J_ONeill
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Everything posted by J_ONeill
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I'd like to know if anyone has created an assortment of textures to use when map building? I'm not really sure how best to find textures outside of the ones that came with the tutorial I'm using to learn map making, but within it, there are only five. Grass, dry grass pine forest floor, dirt and soil. I'd like stuff like asphalt, sand, mud, stone and other such textures. If they're already in the base game, could someone tell me what directory I could find them in to add to my map's data folder?
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Store Shooter Data- Add to other objects?
J_ONeill posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm wanting to set up a course with different sized targets that stores shooter data in the same way that the pop-up targets do. I've been searching for a couple of hours with minimal success, so I do not know if this is even possible. Basically, I'm hoping for an init line I can add to an object like "this storeShooterData;" that will allow me to do this. Does anyone know? -
Relays and such, definitely.
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I'm trying to learn how to use the terrain builder and one part of it is the use of Buldozer. I'm following the "The Atlas" guide by Jakerod and Friends and I've reached the point where I launch buldozer to view the terrain. I'm using his materials and such from the download which I am to assume is working if used as directed. When I open buldozer, I get the "Preparing Surface Materials" screen and then it shows the terrain. I cannot move the camera or perform any actions. If I hit the menu key (F1) it's messed up, as do sub menus if I use the arrow keys to select the blank text boxes. http://i.imgur.com/qNB1ZRw.png Above is an image of what it looks like. I really have no clue what's going on with it and it's a big deterrent in my attempting to build my own maps in the future.
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Could it be possible, in the future, to set it op so you can set up relays? Maybe allow a drone hovering above the AO to receive and relay a frequency so that someone on the other side of a hill to get comms.
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Oh wow. I looked around for so long for an automated way to do it with no success, so resorted to the manual method. Thanks a ton!
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I'd suggest starting with Jakerod's Atlas Guide to Arma 3 Terrain Editing. http://forums.bistudio.com/showthread.php?188299-The-Atlas-Guide-to-ArmA-3-Terrain-Making I just started no more than a month ago, and once I got the basics down, I started looking around for how to get real life height maps and such, and then began taking tons of low altitude images of an area via Google Earth to stitch together into a large satellite map. So far the hardest things for me to learn was creating/importing a heightmap from scratch. It doesn't give you "From Scratch" but gives you everything you'd need to get started. I've also been using CAP's video tutorials for more help on things I was having an issue with. https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5
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Collections Of Quality Terrain Textures?
J_ONeill replied to J_ONeill's topic in ARMA 3 - TERRAIN - (BUILDER)
Nice. Thank you, again. -
Collections Of Quality Terrain Textures?
J_ONeill replied to J_ONeill's topic in ARMA 3 - TERRAIN - (BUILDER)
Thank you. Greatly appreciated. :D One more question. Is there a way to quickly replace the names of files instead of doing them one by one? -
Operation NorthStar (ONS)
J_ONeill replied to smorency44's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks. It'll be some time til it's playable, but I'll read more into that when I get there. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The APERS mine doesn't explode. It only beeps. It's good for doorways and whatnot where you want to know someone is coming through. It's a perimeter alarm. As for Bounding, your body has to actually touch the mine, so make sure you are. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's pretty good as is if you use it as a trip for more than one guy. Rarely is a soldier moving alone by himself, so the odds of someone tripping it increases with each person you add. I imagine they're more likely to set it off when walking, which again, most soldiers will be doing when patrolling which is generally what a tripwire used against. -
Operation NorthStar (ONS)
J_ONeill replied to smorency44's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys. My name is J.ONeill and I'm a Master Corporal in 7CMBG. After speaking with Lt Colonel Morency, I've decided that I want to try and create a new map from scratch, based on the Gagetown training area. I'm very new to modding in any respect so am slowly learning how to do things as I go, but I have already managed to stitch together 135 satellite images of the area into a 10240x10240 satellite image covering a 10kmx10km area. I've also imported a height map of the area to use as a baseline for the map, that I will be editing as needed to fit our needs. Current plans for the map include: An airfield with the ability to safely land and take off from with large aircraft such as the C-130J. A firing range extending out to 1.5km or 2km. A drivers course/area for LAV III and Leopard 2 training. An artillery range where our indirect fire support can practice live fire of the M777, M109 and M252. Classrooms for new recruits and display areas to showcase our equipment. Parade grounds for awards ceremonies. This map will likely be quite a while in the making because I'm still learning so don't expect it in the immediate future. -
Tutorial: Making roads in Terrain builder
J_ONeill replied to granQ's topic in ARMA 3 - TERRAIN - (BUILDER)
I've followed this guide to the letter, yet roads will not appear in TB for me. I've placed several roads and done all the steps yet they do not appear in buldozer at all. -
Buldozer Controls Not Responsive
J_ONeill replied to J_ONeill's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I figured it out. Two issues actually. The first was my Core Folder. I needed to depbo it and place it inside my root P Drive. I had done so, but it was core\core\files instead of core\files. I also depbo'd my languagecore_f file and placed it inside the P Drive. Controls are working as are the menus. -
Buldozer Controls Not Responsive
J_ONeill replied to J_ONeill's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Alright. Yeah, I did the mikero method because it seemed to be the less labor intensive of the bunch. Will reply once I redo it and let you know if it worked or not. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright. :) Thanks. Great script, none-the-less. I really like it, as do others in my unit. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is pretty much any building. We tried on Altis ans well as Takistan. I'll make a quick vid to show you the issue we're having. Gimme about a half hour if Razr will record properly. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My self and a friend in our milsim community was trying to place Claymores within several houses. It was very hit and miss where we could place then. Usually, we had to be outside the house looking in to place them just inside a doorway but if we went in the house and tried to place them, it was a constant red X, no matter where we put them. The only thing we could really do from indoors is put them on window sills and on occasion, on upper floors while being on the staircase. I could make a short vid if you'd like showing what I mean. -
Simple Mine System - A Fix for A3 Mines & Explosives
J_ONeill replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really liking this script. It's extremely light weight and makes it much better, in my opinion. I have a couple questions/suggestions if possible. 1. Improve floor detection. It's difficult to place explosives and tripwires inside a building because it's not detecting floors very well. 2. Enable multiple trip wires on one explosive as well as complex wires, if possible. So, for example, I could place a claymore facing a door, then have the wire go towards the wall to the left, then stretch across the door. As is, a claymore will hit the first guy coming through the door because you have to place it to the side. 3. Are you able to rename the mines with this script. So, instead of it saying APERS Tripwire, it'll say Trip Flare and instead of APERS Mine, it'll say proximity alarm? 4. Could you make it so you could use grenades with trip wires? Would be pretty cool to place RGOs with a trip wire if possible. 5. Ability to disable a tripwire mine without having to move to the claymore/flare. We should be able to "snip" the wire from anywhere along it's length, if possible. -
Quick and fun projectile path tracing!
J_ONeill replied to Hypnomatic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a very useful script that I'm implementing into a training map for my unit so that new members can view the properties of the weapons they'll be using. I like that the lines are client side so that performance degradation is only as bad as the number of shots you leave up at one time. I've turned it off by default and can be turned on/off via scroll menu thanks to a post #71. I've got a couple issues though that I hope someone here could help with. Issue 3- This only works with personal weapons. I'd like to have it work with vehicles (tanks/offroads/etc), aircraft (Fixed/Rotary Wing) and static emplacements (Mortars/Howitzers/MGs/Grenade Launchers/etc). Hoping someone can help with these issues. Edit: Fixed my first two issues. -
Ingame 9Liners & Notepad
J_ONeill replied to chief_wiggum's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could we get an Artillery Call For Fire card? Observer Callsign- FDC Callsign- Type of Mission- Adjust Fire/Fire For Effect/Immediate Suppression Target Location- Grid/Polar/Shift Grid- 8 or 6 Digit Polar- Observer's Grid, Direction(Degrees), Distance(Meters) Shift- From Known Point, Left/Right (Meters), Add/Drop (Meters) Target Description Field Length (Meters), Width (Meters), Attitude (Degrees), Radius (meters) Ammunition Type- HE/Smoke/Illum/Guided/WP/Other At My Command / Time On Target, (Minutes) From Now / Cannot Observe -
[LFM] Land Navigation addons to make navigating more immersive.
J_ONeill posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've tried the only mod I can find, the Land Navigation Mod by Zodd, but it does not work in multiplayer and not fully functional in SP (hand angles don't work). Apparently it's a common issue, and the creator hasn't been around his thread lately to fix the issue. What I'm looking for is something similar to that, but searches for any sort of map tools mod gives me nothing. I'd like the features in that mod, particularly the map tools like the protractor for finding bearings from a position or calculation 8 grid references and the ability to easily point out targets like the hand angles ("Reference light pole, three fingers left of it.") and that sort of thing. Can anyone direct me to any other mod(s) with similar features, as I can't seem to find anything. -
Hello again. Got yet another scripting question. I'm wondering if there is a way to place a directed beam of light and set it to sweep an area? Like, if I place one down, it will pan left and right on it's own. Sort of like the light house but not roating 360 degrees. I want it to be like a search light that I'll have on a structure out in the water scanning the for intruders.
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Making a light sweep an area.
J_ONeill replied to J_ONeill's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm, alright. I seem to remember lights in Arma 2 on a server I frequented that had spotlights next to a Machine Gun nest on the outer perimeter of the base that swept an area, but I may be misremembering since it was at least two or three years ago.