deadlyfishes
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revive A3 Wounding System (AIS by Psycho)
deadlyfishes replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I've got a custom mission, and everything with the AI works perfectly in SP, however, I have a "recruit AI" system built in and this script doesn't apply to the newly recruited units in within the mission. It works on pre-placed units though. Here's a sample of a script for recruiting a medic: _exit = false; if (!isFormationLeader player) then { systemChat "OFFICER: Only team leader can recruit AI for your team."; _exit = true; }; if (_exit) exitWith {}; vActiveRecruitsAI = 0; { if (!isPlayer _x) then { vActiveRecruitsAI = vActiveRecruitsAI + 1; } } forEach units group player; if (!(vActiveRecruitsAI < vMaxRecruitsAI)) then { systemChat format [ "OFFICER: You can only recruit %1 AI soldiers.", vMaxRecruitsAI ]; _exit = true; }; if (_exit) exitWith {}; _spawnpos = [ (getMarkerPos "recruit_west" select 0), (getMarkerPos "recruit_west" select 1), 1 ]; _unit = group player createUnit ["B_T_medic_F", _spawnpos, [], 1, "PRIVATE"]; _unit setPosATL _spawnpos; _unit setSkill 1; vActiveRecruitsAI = vActiveRecruitsAI + 1; publicVariable "vActiveRecruitsAI"; This is one for a rifleman: _exit = false; if (!isFormationLeader player) then { systemChat "OFFICER: Only team leader can recruit AI for your team."; _exit = true; }; if (_exit) exitWith {}; vActiveRecruitsAI = 0; { if (!isPlayer _x) then { vActiveRecruitsAI = vActiveRecruitsAI + 1; } } forEach units group player; if (!(vActiveRecruitsAI < vMaxRecruitsAI)) then { systemChat format [ "OFFICER: You can only recruit %1 AI soldiers.", vMaxRecruitsAI ]; _exit = true; }; if (_exit) exitWith {}; _spawnpos = [ (getMarkerPos "recruit_west" select 0), (getMarkerPos "recruit_west" select 1), 1 ]; _unit = group player createUnit ["B_T_Soldier_F", _spawnpos, [], 1, "PRIVATE"]; _unit setPosATL _spawnpos; _unit setSkill 1; vActiveRecruitsAI = vActiveRecruitsAI + 1; publicVariable "vActiveRecruitsAI"; What could I add so that the revive and healing scripts work for these newly recruited units?- 914 replies
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Run Script via Trigger - Need Help
deadlyfishes replied to Phonix644's topic in ARMA - MISSION EDITING & SCRIPTING
Removed post --- posted in wrong thread by mistake -- -
United States Air Force( 2015)
deadlyfishes replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey SGT Fuller, I was wondering if there's a way you can work on getting the F22 and F16 cannon to sound more like it really should? I tried changing this line in the config.bin: sound[]= { "A3\Sounds_F\weapons\gatling\gatling1v1", 1, 1, 1000 }; to something else, and it didnt work. Also commenting this line out completely didn't work either. I eventually went into the Sounds_F pbo and replaced the file listed there, and it did not do anything. Either some insight on how to replace the current F16 Gun sound or maybe something to add to the list for a future update? Thanks! -
United States Air Force( 2015)
deadlyfishes replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds great! Glad to see this project is still on going! My squad is still having an issue with the A-10C on here, int sounds are still making the ext sounds. Might have to do with file names in the A10 Pbo? Looks like there are some extra exterrior and interrior sounds that possibly don't belong. Sound files all sound correct, but the issue persists in-game. -
United States Air Force( 2015)
deadlyfishes replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey @Fuller, The A-10 is still having issues with exterior sound when you're in the cockpit view. I'm running 0.5.3.3 Thanks! -
United States Air Force( 2015)
deadlyfishes replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you guys take note of the A-10 cockpit SFX bug? You will still hear the exterior sound (from third person) when you switch to cockpit view. -
United States Air Force( 2015)
deadlyfishes replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The A-10 has some issues with the sound. When you are in the interior/cockpit view, the exterior sounds are still heard. -
Specific respawn points for specific squads/units
deadlyfishes replied to deadlyfishes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All very helpful and useful guys. I hope more find this information here useful as well! Thanks so much :D -
Specific respawn points for specific squads/units
deadlyfishes posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm building a multi-task Co-Op mission involving several squads with different roles such as; CAS Jet Pilots Fighter Jet Pilots Fireteam Squads Recon Squads Each group has it's own squad that spawn in different locations. I want players to be able to respawn as many times as they'd like, so basically a BASE type respawn. The problem is, if you choose the CAS Jet Pilot unit to play as, you can spawn at any of the four locations I created, but I would like for that one single unit to only spawn at the respawn point or points of my choosing. Basically looking to force certain units to only have certain spawn points available to them. Did some digging around and couldn't really find much except the basic respawn stuff. Any ideas here? I'm sure many others would like to know this as well. Thank you! -
Spawn empty vehicles using a trigger
deadlyfishes posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking to spawn a vehicle only after a trigger is activated. Basically, I want to spawn empty jets at the airport after a trigger is activated by defeating all enemy forces. I've tried this script here: http://forums.bistudio.com/showthread.php?154593-Is-it-possible-to-spawn-vehicles-on-a-trigger But the issue with that is that the jets are spawning with men inside. I want them to be empty. Tried various things to no avail. Is there any init/on act lines I could use or anything I could fix to get this to work the way I want? Another solution I had was when they spawn in, have a trigger area that has the pilots inside the newly spawn jets to get out, but still could not find a simple init/onact line for this since I can't really find the unit and vehicle name of a newly spawned vehicle. Any ideas? Thanks :D -
F/A-18 Super Hornet and Su-35S Flanker E
deadlyfishes replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It depends on the mission you're on and if it has the script enabled. I know if you download the USS Nimitz mod, you can use the towing module, and link it to vehicles that you want to tow planes, and which planes can be towed. The stomper seems to be the only thing that works well. It's controlled via UAV Terminal. -
F/A-18 Super Hornet and Su-35S Flanker E
deadlyfishes replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like some nice new features coming, and I can't wait to see what new aircraft you guys have in stock. Seriously, your aircraft mods are the only reason I play Arma 3! I was wondering, for some longer co-op missions meant for more pilots, we seem to run out of countermeasures a bit too fast. Any idea if there will be a way for us to change this? I understand if this becomes part of the service menu, some may abuse flares in PvP game scenarios and modes. Perhaps for my own use, would you happen to know how I can possibly increase flares to any amount to my liking? Thanks, and keep up the great work!