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About anfo

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    Gunnery Sergeant

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    Perth, Western Australia
  • Interests
    Editing Arma 3
    Cursing Arma 3 AI

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  1. Debug, at least in the script version is all off by default. Did you turn it on briefly to troubleshoot?
  2. I'm at the limit of my expertise I'm afraid. One thing I should say I suppose is that I seldom make missions, so your bug report could be valid. You're not going to get any real answers unless you decide to use the author's new AI project: GLX
  3. Hi I'm having trouble understanding how to use setCurrentChannel. What I would like is to add the script to, say, initPlayerLocal.sqf and then all players who join a dedicated server are automatically moved to the group (3) channel, for example: _isGroupSelected = setCurrentChannel 3; Can this script be used in this fashion?
  4. Sure, happy to ☺️ Still messing with this myself, but I am attempting to make templates for radio messages as a marker on the map screen. There are a few mods around with dialogues for 9-liners etc, but at least if I make them custom, I can make them exactly how my group needs them. So credit to this reddit post for getting me started: 1. Create "modFoldername" 2. Add to it paa files. The following example uses files called north.jpg and south.jpg (although I used paa) 3. Add a config.cpp file based on following code guide: class CfgPatches { class Markers { units[] = {}; weapons[] = {}; requiredVersion=1.00; }; }; class CfgMarkers { class CivilWarNorth { name="CivilWarNorth"; icon="\modFolderName\north.jpg"; color[]={1,1,1,1}; size=32; //so far I've been able to load 512^2 paa markers successfully shadow = 0; scope = 2; markerClass = "Flags"; }; class CivilWarSouth { name="CivilWarSouth"; icon="\modFolderName\south.jpg"; color[]={1,1,1,1}; size=32; shadow = 0; scope = 2; markerClass = "Flags"; }; }; PBO "modFoldername" and place that inside an Addon folder, which would tghen be placed into an @ folder. That is: @mymarkermod ---addons --------modFolderName.pbo Hopefully that is helpful.
  5. Hi Grumpy I guess getting off my arse and finding out for myself was the best way. 512 x 512 works, and I'm sure others do too.
  6. Hello Would like to try making custom markers. I notice some references I've found speak of 32 (pixels?), however, does anybody know whether bigger sizes are allowed by the engine? Say 256 or 512?
  7. My group uses TCL weekly and aren't (yet) experiencing any of the issues that you appear to be. It could be the way we've adopted it, which is type 1(g) from this link.
  8. No active support for this mod anymore mate.
  9. In the individual pilot's init: this setVariable ["TCL_Disabled", True]; This will make that unit not be controlled by TCL. If it is a group you want excluded from TCL, you can either: 1. Create a trigger in eden editor, in the text field of the created trigger write: TCL_Disabled. Synchronize 1 A.I. unit of A.I. group(s) with this trigger to disable the synchronized A.I. group(s), 2. In AI group composition init line write: this setVariable ["TCL_Disabled", True];
  10. anfo

    Boxer M.I.V

    Keep up the great work mate. Hopefully you might see it in your heart to include an Australian cam, but regardless getting the vehicle will still be a good day 😄
  11. anfo

    Brush Clearing

    @ampersand38 Is this ok to run on a client only in a network environment? edit: have performed a quick dedi test to confirm it does. Is there a chance to request spawning a bigger grass cutter?
  12. So you want AI only in your group to be controlled by TCL, but otherwise not? If so, are these AI editor placed, or Zeus?
  13. @Astireloth Just a couple of questions. Sorry if I have you sucking eggs. Is your userconfig folder outside of any mod folder, including TCL? As I personally haven't used this mode, I can't confirm if they're are issues with it. What I do know is, my group uses Server install type 1(g). This would need to include the init.sqf entries to enable/disable variables. This mode works, as flares is one of the variables I played with and was able to turn them on and off etc.