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celtic_alliance

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Everything posted by celtic_alliance

  1. The game mode that is totally overlooked, except by joemac, is Advance and Secure. Very nice game mode...
  2. celtic_alliance

    End Game - Scenario Guideline

    Very nice guide, but for me the respawn points you can unlock don't work. I only have the standard one. I also find the instructions a tad unclear in the MGO section of the guide. You speak about triggers connected to something but what should be in the triggers? What should the triggers be connected to? I guess I'm just very picky when it comes to instructions. I followed the instructions, did not use any triggers I have to add, and everything works except the new respawn points.
  3. celtic_alliance

    CBA - Community Base Addons - ARMA 3

    Hey Viper, I just installed CBA RC7 to one of our servers, and installed the RC7 bikey to both our servers, and when we restarted the servers they would not show up anymore in the in-game browser and Steam server browser. Uninstalling CBA RC7 and removing the RC7 bikey fixed the issue. Just thought I'd let you know. Server version: Arma 3 1.44 Mods running on server #1 (the one we only installed the bikey to for testing purposes): ASR AI, CBA A3, TPW Suppression System Mods running on server #2: ASDG JR, ASR AI, CBA A3, C17A3, MBG Killhouses, RH Accessories pack, RH M4 / M16 pack, RH pistol pack, TPW Suppression System All mods are up-to-date, but once we installed CBA RC7 the problems started.
  4. celtic_alliance

    Insurgency

    Hey all, I figured I'd ask here since this is the official topic about Insurgency. A member of our clan is trying to add some code to the Insurgency 1.50 mission that automatically switches off any vehicle engine when the vehicle in question is left unoccupied for a certain amount of time, say 30 seconds. Can someone explain how to make this work? And maybe provide the names of the files we need to change to make this work, and maybe provide us with some example code?
  5. Hello everyone, I am not even sure if I can actually post this on these forums, or if this is posted in the right forum, but I'm trying to find two players that recently got banned for the wrong reasons on our public Arma 2: OA Celtic Alliance server. Or, if someone knows them, to ask them to pass this message to them. I only recall the name of one of them, Rexsos, but he was playing with some other player and one of our members made the stupid mistake of banning them both because she thought they were trying to teamkill her. She only realised too late she was wrong, immediately removed the bans but the damage had already been done. Some of you may now think why bother, there are plenty other servers out there, but it just doesn't sit right with us we banned players for the wrong reasons and will try our best to rectify that mistake. So, if anyone knows of a player called Rexsos can they please tell him we banned him and his buddy for the wrong reasons and have lifted the bans almost right away? I know this is a long shot but this is the only place I could think of to post about this. I saw his name pop up on the VETERANS-GAMING server running Insurgency, so if anyone of that community knows him it would be great if they could pass the message to him.
  6. Hello everyone. I am relatively new to scripting and I did search for what I'm about to ask but what I found didn't really fit the information I would like to find out. I am working on a training mission for my clan. In this mission at a certain point people need to ambush a patrol with mines. For that to work I want the patrol to wait somewhere out of sight, only to start moving a predefined route once the people in question used the addAction to start the exercise. I know how to add the addAction, and I do know how to put waypoints on the map in the editor but how do I make it so that once the addAction is used the patrol starts patrolling the waypoints? I hope someone can steer me in the right direction?
  7. Thanks Larrow. That works quite well. Thanks again for your help everyone.
  8. I totally do not understand what you mean. I have no scripting knowledge whatsoever.
  9. Well, I tried doing this myself but no go. I was able to spawn four vehicles and crew with BIS_fnc_spawnVehicle, and I think I added all of them to one group but... 1. I have no clue how to add waypoints to each vehicle. 2. I am not sure how to change the code to remove the units and vehicles when the Stop exercise action is selected. Here is what I have so far. //Server if ( isServer ) then { //Default variables vehicleWPMarkers = [ "VP0", "VP1", "VP2", "VP3" ]; //Array of markers for group waypoints vehicleSpawnedGroups = []; //Array to hold groups that have been spawned for exercise vehicleExerciseRunning = false; //Tell all machines 'vehicleExerciseRunning' is false publicVariable "vehicleExerciseRunning"; //Function to start/stop exercise, called remotely from client using laptop fnc_vehicleExercise = { //exercise state switch ( vehicleExerciseRunning ) do { //If true case ( true ) : { //Delete all spawned groups { { if !( isNull _x ) then { //If the unit is in a vehicle if ( vehicle _x != _x ) then { //Delete the vehicle deleteVehicle vehicle _x; }; //Delete the unit deleteVehicle _x; }; }forEach units _x; deleteGroup _x; }forEach vehicleSpawnedGroups; //Clear array vehicleSpawnedGroups = []; }; //If false case ( false ) : { //Spawn group _group = []; _grp1 = [ getMarkerPos "VEHSpawn", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp2 = [ getMarkerPos "VEHSpawn1", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp3 = [ getMarkerPos "VEHSpawn2", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; _grp4 = [ getMarkerPos "VEHSpawn3", 270, "O_MRAP_02_hmg_F", east ] call BIS_fnc_spawnVehicle; [ _grp1,_grp2,_grp3,_grp4 ] join _group; //Add group to spawned array vehicleSpawnedGroups pushBack _group; //Give group some waypoints based on marker array 'vehicleWPMarkers' { ( _group select 2 ) addWaypoint [ getMarkerPos _x, 0 ]; [ ( _group select 2 ), 1 ] setWayPointBehaviour "SAFE"; [ ( _group select 2 ), 1 ] setWayPointSpeed "LIMITED"; [ ( _group select 2 ), 1 ] setWayPointFormation "COLUMN"; [ ( _group select 2 ), 1 ] setWayPointCombatMode "BLUE"; }forEach vehicleWPMarkers; }; }; //Exercise state is now the opposite vehicleExerciseRunning = !vehicleExerciseRunning; //Update all clients with exercise state publicVariable "vehicleExerciseRunning"; }; }; //Clients if ( !isDedicated && hasInterface ) then { //Store actionID on laptop VEH_Laptop setVariable [ "actionID", //Add action to laptop VEH_Laptop addAction [ "Start convoy ambush exercise", { //Ask server to START/STOP exercise [ [], "fnc_vehicleExercise", false] call BIS_fnc_MP; }, [], 0, true, true, "", //Use Action condition to ... //Update action text based on PVed 'vehicleExerciseRunning' //Only show action if user has variable of 'instructor' set to true " switch ( vehicleExerciseRunning ) do { case ( true ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#FF0000''>Stop convoy ambush exercise</t>' ]; }; case ( false ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#00FF00''>Start convoy ambush exercise</t>' ]; }; }; _this getVariable [ 'instructor', false ] " ] ]; };
  10. Right, so I have two nice challenges facing me then. And I don't know where to start :) 1. Set up a convoy of a maximum of four vehicles, including crew. I think I should first use createVehicle to spawn the vehicles, then spawn the units with createUnit or use BIS_fnc_spawnGroup, let them board the vehicles and add them all (vehicles + units) to one group. I have no clue how to get all this working though, but I'll give it a try. 2. Create that function. Again, I don't even know where to start. And 3, make it possible to clean up the destroyed vehicles and dead bodies. That is not a priority though.
  11. Basically I used the script you gave me for the infantry spawn and despawn, but changed the names of the variables in it to make sure it doesn't interfere with the infantry script. I also added some waypoint things to both scripts, such as combat mode etc. I just wanted to spawn a small vehicle convoy with Ifrits or something but somehow I couldn't find them in the ConfigFile so tried something else. With the script as it is it actually does delete the crew but not the vehicles. Here is what I have now. //Server if ( isServer ) then { //Default variables vehicleWPMarkers = [ "VP0", "VP1", "VP2", "VP3" ]; //Array of markers for group waypoints vehicleSpawnedGroups = []; //Array to hold groups that have been spawned for exercise vehicleExerciseRunning = false; //Tell all machines 'vehicleExerciseRunning' is false publicVariable "vehicleExerciseRunning"; //Function to start/stop exercise, called remotely from client using laptop fnc_vehicleExercise = { //exercise state switch ( vehicleExerciseRunning ) do { //If true case ( true ) : { //Delete all spawned groups { { if !( isNull _x ) then { {deleteVehicle _x} forEach crew _x + [_x]; }; }forEach units _x; deleteGroup _x; }forEach vehicleSpawnedGroups; //Clear array vehicleSpawnedGroups = []; }; //If false case ( false ) : { //Spawn group _group = [ getMarkerPos "VEHSpawn", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Armored" >> "OIA_TankPlatoon") ] call BIS_fnc_spawnGroup; //Add group to spawned array vehicleSpawnedGroups pushBack _group; //Give group some waypoints based on marker array 'vehicleWPMarkers' { _group addWaypoint [ getMarkerPos _x, 0 ]; [ _group, 1 ] setWayPointBehaviour "SAFE"; [ _group, 1 ] setWayPointFormation "COLUMN"; [ _group, 1 ] setWayPointCombatMode "BLUE"; }forEach vehicleWPMarkers; }; }; //Exercise state is now the opposite vehicleExerciseRunning = !vehicleExerciseRunning; //Update all clients with exercise state publicVariable "vehicleExerciseRunning"; }; }; //Clients if ( !isDedicated && hasInterface ) then { //Store actionID on laptop VEH_Laptop setVariable [ "actionID", //Add action to laptop VEH_Laptop addAction [ "Start convoy ambush exercise", { //Ask server to START/STOP exercise [ [], "fnc_vehicleExercise", false] call BIS_fnc_MP; }, [], 0, true, true, "", //Use Action condition to ... //Update action text based on PVed 'vehicleExerciseRunning' //Only show action if user has variable of 'instructor' set to true " switch ( vehicleExerciseRunning ) do { case ( true ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#FF0000''>Stop convoy ambush exercise</t>' ]; }; case ( false ) : { VEH_Laptop setUserActionText [ _target getVariable 'actionID', '<t color=''#00FF00''>Start convoy ambush exercise</t>' ]; }; }; _this getVariable [ 'instructor', false ] " ] ]; };
  12. Great! I got it working. I have two more questions though. 1. There are two instructors who need to be able to start the exercise. How can I achieve this? 2. Can you show me how to despawn a vehicle convoy? I tried myself but I think I got it wrong.
  13. Thanks man. That actually works quite well :) I didn't start it from the init.sqf though, I just used execVM in the laptop init to start it. Now I just need to change some bits to make sure I can use the same script for a vehicle convoy. Thanks again man :) ---------- Post added at 11:36 ---------- Previous post was at 11:20 ---------- One other question, how can I add colours to the addActions? The Start exercise needs to be green, the Stop exercise needs to be red. I tried doing it myself, but it doesn't work somehow...
  14. Sorry guys, I appreciate the help but I have no clue what you are talking about. I never scripted before, so I really do not understand what I should do and where. My level of knowledge in scripting is zero. So, here goes. I placed a laptop in the editor and gave it the name INF_Laptop in the NAME section when placing the laptop. In its init I added the following addAction code. Now, in the INF_patrol_start.sqf file I added the following code (and I think it is totally wrong, or at least parts of it are wrong). In the INF_patrol_stop.sqf file I added the following code. As I said I think I did it wrong somehow. Like, how do I pass arguments to a script using addAction? And, how do I give the spawned infantry or vehicle patrol a name to use in the scripts? So, any suggestions or even example scripts would be appreciated.
  15. Thanks both. I am not out of the woods though, as I just got word what exactly we need for that mission. I'll explain. Basically there is going to be two laptops, one to start and stop an infantry ambush exercise and another to start and stop a vehicle ambush exercise. Both exercises are supposed to be started and stopped by an instructor, and other players need to do the exercise. It also has to run properly on a rented server. Now, here is what I am now supposed to create :) Make it run properly in a multiplayer setting on our rented server. Create addActions on both laptops. This is quite easy, but what I don't really understand yet is how to remove the current addAction and replace it with another one. Basically what we want is to have a "Start .... exercise" addAction to start the exercise, but once the exercise has started for it to be replaced by a "Stop ..... exercise" addAction. And vice versa. When we start the exercise spawn an infantry squad, or small vehicle convoy. I know how to do this, I am using the BIS_fnc_spawnGroup for this. When we stop the exercise despawn the infantry squad or vehicle convoy. I have no clue how to do this. When we start the exercise the squad or convoy needs to follow a specific set of waypoints. I don't know though how to set this up in a script. We have no waypoints set in the mission, so I was thinking that maybe I should place markers with names and make the script use those when setting up waypoints? Hopefully someone can help me here :)
  16. celtic_alliance

    RH Acc pack

    Ah right, why didn't I think of that? :) So, just to make sure we get this to work, for now we just rename RHI used in the filenames in the 1.01 version to RHI2? Keep up the good work! Love your mods :)
  17. celtic_alliance

    RH Acc pack

    Hey Robert, I already posted this on the RH Accessories page but I figured I'd post it here as well. We ran into some issues when some of us installed the latest version of this mod, 1.01. For some reason the files in your Accessories pack are signed with a different key than the files of the RH M4 / M16 and RH Pistol packs. If we replace the server key on our server with the one provided with your latest RH Accessories pack we get kicked with a message saying that the RH M4 / M16 and RH Pistol pack files are signed with a key that is not accepted by the server. If we use the server key provided with the latest RH M4 / M16 and RH Pistol packs we get kicked with the message that the RH Accessories pack files are signed with a key that is not accepted by our server. This way we can not use these mods together :( Can you check this out please? And hopefully fix it? I redownloaded the RH M4 / M16 and RH Pistol packs to see if the server key was updated, but that doesn't seem to be the case. We are running the following versions of your mods, both client side and server side. RH Pistol pack: 1.11 (with config hotfix) RH M4 / M16 pack: 1.2 RH Accessories pack: 1.0
  18. celtic_alliance

    JSRS3: DragonFyre

    @All that replied after me: I guess it never got brought to my attention it does make a difference if people are not running the same mods. As far as I know no one ever had this issue before, and trust me they always tell me if there is an issue. As LordJarhead said the issue we had shouldn't be happening because it's all clientside. Which is why I find it odd some guys not running JSRS did not hear the in-game gunfire of those running JSRS, because as far as I know everybody always heard them - regardless of running the mod or not. So far I always had the impression Arma just plays the vanilla gunfire sound when someone fires his weapon, regardless of the fact they run JSRS or not, at least that's how it always has been as far as I know. Basically I am trying to determine why the guys without the mod all of a sudden do not hear the gunfire anymore. I'm the type of guy who wants to know why stuff happens :) Actually ever since everyone who was using DragonFyre switched back to JSRS 2.2 there are no issues for these people anymore. I don't know about the guys that don't run JSRS yet, but I guess we'll soon find out. I still think that the issue may be caused by the update to 1.38. It is when we started to notice this behaviour.
  19. celtic_alliance

    JSRS3: DragonFyre

    Yeah, that's what I'm thinking too. We are currently getting all our members to install and activate a specific mod set (basically the ones that I listed) and use them. So maybe the guy without the mods couldn't hear my gunfire because he wasn't running JSRS and CBA? I also read somewhere that the 1.38 update changed some bits regarding event handlers, which makes me think that maybe CBA is a bit funky right now. Some place else people also said CSE was causing issues with in-game sounds, but as to what they were referring I don't really know. So yeah, I guess I'm gonna do some investigating myself as well. Thanks for your input though :)
  20. celtic_alliance

    JSRS3: DragonFyre

    Did you actually read what I wrote? So, one more time for those who clearly didn't get it, prior to update 1.38 everyone could hear everybody's in-game gunfire - even when some were using JSRS and some were not. AFTER the 1.38 update these issues started to happen. Yesterday there were several people running JSRS3: DragonFyre, me included. I switched back to JSRS 2.2 when we noticed we had issues with the gunfire sounds and those running DragonFyre COULD hear my in-game gunfire, but others WITHOUT any soundmod could not. PRIOR to update 1.38 no problems whatsoever. So, my question still remains here. What is going on? Can someone at least put me in the right direction here?
  21. celtic_alliance

    JSRS3: DragonFyre

    Has anybody else noticed that JSRS3 is not working properly after the 1.38 update? When I run DragonFyre for some reason when I am shooting I obviously hear my own shots but other players don't. The same thing goes when another player is firing his weapon, I don't hear the shots. Other in-game sounds work perfectly though. So, I switched back to JSRS 2.2 and the people that couldn't hear my shots at first now could. I still couldn't hear the shots of those using DragonFyre though. So, I think the 1.38 update changed something somewhere. The funny thing was though when I was using JSRS 2.2 a guy with no mods installed couldn't hear my shots, while the rest could? Really odd. So, my first question is - does it matter that I have BOTH JSRS 2.2 and JSRS3: DragonFyre installed and only one of the two running? Does either one interfere with the other if both are present? Or, could this be related to one of the following mods requiring an update to work properly with 1.38? 1. CBA A3 RC4 2. CSE 0.10.1 3. RH M4 / M16 4. RH pistols 5. MBG Killhouses A3 6. Shacktac HUD 7. ShackTac Group indicators If anyone can tell me something it's appreciated.
  22. "Loyalty. Honour. Teamwork." The Celtic Alliance is seeking new members and is looking for you! We are a European based clan playing Arma 2 / Arma 3. We are a relaxed group of people, but when needed are serious about training, procedures and working as a team. Game play activity within our clan varies during the week because of personal lives, but this is made up for with more activity during the weekends. We have a tactical mindset, but we are definitely not hardcore tactical realism. Like many other clans we incorporate existing tactics into our game play, but we use them in such a way it fits our style of game play. Our focus however is always on teamwork and achieving objectives as a team. We also try to stay as vanilla as possible to allow the majority of players to play with us without too many mod requirements. We however do use some mods to make it easier for us to achieve the style of game play we are looking for, but we are definitely not using radio enhancement mods and the works because we either found our own way to achieve this or just don't see any use for it. As such those who decide to give us a try will discover we do things in a rather interesting way. People that join our ranks start out as normal privates and are soon given the opportunity to assist the clan with a multitude of tasks. As they continue to rise in rank they get even more responsibilities and are eventually given the opportunity to get involved with leadership. We also offer our members a set of duty units, jobs performed by members with specific ranks to assist clan leadership. Our system of ranks, which is entwined with responsibilities and jobs, is based off the US Army ranks. As with the tactics we use we approach the usage of ranks in our clan in a different way than other clans. Just like in many other clans higher ranks get more responsibility, but people do not have to go through lengthy courses to become something. Instead we focus on the experience shown by people and, if needed, help them grow into their role. If you are looking for a clan that does things slightly different than other clans don't hesitate to enlist on our website. Or, if you want some more information about us first, feel free to visit our TeamSpeak server. We offer: A relaxed group of people. Our own website: http://celticalliance.clanservers.com. Our own TeamSpeak 3 server: eurots10.gameservers.com:9154. No password required. Two Arma 2 servers, a public server and a private training server. One Arma 3 server. Training. Once a week on Sunday evenings. Personal uniforms with awards, medals and ribbons. We seek: Clean players. No hackers, cheaters or exploiters! Friendly players. No attitudes, arrogance or similar behaviour. Involvement when needed. Think of active forum usage, providing feedback, attending training etc. Players able to commit themselves to rules and procedures. Other requirements: You are at least 16 years of age. You have a working microphone. You have Teamspeak 3 installed. You are able to speak English. We understand if English is not your primary language though and encourage best-effort attempts at posting and speaking in English.
  23. celtic_alliance

    [CA] Celtic Alliance is recruiting!

    We are now actively looking again for new blood. We plan to switch from Arma 2 to Arma 3 some time in the first quarter of 2015, so keep this in mind when you enlist :)
  24. celtic_alliance

    [CA] Celtic Alliance is recruiting!

    After receiving quite some positive feedback from these forums, and several new recruits, we are still ready for more. We also have quite some interesting events coming up. We shall update this post with more information when needed.
  25. "Loyalty. Honour. Teamwork." The Celtic Alliance is seeking new members and is looking for you! We are a European based clan playing Arma 2 / Arma 3. We are a relaxed group of people, but when needed are serious about training, procedures and working as a team. Game play activity within our clan varies during the week because of personal lives, but this is made up for with more activity during the weekends. We have a tactical mindset, but we are definitely not hardcore tactical realism. Like many other clans we incorporate existing tactics into our game play, but we use them in such a way it fits our style of game play. Our focus however is always on teamwork and achieving objectives as a team. We also try to stay as vanilla as possible to allow the majority of players to play with us without too many mod requirements. We however do use some mods to make it easier for us to achieve the style of game play we are looking for, but we are definitely not using radio enhancement mods and the works because we either found our own way to achieve this or just don't see any use for it. As such those who decide to give us a try will discover we do things in a rather interesting way. People that join our ranks start out as normal privates and are soon given the opportunity to assist the clan with a multitude of tasks. As they continue to rise in rank they get even more responsibilities and are eventually given the opportunity to get involved with leadership. We also offer our members a set of duty units, jobs performed by members with specific ranks to assist clan leadership. Our system of ranks, which is entwined with responsibilities and jobs, is based off the US Army ranks. As with the tactics we use we approach the usage of ranks in our clan in a different way than other clans. Just like in many other clans higher ranks get more responsibility, but people do not have to go through lengthy courses to become something. Instead we focus on the experience shown by people and, if needed, help them grow into their role. If you are looking for a clan that does things slightly different than other clans don't hesitate to enlist on our website. Or, if you want some more information about us first, feel free to visit our TeamSpeak server. We offer: A relaxed group of people. Our own website: http://celticalliance.clanservers.com. Our own TeamSpeak 3 server: eurots10.gameservers.com:9154. No password required. Two Arma 2 servers, a public server and a private training server. One Arma 3 server. Training. Once a week on Sunday evenings. Personal uniforms with awards, medals and ribbons. We seek: Clean players. No hackers, cheaters or exploiters! Friendly players. No attitudes, arrogance or similar behaviour. Involvement when needed. Think of active forum usage, providing feedback, attending training etc. Players able to commit themselves to rules and procedures. Other requirements: You are at least 16 years of age. You have a working microphone. You have Teamspeak 3 installed. You are able to speak English. We understand if English is not your primary language though and encourage best-effort attempts at posting and speaking in English.
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