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Everything posted by doman
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	  SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMDdoman replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE After 1.50 Arma update this map is unplayable. Server and clients have crashes all the time. With and without AI. Please fix, we played many hours on this map! :)
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING For Non-AI equipment I reccomend my friends script: http://forums.bistudio.com/showthread.php?186947-ACC-EqKreator-V1-0-Making-equipment-scripts-was-never-so-easy&highlight=gienkov You can save gear as You see it in editor :) This is only for players equipment. Zenophon if You say that this is advertisement and should not be here just ask and I will delete this post asap.
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Pilot was player in my mission, but I have tested it with AI too. Zen_MoveInVehicle is using moveInTurret, maybe that vehicle You used had no turrets configured? Here is nice script to check turrets in vehicle: http://kronzky.info/turrets/index.htm
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Hello again. Next feature request. And maybe this time it can be done here ;) I made a mission, where a pilot must sling load metal box. WIth Zen_OrderSlingLoad this is not possible, because (_heli canSlingLoad _cargo) is for box almost always false. But boxes have not too big weight, so it can be transported with a little hack: [color="#FF8040"][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]waitUntil[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color]ZEN_FMW_Math_DistLess3D[color="#8B3E2F"][b]([/b][/color]heli[color="#8B3E2F"][b],[/b][/color]target[color="#8B3E2F"][b],[/b][/color][color="#FF0000"]10[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]3[/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] myRope [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]ropeCreate[/b][/color] [color="#8B3E2F"][b][[/b][/color]heli[color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]-2[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] target[color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]15[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter then it can be detached with command ropeDetach and destroyed with ropeDestroy. I think, that You can add something like "rope force" to Zen_OrderSlingLoad. It can be dangerous in many situations, but "force" option will be for guys who know what they are forcing ;)
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	After update no longer works... BE is blocking dll.
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING I searched a little bit, there is a script for doors closing here in this script pack: http://forums.bistudio.com/showthread.php?165089-AI-Spawn-Script-Pack As You suggested it is using doors animation. Here is code: Will it interfere with partol/garrison functions from Framework somehow?
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Hello again. I would like to request a feature. It would be nice, when soldiers will close doors behind them when they are patrolling or garrisoning buildings. Is this even possible? You may ask why? Because I know that enemies are in boulding because doors are opened... In 95% this is true. Thanks for continous development of this wonderful framework.
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	  ArmA3Sync - launcher and addons synchronization software for ArmA 3doman replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES This problem occured after newest a3s update. URL lowercase solved it. Thanks!
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	  ArmA3Sync - launcher and addons synchronization software for ArmA 3doman replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES Hello. We are using a3s everyday for mods syncing. After newest update there is an red error "Url is not reachable" when someone tries to add new repo from autoconfig file. What we can check or what we can do with it? It worked without problems till this update.
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	Thanks! Looks really clean and nicer than normal ;)
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	  ar3play: web based mission replaysdoman replied to Fusselwurm's topic in ARMA 3 - COMMUNITY MADE UTILITIES I will give it a try. Looks nice.
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	I am tracking this project from beginning and I am also interested in test session :) Great work Silola!
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Thank You MimirAesir :)
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Hi Zen, could You please help me a little? I have written this code: _heliSpawnPos = ["mk_heli", 0, [], 0] call Zen_FindGroundPosition; _heliSpawnPos2 = ["mk_heli", 0, [], 0] call Zen_FindGroundPosition; 0 = [_heliSpawnPos, "Heli Spawn 1"] call Zen_SpawnMarker; 0 = [_heliSpawnPos2, "Heli Spawn 2"] call Zen_SpawnMarker; _lz = ["mk_lz", 0, [], 1, [2,0], [0,360], [0,0,0], [0,0,0], [0,0], [0,0,0], [1,1,20] ] call Zen_FindGroundPosition; 0 = [_lz, "LZ"] call Zen_SpawnMarker; fnc_insertion = { _heli = [_heliSpawnPos, "B_Heli_Light_01_F", 150,300] call Zen_SpawnHelicopter; _soldiers = [_lz, west, "infantry", [3,5]] call Zen_SpawnInfantry; 0 = [[player,_soldiers], _heli] call Zen_MoveInVehicle; 0 = [_heli, [_lz, _heli], [player, _soldiers], "full", 15, True] call Zen_OrderInsertion; 0 = [_soldiers, _lz, [50, 200], [200, 300], "normal"] call Zen_OrderInfantryPatrol; }; fnc_vehdrop = { _heli2 = [_heliSpawnPos2, "B_Heli_Transport_01_F", 150,300] call Zen_SpawnHelicopter; _mrap = [[0,0,0], "B_MRAP_01_F"] call Zen_SpawnGroundVehicle; 0 = [_heli2, ["mk_drop", _lz], _mrap, "full"] call Zen_OrderVehicleDrop; }; 0 = [] call fnc_insertion; 0 = [] call fnc_vehdrop; Is it possible to call both functions simultaneous? I want both helicopters to start at this same time. Right now it works like that: - spawns heli1, move all into it, insertion, heli go away, wait for heli to stop executing insertion, start infantry patrolling ... and I want this like that: - spawns heli1 and heli2, move all into heli1, insertion from heli1 and drop veh from heli2 (in this same time), start infantry patrolling when they are on the ground, helis go away ... This in rpt is normal? Arma stable, no mods, late night :)
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Hi again ;) Can You please explain how to use Zen_GiveLeadoutCustom on dedicated server to give players equipment? I have tried this: _lpiech = [ [["uniform","R3F_uniform_apso"],["vest","V_PlateCarrierSpec_rgr"],["backpack","B_AssaultPack_rgr"],["headgear","H_Watchcap_blk"],["assignedItems",["ItemMap","ItemCompass","ItemWatch","tf_anprc152_2","BWA3_ItemNaviPad"]],["weapons",["hlc_rifle_RU5562","RH_m9c"]],["magazines",[["SmokeShell",7],["30Rnd_556x45_Stanag_Tracer_Red",6],["SmokeShellRed",4],["HandGrenade",4],["30Rnd_556x45_Stanag_Tracer_Green",12],["SmokeShellGreen",1],["30Rnd_556x45_Stanag_Tracer_Red",1],["RH_15Rnd_9x19_M9",1]]],["items",["AGM_EarBuds","AGM_Morphine","AGM_Morphine","AGM_CableTie","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_CableTie","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage"]],["primaryAttachments",["FHQ_optic_AC11704"]]] ] call Zen_CreateLoadout; _lpmed = [ [["uniform","R3F_uniform_apso"],["vest","V_PlateCarrierSpec_rgr"],["backpack","rhsusf_falconii"],["headgear","H_Watchcap_camo"],["assignedItems",["ItemMap","ItemCompass","AGM_Altimeter","tf_anprc152","BWA3_ItemNaviPad"]],["weapons",["hlc_rifle_RU5562","RH_m9c"]],["magazines",[["SmokeShell",7],["30Rnd_556x45_Stanag_Tracer_Red",7],["SmokeShellRed",3],["HandGrenade",1],["1Rnd_SmokeBlue_Grenade_shell",2],["1Rnd_SmokePurple_Grenade_shell",2],["1Rnd_SmokeRed_Grenade_shell",2],["SmokeShellGreen",2],["30Rnd_556x45_Stanag_Tracer_Red",1]]],["items",["AGM_EarBuds","AGM_Morphine","AGM_Morphine","AGM_CableTie","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_CableTie","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Bandage","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Morphine","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen","AGM_Epipen"]],["primaryAttachments",["FHQ_optic_AC11704"]]] ] call Zen_CreateLoadout; // Tried with forEach too... {0 = [_x, _lpmed] call Zen_GiveLoadoutCustom} count [piech1, piech2]; {0 = [_x, _lpiech] call Zen_GiveLoadoutCustom} count [piech3]; this is in file leadout.sqf. This is my init: // Sabotaz by Doman // Version = 12/12/2014 // Tested with ArmA 3 1.36 #include "Zen_FrameworkFunctions\Zen_InitHeader.sqf"; #include "config.sqf"; //#include "briefing.sqf"; //null = [3] execvm "tpwcas\tpwcas_script_init.sqf"; // leadout 1st try // #include "leadout.sqf"; if (!isServer || !isDedicated) exitWith {}; sleep 1; // leadout 2nd try #include "leadout.sqf"; Problems: In editor I placed three playable man units with names piech1, piech2, piech3. When I disable one slot then there is an error saying that one object is nonexistent (forEach/count error). 1st try: everything is working, when a player will join later his AI has already leadout - and this is how it schould work in my mission but there is error when a player slot is disabled. 2nd try: AI unit has no leadout at mission beginning which lowers milsim immersion (when player joins later).
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	Thanks, it works now ;)
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	Hi Robalo, I tried to use ASR AI today and I got this errors logged in rpt: 11:03:34 Error in expression <e 1: { if (asr_ai3_sysdanger_reactions select 1 == 1) then { [_grp,"defend"] sp> 11:03:34 Error position: <select 1 == 1) then { [_grp,"defend"] sp> 11:03:34 Error select: Type code, expected Array,String,Config entry 11:03:34 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 42 11:03:34 Error in expression <e 1: { if (asr_ai3_sysdanger_reactions select 1 == 1) then { [_grp,"defend"] sp> 11:03:34 Error position: <select 1 == 1) then { [_grp,"defend"] sp> 11:03:34 Error Generic error in expression 11:03:34 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 42 11:03:42 Error in expression <e 0: { if (asr_ai3_sysdanger_reactions select 0 == 1) then { [_grp,"attack"] sp> 11:03:42 Error position: <select 0 == 1) then { [_grp,"attack"] sp> 11:03:42 Error select: Type code, expected Array,String,Config entry 11:03:42 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 37 11:03:42 Error in expression <e 0: { if (asr_ai3_sysdanger_reactions select 0 == 1) then { [_grp,"attack"] sp> 11:03:42 Error position: <select 0 == 1) then { [_grp,"attack"] sp> 11:03:42 Error Generic error in expression 11:03:42 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 37 11:03:48 Error in expression <e 1: { if (asr_ai3_sysdanger_reactions select 1 == 1) then { [_grp,"defend"] sp> 11:03:48 Error position: <select 1 == 1) then { [_grp,"defend"] sp> 11:03:48 Error select: Type code, expected Array,String,Config entry 11:03:48 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 42 11:03:48 Error in expression <e 1: { if (asr_ai3_sysdanger_reactions select 1 == 1) then { [_grp,"defend"] sp> 11:03:48 Error position: <select 1 == 1) then { [_grp,"defend"] sp> 11:03:48 Error Generic error in expression 11:03:48 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 42 11:04:02 Error in expression <e 2: { if (asr_ai3_sysdanger_reactions select 2 == 1) then { [_grp,"support"] s> 11:04:02 Error position: <select 2 == 1) then { [_grp,"support"] s> 11:04:02 Error select: Type code, expected Array,String,Config entry 11:04:02 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 47 11:04:02 Error in expression <e 2: { if (asr_ai3_sysdanger_reactions select 2 == 1) then { [_grp,"support"] s> 11:04:02 Error position: <select 2 == 1) then { [_grp,"support"] s> 11:04:02 Error Generic error in expression 11:04:02 File x\asr_ai3\addons\sysdanger\fnc_doSomething.sqf, line 47 I did not found this errors here in topic, so I am posting it. Does it mean that ASR AI is not working or this is just a "must be" error? :)
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Zenophon can You please describe how to use Zen_ConfigGetVehicleClasses ? I tried to modify Zen_RandomBattle to achieve spawning only vehicles and/or soldiers from RHS, but without luck. Can You please explain how to use this function?
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	Battle Command is a tactical wargame or even a professional war field simulator with full realism. It is made with help from US Army officers. In game footage: http://www.historicalsoftware.com/HSC/HSCmain_files/About/Battle%20Command%20Description_files/Annotated_FullScreenWindow.png (1446 kB) Players can create their own scenarios and play with collegues (multiplayer only). There are built-in scenarios too. Playtime can be very long (from pause to 1:1 real time to speeded up time). This simulation is demanding and needs some knowledge about military tactics (troops, motorized etc). After some time very powerful GUI is really intuitive and simple. I have played a few scenarios with my collegue and it was real fun. If you like tactical simulations this is really worth trying out. More info and details You can find on their page: http://www.historicalsoftware.com/ and in this document: http://www.historicalsoftware.com/HSC/Downloads/BC%20GFT%20Slides-F.pdf
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING Thank You very much ;) Answer is very simple and working flawessly :)
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	  Zenophon's ArmA 3 Co-op Mission Making Frameworkdoman replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING I have a question regarding spawning functions. Is there any possibility to add custom init to spawned units (or just to group leaders)? Please do not ask why, I just need it. This framework is masterpiece,thanks for Your hard work ;)
 
