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DanBonehill

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Everything posted by DanBonehill

  1. Hi all, I'm not sure if this is the right place to put this question but it seemed to fit the best. I'm creating a mission in which I am spawning the AI in using script. This is script I've made myself. The mission is to destroy a series of Devices that will be spawned in, I want them to spawn in a random location within a given area so as to make it re-playable. The mission is in Molos in the North East of Altis. I have my script working and the devices spawn in as I want. I came across a post someone where someone advised to use something like the below to randomize the spawning. The code is Dev1 = createVehicle ["Land_Device_assembled_F", [[[_Pos, random 100 + 50]],["water","out"]] call BIS_fnc_randomPos, [], 0, "NONE"]; _Pos is defined above and is a marker which is at the centre of the town. As I said this all works and they Devices do spawn in and at a random place however I'm not sure what the "random 100 + 50" actually means. Changing these values does change where they spawn but not by much it appears. Does anyone know how the above works? and what changing the numbers actually represents? Or is there a better way to do what I'm trying to do? Thanks.
  2. Hi all, I'm trying to create a terrain for Arma 3. I've used L3DT to create by terrain, mask, normals ect. I've managed to load these in on Terrain builder and it all works ok. When I try to open up Bulldozer to view it though I get an error saying "Application load error V:0000065432" Does anyone know what this is or why it appears? I've looked elsewhere and not found the reason or solution. Thanks in advance.
  3. DanBonehill

    Bulldozer Error V:00000065432

    Yeah I wasn't running Steam before. I have just tried launching Terrain Builder using Steam and then Bulldozer after. I now get a steam error code 86.
  4. DanBonehill

    Bulldozer Error V:00000065432

    Yeah I've got a Mask, Normal and Sat all as PNG files. My Terrain file is .xyz
  5. DanBonehill

    US Insurgency ALiVE

    Love the mission maquez. Been playing it quite a bit over the last few days with my group and we are really enjoying it. One thing I've noticed is that sometimes the Intel or Caches spawn inside the building walls / floors and so you cannot see them or destroy them. I jumped into the editor and ran around the map looking at the green and red dots and in some cases I was stood on the exact spot where the dot was but there was nothing there. Other times I could just about see a laptop or something sticking out of the floor. Not sure if it's something your aware of but thought I'd let you know, see if its something that can be fixed. Again thanks for the great mission and all your hard work.
  6. DanBonehill

    Iron Front as mod in Arma 3

    The load order I have is CBA, Lib_DLC_1, IF_other_addons, IF, IFA3SA, IFA3m, IFA3. That's the order specified on the set up page. What do I need to change?
  7. DanBonehill

    Iron Front as mod in Arma 3

    Hey guys. I've just installed Iron Front (the A3 version) I'm launching it manually in game. I'm launching them in the right order and it all works however I get this error message on start up addon 'AiA_CharacterItems' requires addon 'AiA_BaseConfig_F' Anyone know why this would be? Thanks.
  8. DanBonehill

    Authentic Gameplay Modification

    Hey all, Sorry if this has already been asked. I searched the thread but couldn't find what I'm looking for. I'm trying to use the Spotter App to snipe targets from afar. A feature I love by the way, making sniping an actual skill rather than just pot firing. An issue I am running into is that when I use the Kestrel to find the angle and it gives me say 240. I try and input that into the app but on the Angle it can't go any further than 45. Am I reading the Angle wrong? I assume it's something really silly that I'm not doing or haven't realised. Thanks.
  9. Hey guys, I'm trying to set up a Parameter to set the AI skill level in my mission. Currently I have the below in my Description.ext class Params { class AISkill { title = "AI Skill"; value[] = {0.3,0.5,0.8}; texts[] = {"Recruit","Regular","Veteran"}; default = 0.5; }; }; Once I load into the lobby however I don't get the option to change this Parameter. Anyone know where I'm going wrong? I have another parameter below it to change the time in the mission and I get the option to change that. Thanks EDIT: I'm an idiot. Supposed to be values[] not value[] Fixed now. Note to self.... proof read
  10. DanBonehill

    XENO - Taru Pod Mod

    Love the update NorX, Thanks for your hard work
  11. DanBonehill

    XENO - Taru Pod Mod

    Great mod. Finally the Taru is usable with its separated pods! One feature request from me would be the ability to drop the pod from the air and it deploys a parachute. That way you could drop off ammo without actually needing to land. No bugs found so far. Keep up the good
  12. DanBonehill

    [MP] =BTC= Hearts and Minds

    Thank you for a very quick and thorough response. That's answered all of my questions relating to this. Great to hear of possible future features. I definitely think that FOB building would be a great benefit if its possible to do. Haha, so when I set 100% it meant I'd get no intel from bodies ever, that explains it :P Thanks for the clarification :) I think the documentation is great. Its very thorough and gives you a vast amount of information. The only amendment I would perhaps suggest is in the "hideout" part to add about how you destroy the hideout. Not sure if you saw my amendment to my post but there was also the below that I noticed "Also, for the Interaction keys that you have to set. We tried using our default for AGM which is Left Windows key for Interact and Left CTRL & Left Windows key for Self-Interact. I've noticed that it seems not to like having more than 1 key to press. When I pressed both Left CTRL & Left Windows key is bought up the Interact option and not Self-Interact like I wanted." Thanks again for the reply
  13. DanBonehill

    [MP] =BTC= Hearts and Minds

    Hi Giallustio, Just wanted to say what an incredible mission. Me and my clan have been playing it over the last few days and have loved it. We've also recently downloaded RHS so having the PBO for Hearts and Minds with RHS was really good and gave us a great opportunity to test it out. A few questions I had in relation to some of the systems and how the mission works, also a few possible 'bugs' (or just me being silly) Is there a way to view your 'reputation' to see what the locals think of you? Is there a way to make civs get out of vehicles? So far if we come across a civ in a vehicle they just try to run you over, I've tried using the Stop or Get down order but neither seems to work. Not sure if this is maybe linked to the reputation system. When you have located a hideout and need to destroy it, what exactly needs to be destroyed to mark it as complete. I've had trouble knowing what exactly to blow up. Also, how do you tow the vehicles? Whenever I try and Hook something it just says 'you need to interact with a vehicle to tow it' or something similar. On that, I have noticed that the Pawnee does not respawn and does not seem to be able to be towed at all. One possible 'bug' I've noticed is that the parameter to change the change of finding intel on a body doesn't seem to work. When playing I noticed that even though we had it set to 90% when only got intel from 1 body after searching about 15 or so. I even set it to 100% to test and still got none after searching the same amount of bodies. Also, for the Interaction keys that you have to set. We tried using our default for AGM which is Left Windows key for Interact and Left CTRL & Left Windows key for Self-Interact. I've noticed that it seems not to like having more than 1 key to press. When I pressed both Left CTRL & Left Windows key is bought up the Interact option and not Self-Interact like I wanted. Sorry for all the questions and such. Just some of the things I've noticed or wondered after a few times playing. Once again, this is an amazing mission and we've loved playing it. Keep up the great work :)
  14. Hi all, I hope you can help. I've got a TVT mission for my clan to play where each side compete to complete 3 objectives. The winner will be the team who completes the most objectives. (2 or more) I can't use the normal End Triggers as this isn't enough. Someone has given me the below code as a way of counting who has completed the most objectives and thus end the mission. _count = 0; { if (taskState _x == "Succeeded") then { _count = _count + 1; }; } foreach [task1, task2, task3, task4, task5, task6]; if (_count >= 2) then { ["end1", true, true] call BIS_fnc_endMission; } else { ["end1", false, true] call BIS_fnc_endMission; }; However when the trigger fires to run the script I get the following error in my RPT files _count = 0; { if (taskState _x == "Succeeded") then { _cou> Error position: <taskState _x == "Succeeded") then { _cou> Error taskstate: Type Bool, expected Task I'm still fairly new to scripting and can't figure out how to amend this correctly or any other way to get this to work. If anyone could help that would be great. To clarify I need something that will count up how many objectives are "successful" and whichever side has the most wins and the other looses.
  15. DanBonehill

    Help with ending a TVT mission

    Thanks so much. That works perfectly
  16. Thanks so much. That works great
  17. Hi all, I'm trying to create a mission where the enemy AI don't have NVG's. I know how to script this and put it in the units Init line however I am spawning these AI in using a site module. I came across a code someone put on a different thread. The code was: { if (side _x == east) then { _x unassignItem "NVGoggles_Opfor"; _x removeItem "NVGoggles_Opfor"; }; } foreach allunits; I have put this in the mission Init.sqf however it only works on players I have placed myself. I assume this has something to do with the code been executed before the site module spawns in the AI? Does anyone know a way to do this? It may be that I have to place the AI myself, but that's a lot of work and a lot of mess in the editor (giving patrol routes ect) Thanks.
  18. Hi all, I'm trying to add a deployable rallypoint in a mission where the player can then choose to respawn at if they die. Something like in Patrol Ops. I've tried looking within the Patrol ops PBO but I'm fairly novice at scripting and cant really make sense of it. I've tried searching online and cant find anything either. Has anyone come across a script that does this or can offer any help on how to write one? Thanks
  19. DanBonehill

    Urban Patrol Script

    Yeah I am using the latest version.
  20. DanBonehill

    Urban Patrol Script

    Hi all, I'm trying to use UPS in one of my missions. All is going well, the units I want are patrolling the area, however as soon as I place an enemy unit they go out of "safe" mode and start acting like they are taking contact. The enemy troops I am placing are over 1km away and through tree lines so there is no way they can be seen. Any ideas or suggestions on what I'm doing wrong? I've made no amendments to the script and am using the below in the unit Init line nul=[this,"Alpha"] execVM "ups.sqf" The marker is name Alpha Thanks
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