Jump to content

LOzan

Member
  • Content Count

    50
  • Joined

  • Last visited

  • Medals

Everything posted by LOzan

  1. So by setting a bunch of units' ratings very low and making them a group, will they work together to attack anybody else or will they attack each other? This is really to have a "bandits" faction so if it's just roving bands of units trying to kill everything but their squadmates that works for me.
  2. Hi everyone, I'm working on an open-world scenario and I think a cool addition would be a "Faction Wars" feature a la the S.T.A.L.K.E.R games - a number (4-6) of different factions are all vying for control of the map by sending raiding groups to attack enemy factions' outposts and bases. These factions would begin the scenario either hostile to all other groups or hostile to some and neutral to others. As I understand it now, there is only "room" for three factions in any one scenario - one BLUFOR faction, one INDFOR faction, and one OPFOR faction. I'd like to have more than just those three, and have the player's squad start the game not allied with anybody, i.e. the player is in their own faction to begin. Is there any way to add different "sides" (as they're referred to in a config.cpp) to the game, or am I stuck with just the three? Thanks for your help!
  3. I just tried playing the first mission of the campaign again a few minutes ago, and in the first firefight Adams took a hit and died. I thought he was supposed to be unkillable in this mission, or did that change?
  4. LOzan

    Adams Can Die Now?

    Only Community Base Addons and bCombat, both current versions. I can't imagine either one of those causing any serious problems.
  5. Hi everyone, I was wondering if anybody knew a way to have the game stop rendering the shadow of a single, specific unit. I need the shadows of all other units and objects to appear as usual. I looked through the community wiki and the forums and didn't turn up anything. Any ideas?
  6. @BangaBob, thank you for the suggestion but enableSimulation "freezes" the unit in place, which isn't exactly helpful for my purposes. Any other ideas? @Tajin, I don't want to give away too many spoliers but if I can figure out this shadow thing and a couple of other scripting kinks, there will definitely be a character unlike any I've seen in Arma before.
  7. Hi IndeedPete, You may have heard about this issue already, and if so I apologize for reiterating. I haven't seen any kind of headgear/eyewear persistence between missions; I'll set up a helmet and glasses, head out on a contract, and be wearing something completely different. This was especially frustrating after I dropped the 10,000 on tactical glasses and had them disappear before I could do anything with them. Any idea what might be causing this problem for me?
  8. Just a question because I've been hunting for a while and haven't found any, are there any revive scripts/modules/addons out there that will have the AI revive an incapacitated player? If anyone has played Ghost Recon: Future Soldier and is familiar with how the AI reacts when the player is downed, that's what I'm looking for. Thanks!
  9. LOzan

    (SMA) Specialist Military Arms

    Any intention to update the SCAR reload animations? They just don't seem up to snuff with the quality of the other weapons in the pack
  10. Hi everyone. I'm scripting an intro sequence that involves the player unit walking to meet with senior officers. To make the unit walk, I'm using: player switchMove "Acts_PercMwlkSlowWrflDf2"; sleep 10; player switchMove ""; The problem is that although the player's weapon is lowered during the animation, it immediately appears as raised after the second switchMove command which ends the walking. So far, to circumvent this I've tried putting: player setCombatMode "BLUE"; and player action ["WeaponOnBack",player]; before the walking animation starts, but neither one of these works. Does anybody know how to make the player weapon stay lowered?
  11. LOzan

    Talking animation

    Put this in the unit's init field: [this,"STAND","ASIS"] call BIS_fnc_ambientAnim; Or if you want them to be able to respond to contact, use this: [this,"STAND","ASIS"] call BIS_fnc_ambientAnimCombat;
  12. LOzan

    FIA Site Modules

    Have you tried going into the intel menu (Ctrl-W) in the editor and using the "Independents are friendly to:" option at the bottom?
  13. Hey everybody, back with another noob question I would love some help with. For my mission endings, I'm using BIS_fnc_endMission to make the mission complete effect appear. However, I have no idea how to make the music that accompanies it during the campaign and other missions and in the campaign. I would imagine it involves using the playMusic command, but I might be wrong. If it is playMusic, then I have no clue what the classname for that music is. I've been through CfgMusic and there wasn't anything that looked like "Mission Accomplished". Can anybody give me a few pointers here? Thanks!
  14. LOzan

    Why Won't My Task Start?

    For the BIS_fnc_taskCreate function, does CfgTaskDescription go in the description.ext or Config.cpp?
  15. Done! Thank all of you for the help, I'd still be lost otherwise.
  16. Could I use a script activated by the init.sqf to run the animations or do they have to be from a trigger?
  17. Wow, thanks for the quick replies! Jona, I found the Cinema Border function and that is all incredibly helpful, but it has nothing about how to make the unit walk and such autonomously. Any idea how to take care of that part?
  18. Hi there everyone, I'm working on a campaign with full voice acting, and one of the things that really bothers me is the mismatch between the recorded dialogue I make and the voices of my units in combat, i.e. "Awaiting orders," or "Enemy!" I'd have to imagine there's a way to record those sound bytes and write a config for new voices added in a .pbo. I'm already working on a list of what I need to have my voice actors record, but I haven't got the slightest idea where to start on the voice config. Can anybody give me some guidance on how to make my characters sound right? Thanks!
  19. Quick and likely strange question, any plans to release on the Steam Workshop as well, or just as a .pbo download?
  20. Given the new Virtual Arsenal with the Bootcamp update, I think it would be a big help to mission makers to have a mod where saved loadouts from Virtual Arsenal can be placed as units in the editor directly, without having to use a loadout script.
  21. Hi everyone, I'm working on a single player campaign that puts the player in command of a squad of six soldiers, four main characters and two to fill out firepower. The four main characters have had their aim Nerfed and are unkillable (story stuff) and the other two are better shots but can be killed. I want to run a script that reads when one or both of killable AIs are dead, waits until the current firefight is over, and then spawns a new soldier in their place with a custom loadout, randomized white or African face (to keep nationalities accurate) and a random one of the American English voices that the main characters aren't using. Long story short, and I hesitate to say this, it's a little like Call of Duty's system for respawning non-story characters. Can anybody help me figure this out?
  22. How about a MOPP or other NBC suit?
  23. I think the CSAR (combat search-and-rescue) aspect of modern warfare has been highly overlooked so far. There are great mods for enhancing the realism of the medical system, but I haven't found one that includes CASEVAC or anything like that. I think having a mod like that would really make for some great realism and some really interesting Air Force PJ/rescue missions. My thoughts are a variable that puts a unit in a "critically wounded" state, i.e. cannot be revived by typical medics and with a bleedout timer. The CSAR personnel have to reach the wounded unit (units, in the case of a mass-casualty scenario) and stabilize him using either an included medical system or a separate mod running simultaneously. After the rescue personnel stabilize the patient, his timer is reset and he is placed on a litter, which two healthy units can carry to the CASEVAC chopper and load inside. Once on the chopper, another timer gives the rescue crew only a certain amount of time to reach a friendly base and unload the patient for treatment, simulating the "Golden Hour" of emergency medicine. This could all be configurable, like the injuries of the wounded soldier and the duration of the bleedout timers, or random within a set of limits. I just think this important part of warfare has been overlooked when it really is an important part of modern military operations. I'm admittedly not an experienced modder, but I'd be more than happy to collaborate with a team to make something like this. Or, if it already exists and I just haven't seen it, I'd really appreciate if somebody could point me toward it. Thanks for reading!
  24. LOzan

    RH wip Thread

    Hey RH, Any plans to release an update with the weapon sounds now that the dev branch has been updated?
×