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jakeplissken

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Everything posted by jakeplissken

  1. Thanks for your help. If I use the simulation manager module as well, will that reduce lag in a large mission? I guess if there are multiple areas, but you have to be near it to activate the AI, it would help? I think people do not use it enough.
  2. jakeplissken

    Glint of a Sniper's Scope

    Just stick a black paper tube over the end of the scope and this would eliminate scope glint. There are sunshades that would prevent this. I am not sure if the ACE3 guys would go as far as add this to their mod. http://www.firearmstalk.com/forums/f65/what-use-help-glare-scope-lens-52256/
  3. I have found that the enemies can spot me far too easily underwater. I am sneaking up on boats from below and suddenly the crew start shooting at me and the men on the shore in military towers as well. I thought that it would be quite difficult to spot a diver underwater 20 meters down, but no. I am trying to make a mission where I have to sneak up on boats and plant explosives on them. But this difficult when they spot me and start shooting. I have a trigger set to Detected by OPFOR and it triggers when I am still 10 meters down. Is there a way around this? I am setting this near the dock at the main airbase on Altis and the dock has an OPFOR site on it and the two HMG boats in the water. I remember playing a showcase or was it campaign mission where you had to do this and it worked. Has the AI changed since the older versions of Arma 3 regarding detection of enemies underwater? I was using ACE3 and TFAR. Thanks.
  4. The M14 rifle has a scope mount that would allow the user to use backup iron sights at close range, why can you not switch to this in-game? And how hard would this be to mod? http://i.imgur.com/t2zH96F.jpg?1 Thanks. This would be very useful at close range.
  5. The 1.55 dev build seems to have addressed part of this, firing a Navid prone with a bipod, there was barely any movement at all with a 50 round burst. I am impressed. If BI can improve the game like this, then this will be better overall. Just hope that the expansion brings more weapons to the game.
  6. I have solved this problem. I found this script here: http://www.armaholic.com/page.php?id=22522 And I moved the area to Ifestiona. I put the appropriate script in each squad leader and they promptly occupied each building. Now I have an area with custom units occupying buildings. And this is very easy to use. I just wish that BIS_occupySiteBuilding was documented, so I could use that.
  7. I have found this code in the functions viewer regarding the sites module. if (isNil 'BIS_initSitesRunning') then { BIS_initSitesRunning = TRUE; ['[SITES] Modules config init'] call BIS_fnc_logFormat; if (isServer) then {execVM '\A3\modules_f\sites\init_core.sqf'} else {execVM '\A3\modules_f\sites\init_client.sqf'}; }; I am wondering how I can customize this without a mod to enable the module to spawn RHS INDFOR insurgents instead of AAF. And is the module in MP run on the client or the server? Thank you for any help.
  8. Actually, I found the source code in the modules_f.pbo. _this setVariable ["garrison", []]; private ["_occupation"]; if (isNil {_this getVariable "buildingOccupationIndex"}) then {_occupation = (0.3 + random 0.7)} else {_occupation = parseNumber (_this getVariable "buildingOccupationIndex")}; {[_x, _this, _occupation] call BIS_occupySiteBuilding} forEach (position _this nearObjects ["House", parseNumber (_this getVariable "axisA")]); _siteSide = _this call BIS_getCorrectSiteSide; _newGrp = [position _this, _siteSide, [_this getVariable "faction", "fireteam"] call BIS_pickSiteGroup, [], [], [0.2, 0.5]] call BIS_fnc_spawnGroup; _newGrp setFormation "DIAMOND"; _this setVariable ["garrison", (_this getVariable "garrison") + [_newGrp]]; [_newGrp, _this] execFSM "A3\modules_f\sites\behaviour\military_garrison.fsm"; [_this, "sentry", 2] call BIS_spawnSitePatrol I should be able to pick this apart and use the garrisoning script to do what I want, I just wish there was an empty sites module that you could use to spawn any faction by entering the classname. That would be most helpful.
  9. But I do not have team-switching enabled in my description.ext on my server, and this works for me. I die and respawn and I still have these settings. Must be different in SP. Is there an event handler for team switching?
  10. This will also remove the exaggerated weapon sway. Add this to initPlayerLocal.sqf player setCustomAimCoef 0.3; player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.3}]; player setUnitRecoilCoefficient 0.3; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.3}]; player enablestamina false player addEventHandler ["Respawn", {player enablestamina false}];
  11. I was playing Invade and Annex before. The recovery from sway is OK when you are prone, but my man was getting puffed again after crawling 30 CENTIMETERS! This is absurd. Sure, you should get puffed with 12 338 mags and a MAR10 rifle, but not moving 30 centimeters to get a better view for a 1700 meter shot. In Domination, I got two 2000 meter shots with a Lynx, so this is still possible, it is just the sway when you even move a tiny amount, and it comes in instantly. This needs to be fixed, get real soldiers to advise you on your sim game. I wonder if VBS3 has this problem. VBS2 Jcove lite does not. Notice how the guy in this video is not panting like Homer Simpson after carrying a M240 MG.
  12. jakeplissken

    New Fatigue system

    player setCustomAimCoef 0.1;player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.1}];player setUnitRecoilCoefficient 0.1;player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.1}];player enablefatigue falseplayer addEventHandler ["Respawn", {player enablefatigue false}]; Just add this to the initPlayerLocal.sqf to fix this for good.
  13. jakeplissken

    1.54 Fatigue is too Unrealistic

    The stamina is unrealistic sure, even a load of 12.7mm magazines can slow you down too much. This will stop players on public servers running around with 4 AT missiles, Mini-Spike and a .338 LMG with ammo boxes. You need to pare it down a bit. This video shows a more realistic loadout, the standard Arma player always wants to carry unrealistic amounts of gear. But the weapon sway is unrealistic for sure. A weapon on a bipod should not sway at all and this makes sniping at even 1100 meters annoying. VBS had rock-solid mounted weapons with no sway or recoil when firing. Even with a Browning M2. In this video, the weapon is rock-solid on a bipod whilst firing, and this is a PKM. So why does the Navid and the BLUFOR LMG have so much upwards recoil?
  14. I am using this script on a dedicated server with the BIS revive and this takes care of this issue. https://forums.bistudio.com/topic/139848-getset-loadout-saves-and-loads-pretty-much-everything/#post2322703 Seems to periodically save your inventory, so if you suicide or are killed/revived you keep your loadout. If you are wearing a CSAT uniform, you lose it, but keep your chest rig and weapons/ammo. This even saves your designator batteries.
  15. Is there a way to have an automatic AI controlled zeus? I have created a Seize game-mode with an AI curator, using the virtual OPFOR zeus, but no units will spawn in sectors? Should I just use the sites module to spawn AI? Here is a screenshot of the relevant section of my setup. http://i.imgur.com/UyzOkkj.jpg?1 I get no errors, but when I come into a sector no AI will spawn to defend it. Are there scripts that you need with your mission to get this working? Thanks.
  16. jakeplissken

    Help on the Seize gamemode curator.

    Actually, I have another question regarding modules, I have a completely working custom Defence gamemode with AI spawning automatically working with AI Zeus, but when I use the new End Game task icons the task for the defence is way off the map. http://i.imgur.com/Lj2wbWg.jpg The standard task markers show the blue icon right on top of the base area, but the new task markers are not working right with this. When I put a custom Intel-Create Task module down the 3d icon shows up right there. Is there a way to force a task location for the Defense module? Thank you for any help you can give me.
  17. This mod will not work for me. I load this with the latest CBA_A3 and joint rails mods and the Austeyr and browning pistol will not fire. The SLR will fire, but there is no sound. Is this just an outdated mod? I really want to use this, but not if it does not work then there is no point. I would love to see a quality Australian Army mod in Arma 3, being an Australian myself. I know the bootcamp update changed the way weapons sounds work, but I installed the hotfix and that did not fix it at all. Thanks for any help or suggestions you may give.
  18. I need help with securing my server configuration. I had a public server configured on a Windows DS and running ZGM Master Altis. I logged on today and I played for a bit and then I was banned from my own server. I then found two bans in the bans.txt. But I had a strong password on the admin and voting was disabled. I am including my server configuration below, and I need someone to look this over and give me some help with securing my DS. I have stopped and restarted the server, but I have made it private from now on. I guess I need to learn from this experience. // // server.cfg // // STEAM steamport=2440; steamqueryport=2441; // GLOBAL SETTINGS hostname = "Tactical gaming Arma 3 server. | Wombat Servers"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "*************"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "ARMA 3 by Wombat Servers", "", "", "Like us on Facebook", "http://www.facebook.com/WombatServers", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 8; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible! // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected class Missions {}; Thank you. I hope someone more experienced with public servers can help me out.
  19. Thanks. I will implement these changes right away. I was not playing on the server when this happened, I went to bed and the next day I loaded up the server and my Zeus mission was deleted and there was just a single OPFIA unit on the map. So someone was playing on my server when I was absent and this happened. I did not add the bans.txt myself, and I could find anything in logs that indicated what happened. Anyway, this is a learning experience and I will implement greater security before putting my server public again. Thanks for your help. Could somene have used bis_fnc_MP to attack the server?
  20. This picture seems to be a Marid turret on a Hunter. Was this something that existed, or is this just a concept art sample? http://i.imgur.com/rPFPY1D.jpg?1 I am just wondering as this would be an awesome vehicle to have. How hard would it be to mod the vehicle to make this for Arma 3? Thanks.
  21. Hello. Is there a way to put a trigger around the minefield sites module that will detect when all of the mines have been defused? I am building a mission on Zargabad and this will involve disarming mines scattered around the city. Is this possible, or should I just use mineactive() and lay the mines by hand? I am thinking this could work if you could detect all the mines inside a trigger and then activate when they are all deactivated. But this would make the mission easier if this could be done. I have this code in a trigger. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) > 1; But this will not fire once I have disarmed and removed the mines. I am using ACE3 and Alive. Thank you. #EDIT, realized my mistake, probably should be. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) < 1; ;). This works. Put this in a trigger surrounding the minefield and this triggers when they are all disarmed. Should be very useful to someone else in my situation.
  22. I have upgraded Windows 7 to Windows 10 and my game will not run from Steam on this operating system. http://i.imgur.com/9W9p9b8.png I have verified the game cache and this had no effect. Do I need to upgrade to Directx 12? Thanks.
  23. jakeplissken

    Arma 3 will not run on Windows 10.

    Seems to have fixed itself. Runs fine now... Framerate is as good as or better than Windows 7. Directx 12 is a go. #EDIT, I have had problems switching to full-screen. Switched to 1.51 dev build and the game works amazingly with an awesome framerate. So I will stick to the dev build until 1.50 comes out.
  24. Do all of the Arma 3 tanks have autoloaders? There seems to be no tank with a separate loader role, they all have the gunner only. So the gunner has to load the gun and aim/fire it as well? Why not a loader as well, like a real tank, i.e the Abrams. And why can we not use TAB to lase the target like in ACE3? That would make acquiring and engaging a target much faster, just like in real life. This is an example of the real-life use of the laser rangefinder and loader position in a real tank: Should Arma have this too? Does VBS3 even have this?
  25. jakeplissken

    Sector Module Scripting

    I am trying to use this code in my mission and I cannot get the sector to spawn at all. How do I set a position for this sector? http://i.imgur.com/VPpetKn.jpg (187 kB) Any help would be appreciated. Thank you. Here is the code I am trying to use.
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