) to unstick the vehicle. Be also advised that as last solution, if the vehicle still sticked after many try, it will be teleported to the closest road. Yes i know, not realist, but better than an useless freezed vehicle ;) TO use it : nothing to do, it is automatic for ALL AI driven vehicle. Reorder Team Feature As soon as you loose your first units, it become a hell to manage it (eg: the driver of your tank become unit n°3 while his gunner become unit n°11). So you pass your time to press F11-F12. Reorder feature make possible to change that by reordering each unit position in your group. How to use : 1) select an unit by pressing F1 ~ F12 2) press Ctrl + LeftArrow or Ctrl + Right Arrow to move this unit to the previous or next group position. Credits 99% of the code is BeCTI made by Benny. So Benny is the autor of that mission. I'm simply the humble technician who arrived to give a last screwdriver tour. To resume, credits can be considered like that : BeCTI (Benny CTI) Autor : Benny BegCTI (Benny Giova CTI) A modification made by Giova Release Plan Rather than doing big releases that are never published, i decided to do often releases : one release every 2 weeks (1 month max). This is because things are never over, and without that, i would never release anything. I cannot tell you what will be done far in the futur. I Just can tell you what will be done in the next 2 weeks. next planning : Download Link : Upload Hero : http://uploadhero.co/dl/o0F4CoaN Armaholic : BegCTI CTI-x
  4. giovafr

    [SP/MP] BegCTI

    Thanks for your feedback It is not supposed to be like this, it should happens only if driver is far from his assigned Waypoint + his vehicle is not moving for a "long" time. I'll keep an eye on that. This feature is mostly for solo as AI doesn't use hook. I'll do some change around it to keep game balanced and finishable. Regarding performance, this is probably the last thing i'll work on because BIS release updates very often.
  5. giovafr

    [SP/MP] BegCTI

    you're welcome, feel free to send me feedback :)
  6. currentzeroing is a getter command, it return the current weapon zeroing "optic range". Nice :) but is there a setter command? a way to change current zeroing? Activate autozeroing?
  7. giovafr

    gQ Minigun

    hello. May you please port this weapon to ARMA3 ? :)
  8. exactly, that is why i wrote : currentCommand boy => "MOVE" (ok) to explain that i know this command that is fine. Finally Tajin gived the answer (thanks !). This is perfect for CommandMove. In other hand it doesn't help a lot with CommandFollow, but thanks to formationleader and formationPosition commands, we can get the info.
  9. hi all. First of all, let me appology, i'm a dummy forever (honnestly) regarding search (i find everything except what i'm looking for, i swear !). Is there a way to get more infos around currentcommand? something like that : boy CommandMove [100,100,0] currentCommand boy => "MOVE" (ok) CurrentCommandArg boy => (how to get '[100,100,0]' ??? ) boy CommandFollow boss currentCommand boy => "MOVE" (ok) CurrentCommandArg boy => (how to get 'boss' ??? ) If not possible is there any ticket about that??? because this is (its just an example) impossible to know where an unit is going when it is a singular order (not a waypoint (group order) )
  10. giovafr

    crCTI Kastenbier Edition

    Thanks for the release, this is my favorite CTI on arma3 ! Is it possible to customise availables weapons and vehicles? PS : i didn't found any howto docs
  11. giovafr

    Artillery Guided Shells Fix

    Thanks for the job. I subscribed and pressed 'this is me.' BTW : beautifull website. But my release is not a version 14.6.1, i use dates for my versions YYYYMMDD, its easier for me and remove the pressure (like : when will you release the v2.1 plz plz plz ;) ) so actual version is 20140601
  12. giovafr

    Artillery Guided Shells Fix

    As you i create some missions, and as you i try to not make them 'mod dependant' ;) OFFtopic : regarding vehicles, i had to find a solution, i made a function, so i can place moded vehicles without forcing the player to have their mods. Here it is
  13. Hi all. Next to an other discussion, i share my solution to use tiers vehicles in your missions without depending on their mods. Description : when you create a mission and place a vehicle that is not included with Arma3, the player will got an error if he doesn't have the mod. Solution : With my function, you give a list of desired vehicles. If one of them is available, then the vehicle will be replaced by it (the first vehicle in the list is prioritary on the others) Exemple : First of all DO NOT place modded vehicles, use only BIS vehicles, so the mission is not MOD dependant. Ok lets say you placed a A10 plane (the "B_Plane_CAS_01_F" vehicle) available for all as it is an Arma3 vehicle You would like to replace it by a FA18 In mission Editor, double click on the plane, then write this in its init field : if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};[this,"JS_JC_FA18F"] call TryReplace; if you named it "myplane", you'll have to use this syntax (or myplane will become objnull) if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};myplane = [this,"JS_JC_FA18F"] call TryReplace; Now if the player have the FA18 mod, the plane will be a FA18, if he doesn't have it, it'll be a classic A10, no error raised. Other example : if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};myplane=[this,["MV22","kyo_MH47E_HC"]] call TryReplace; if "MV22" vehicle exists the plane will be replaced by it. If not, it'll try to remplace it by "kyo_MH47E_HC" plane. If none of both exists it will stay the default plane, no error raised. This function works if the plane got crew or not, also if there is a waypoint attached to the vehicle. WARNING : allways make a test : disable all mods, restart the game then test. If there is a problem, edit mission.sqm with a text editor, and make sure that addOns[] and addOnsAuto[] sections only contains A3xxxxxxxxxx mods. Here my function, create a TryReplace.sqf file,and copy this code inside it :
  14. giovafr

    Artillery Guided Shells Fix

    ok i understand, i'll post a script template also then, i'll do it this week when i'll have some time.
  15. giovafr

    Artillery Guided Shells Fix

    Thanks for your prompt reaction ! Yes i'm registered as 'giova', i sent a pm to big to get ftp access, i send a PM to you right now. Thanks, no script is needed at all (needed scripts are allready triggered when necessary to simulate what the shell should do) what's your need?
  16. giovafr

    Terminator Rising (WIP)

    great ! just can't wait ! will be perfect for the 2035 A.D context
  17. Final release is available, please look there
  18. Hello. Is there a way to got an event triggered each time that an unit/vehicle is created? or must i use a stupid "cpu costfull" loop with allunits? :) In other word i'm looking for a solution that doesn't strangle the server...
  19. Hi. I'm just discovering kbtell. I'd like to reuse allready existing sentences like "ready", "contact", calling support, and so on is it possible, and where to find them plz? PS : i have dream ; i hate when an unit says "contact to the left", i'd appreciate soooo much to hear as in OFP : "contact at 11 o Clock" :cool:
  20. Ok i found CfgSentences. But that only list all missions sentences, not 'common' sentences that exchange a leader with his teamates (eg: "1 Stop" , "Ready" , "Out of Ammo", "2 attack that tank") If someone know where to find it, his help would be appreciated ! Barbolani : i'm noob as you (but i hope not retarded :D ) kbtell is very powerfull , you can run a discution between several units just by calling it once, discution can be dynamic, but it seems also very complicate to setup. As you i'm lost and don't know yet how to use it :D i'll post a tuto or link once i'll discovered how to use it.
  21. of course yes :) Well if someone allready knows the classname it would be nice. Otherwise i'll post it here once i'll found it,it'll take some time as i'm working on lots of things.
  22. yes, i'll do that and post link to the ticket here. while this i set a _state variable everywhere, perhaps i'll do a tool for that ;) Thanks for your help.
  23. i'm discovering FSMs,have read some articles regarding this, but i'm still missing of most important informations : 1) how to debug an fsm ? and most important : 2) is it possible to get the current state of an FSM? perhaps a special variable? Any help will be very appreciated.
  24. i was so happy by reading your answer ! Unfortunatly diag_debugFSM doesn't exists for Arma 3, it seems available only for vbs2 :pet5:
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