Jump to content

Zeppelin33

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Everything posted by Zeppelin33

  1. Bohemia employee training: "Now repeat after me, this is a limitation of the engine that is too complicated to overcome" XD
  2. I was wondering, To what faction does a unit change to, when he kills friendlies and does he, indeed change faction? Sometimes you would have difficulty getting into vehicles with a person thats killed friendlies or civvies. Also, if they actually do change faction, is there a way to stop this from happening, to avoid vehicle seating issues?
  3. I tried it with vanilla arma and it works fine. So its probably AGM or some mod doing weird stuff
  4. Ive got a AI civilian and in his Init i have: this addEventHandler ["killed", {EH = _this execVM "CivKilled.sqf"}]; CivKilled.sqf : That gives no hint. So i wanted to check if the player was returned correctly, So i put : this addEventHandler ["killed", "hint format['Killed by %1',_this select 1]"] in the civ AI init. It returns the civvies name and not mine. Im using a Nato unit from side blufor to kill the civvie and checking it in the preview of mission editor. What am i doing wrong?
  5. Nope still doesnt work. Tried all of it. Even made a clip to show exactly what im doing and the result. https://www.youtube.com/watch?v=h8zg4e8nFuw
  6. Thanks F2k Sel, I tried that at the beginning, but it didnt work. Ill try and neaten up my first post ;) (im not sure how todo the PHP code thing, but ive learned colours XD) My solution sofar, or the one thing ive found works is: in AI's init: this addEventHandler ["HitPart", {EH = _this execVM "CivKilled.sqf"}]; and in CivKilled.sqf : _killed = ((_this select 0) select 0); _killer = ((_this select 0) select 1); hint format ["Guy hit = %1\nShooter = %2", _killed, _killer]; that returns the killer and killed names correctly, but its not ideal. ------- Did some more testing and theres definitely a ghost in the machine on this one lol Im using a custom character from our community and setting his load-out, with LEA and loading him with RH M4 RIS. So i used the normal BIS NATO->Men->Rifleman. but still gave him a loadout = Same result ( Civvies name returns twice.) So i removed the load-out on him, which i do by adding nul = [this, "SpecOp"] execVM "loadout\gear.sqf"; to his init (thus spawning a stock standard BIS rifleman) and the result was the same, at first. Then i just tried again with the STD BIS Rifleman and it worked! yay Then tried it again, and it didnt, So its really intermittent, but if feels like Im getting somewhere. but to be sure, in the init of my custom character with loadout i checked side and it does return west
  7. Sorry idk how to wrap the code in the forum, so it looks abit messy. Thanks for the quick reply!! I have tried 654wak654 way but got : Error select: Type Object, expected Array,Config entry I just tried again, but used "hit" instead of killed, and it worked 100% but then i put this in the CivKilled.sqf : _killed = _this select 0; _killer = _this select 1; hint format ["Guy hit = %1\nShooter = %2", _killed, _killer]; and it returns the guy, that was hit's name, twice :confused:
  8. An easy way to test (all though for altis life im not sure) would be to have everyone in the map screen before missions start and then to click on everyones name, til you crash. If the persons XML is corrupt, everyone will crash clicking on him, or being in his vicinity in game. in our case the one persons .paa image was corrupt, i have no idea why or how it happened. We are a smaller controlled group so it was easy to fix. I have no idea how to make ppl stop using xml's but Ill ask around abit and definitly let you know if i find something. You could try setting the allowed image size to 0 on the server? https://community.bistudio.com/wiki/basic.cfg MaxCustomFileSize=<size_in_bits>; Users with custom face or custom sound larger than this size are kicked when trying to connect.
  9. I want to find out if there is already a mod, that enables custom load-outs for standard arma 3 aircraft. It doesn't seem like there is. I know the F-18 mod has a excellent custom load-out screen and it would be great to have something similar for all standard Arma3 aircraft and helicopters. http://www.armaholic.com/datas/users/bzda_4.jpg Picture is taken from http://www.armaholic.com/page.php?id=22594 which is a really nice aircraft and the guys did a excellent job!! If no other mod like this currently exists, Id like to try and start one. Is it possible? will aircraft models need to be changed?
  10. Zeppelin33

    Arma 3: Aircraft custom load-outs

    Thanks Raptor 6 Actual, now thats a reply :) I havent had time to get back to this, because after arma, life happens hehe, but I will indeed drop Peral, John Spartan, Saul a message when Ive got all my ducks in a row. Id like to make the mod usable on all default Arma 3 aircraft, fixed and rotary wing, but if i had to focus on a specific one, id choose the AH-9 for now. Partly because it has allot to benefit from a mod like this and also because it has 2 weapons that are fixed. the M134 and the Hydra 70mm. So if i can somehow manage to get other weapons working on it, then the road is pretty much paved for the rest. Reason I'm saying I need to get my stuff together first is: A. If allot of the aircraft will need to get remodeled, The mod mite get big and I'm not sure it will be worth it then. B. Id like to see what happens when BIS releases the helicopter DLC. but maby a good start would be to speak to the guys that have managed to make similar mods first and then take it from there.
  11. thx, I hope this will helps someone :)
  12. Zeppelin33

    Faction restrictions

    Wouldn't it be easier making missions and content, if there weren't any faction restrictions. This is mainly about the issues with non interchangeable uniforms, limited possibilities in making maps and something that I see quite often, not being able to enter a vehicle with a different faction unit in it. A scenario as example: You have captured a enemy. Now you need to transport him somewhere. Whats also been happening lately, if a soldier mistakingly kills a civilian or friendly, theres issues with him getting into the same vehicle. Faction restrictions also complicate hostage maps and many other scenarios. When a player dies, he changes to faction: civilian, which sometimes complicate things for Tvt's. Wouldn't it be easier for everyone, if all the combatants and civilians, be of one side, but still obviously called Opfor and Blufor and if you make a map, there can be a module you place down and sync, all troops to then place, which side they are enemies to. Or may be a drop down menu. Or like the case of independent, just a selection. Then for TvT's where scoring doesn't matter, you can make everyone the same team. The system doesnt need to know if youve shot a friendly or not. You know. And if you want the system to know. Place the module and make them enemies. Triggers you can sync to a group, so it doesnt need to check side. If, in a tvt, you make everyone the same team, you can capture and transport hostages, interact and medic enemy troops, look through their gear etc. In bigger AI scenarios, you can have enemy fight enemy if you have a crazy storyline going. For big maps with 100's of enemies you can sync all troops in trigger area. Or select an option that, Opfor enemy to Blufor. Most of these use enemy spawning scripts anyways, maby 1 line at the top before spawning enemies: All Blufor enemy Opfor. Its a very cumbersome system and my idea are probably not the best, but surely there can be something better, just to get civilians or opfor to get in the same vehicle as blufor?
  13. Zeppelin33

    Arma 3: Aircraft custom load-outs

    Awesome idea, but it seems arma weapons are just Strings, and you cant hide it :( It looks like it mite be necessary to make new models, all though, if you cursor over the weapon pod with the camera view, it returns a different classname when looking at the pod and AH-9. When you look at the pod, it returns Weapon_holder.p3d and the chopper is vehicle_x. Ill scratch around with a few more things, see what i can come up with.
  14. Zeppelin33

    Arma 3: Aircraft custom load-outs

    No worries, i am bad with forums and was also probably not clear enough. But progress thus far. If i removeMagazines and weapons from the AH-9, the pods and miniguns are still there, altho you cant switch to the pods anymore.
  15. Zeppelin33

    Arma 3: Aircraft custom load-outs

    But its neither a request for a mod, nor just a question. I want to discuss this mod here, because I'm going to make it myself . Hence, why its here. I also thought its pretty genius ;) So have any of you 2 tried something similar, may be tried working on the DAR pods of little bird, seeing as it doesn't look removable, or do you just troll new posts to see if they are in the right thread?
  16. I want to find out if there is already a mod, that enables custom load-outs for standard arma 3 aircraft. I know the F-18 mod has a excellent custom load-out screen and it would be great to have something similar for all standard Arma3 aircraft and helicopters. http://www.armaholic.com/datas/users/bzda_4.jpg Picture is taken from http://www.armaholic.com/page.php?id=22594 which is a really nice aircraft and the guys did a excellent job!! If no other mod like this currently exists, Id like to try and start one. Is it possible? will aircraft models need to be changed?
  17. Zeppelin33

    Arma 3: Aircraft custom load-outs

    Apologies i just noticed theres a Mods:discussion thanks This thread can be deleted, Ive made a new one there.
  18. Zeppelin33

    Unit changing factions

    Lol facebook unfriend. Afaik setCaptive and dying changes you to Civilian. But if they dont change faction, maby just have a script that addRating in the event of civ kills mite work. https://community.bistudio.com/wiki/addRating but theres no script that will help for farmville invites XD.
  19. Zeppelin33

    Faction restrictions

    LOL, yeah we have a mission we play since arma 2, where i link civilians to opfor. luckily its players and not AI, otherwise i would likely have had the same result XD. Theres a whole lot of great ideas here, that i would rather prefer over the current system, I guess we can only hope Bohemia has something to rework the factions in the pipeline.
  20. Zeppelin33

    Faction restrictions

    IndeedPete's idea is nice. I think its one of those cases where a newer system like this, would feel difficult for people starting to make their own missions, but soon will make sense, as they start to get better at mission making. It would really open up the doors to so much possibilities and also ease game-play. You can do the "link to invisible unit" to change faction, but you will still only be stuck with 4 factions.
  21. Zeppelin33

    Faction restrictions

    This is more like a general idea rather than a how to ( but ill post a thread in editing as well to find out how to and apologies as im terrible with forums). Its always possible with scripting, but its sad that everything you want to do, boils down to scripting. Bohemias excuse for the uniforms, is a bit bad, its like Payday 2 going " Its illegal to rob banks, so lets make the guys work for legal money." Its a sandbox, so all possibilities should be open. If someone wants to make a spy mission, then by all means, why not. It was demo'ed when arma 3 alpha ( i think) was being shown to TotalBiscuit. Afaik there is a mod that enables uniforms to be worn by any faction, but thats not so much the trouble maker. Difficulty getting into vehicles is a big one. We often get, where someone cant get in. Then some person needs to get out and then that person gets back in - dance. Also, hostage missions and hostage transport.
  22. Wouldn't it be easier making missions and content, if there weren't any faction restrictions. This is mainly about the issues with non interchangeable uniforms, limited possibilities in making maps and something that I see quite often, not being able to enter a vehicle with a different faction unit in it. A scenario as example: You have captured a enemy. Now you need to transport him somewhere. Whats also been happening lately, if a soldier mistakingly kills a civilian or friendly, theres issues with him getting into the same vehicle. Faction restrictions also complicate hostage maps and many other scenarios. When a player dies, he changes to faction: civilian, which sometimes complicate things for Tvt's. Wouldn't it be easier for everyone, if all the combatants and civilians, be of one side, but still obviously called Opfor and Blufor and if you make a map, there can be a module you place down and sync, all troops to then place, which side they are enemies to. Or may be a drop down menu. Or like the case of independent, just a selection. Then for TvT's where scoring doesn't matter, you can make everyone the same team. The system doesnt need to know if youve shot a friendly or not. You know. And if you want the system to know. Place the module and make them enemies. Triggers you can sync to a group, so it doesnt need to check side. If, in a tvt, you make everyone the same team, you can capture and transport hostages, interact and medic enemy troops, look through their gear etc. In bigger AI scenarios, you can have enemy fight enemy if you have a crazy storyline going. For big maps with 100's of enemies you can sync all troops in trigger area. Or select an option that, Opfor enemy to Blufor. Most of these use enemy spawning scripts anyways, maby 1 line at the top before spawning enemies: All Blufor enemy Opfor. Its a very cumbersome system and my idea are probably not the best, but surely there can be something better, just to get civilians or opfor to get in the same vehicle as blufor? (O my hat, i just noticed, this is posted in completely the wrong place, can a moderator please move this to the appropriate place):o
  23. It seems we have found our reason for crashing. A fellow member had a corrupt squad xml. We removed all squad xmls and the server ran the whole night sofar with no one crashing.
  24. Are these maby related ? http://feedback.arma3.com/view.php?id=19937 http://feedback.arma3.com/view.php?id=19396
×