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Found 9 results

  1. I want to respawn on a specified position on the deck of the USS Freedom. It works fine when running multi-player from the the Eden editor (as a player server). i.e. I respawn at the respawn module position. However when I export the mission and run it on a dedicated server I just respawn were I died. Respawn Position module: Variable name: respawn_west Name: respawn_west Type: Invantry Side: BLUFOR Show to: Everyone Notification: Enabled Attributes > Multiplayer... Respawn: Respawn: Respawn on Custom Position Rulesets: Show respawn counter Respawn Delay: 3 Show Scoreboard: checked Allow Manual Respawn: checked Anyone else seen this behaviour or know what i am doing wrong? S My solution: The issue is associated with trying to use the 'respawn module' on the USS Freedom. It works fine on land. Doing the respawn the classic way using a respawn marker also does not work on the USS Freedom. This time you end up swimming in the water and maybe in the USS Freedom. I resolved this by creating a respawn event handler that placed the player just above their starting point. I used the following code in the init.sqf file, to only run on a client PC: if ( hasInterface ) then { // We are running on a player client. Stri_miss_playerPos = ( getPosASL _player ) vectorAdd [ 0, 0, 0.1 ]; Stri_miss_playerDir = getDir _player; _player addEventHandler [ "Respawn", { params[ "_player", "_corpse" ]; _player setVehiclePosition[ Stri_miss_playerPos, [], 0, "CAN_COLLIDE" ]; _player setDir Stri_miss_playerDir; } ]; };
  2. Hey everyone. As you know, due to certain limits in Arma, when you want to create a large object (such as carriers, e.g. USS Freedom) you'll have to break it into several small objects. Is there any vanilla command to get the sub-objects once you have spawned the parent object? (as in returning all of them in an array, and I don't mean the "near(est)Object(s)" command) I already know one way to find the objects connected to each other using lineIntersectsSurfaces but the thing is I'm not sure if this sub-object actually belongs to the parent object. P.S: Note that the USS Freedom is just an example. I need a general solution.
  3. ANZACSAS Steven

    COOP 30 Carrier Ops Day 3

    COOP 30 Carrier Ops Day 3 https://steamcommunity.com/sharedfiles/filedetails/?id=1622228574 - Overview - CSAT have moved into the region.Its our job to clear them out.Ground forces with integrated Air support to Air-Assault into five Objective Areas. - Factions - - U.S Vs CSAT. - Features - - Dynamic loadouts for aircraft. - Custom Base / Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn. - Sling loading. - Customisable Weather and Time of day Params at start of mission. - Assets Available - - CH-67 Huron. - UCAV Sentinel. - F/A-181 Blackwasp II. - Hunter MRAP. - Growler light vehicle. - Quadbike. - Intel - - Estimated Enemy Strength is Strong.Heavy machine gun emplacements and Infantry units patrolling the areas. - Objectives - - 5 Objective Area's to Neutralize. - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. All feedback welcome.:) Have Fun. Steve.
  4. Tactical Satellite Feed By Leopard20 Warning! This mod is outdated and has lots of issues! Please wait for the update. Trailer: Screenshots: Brief Description: Tactical Satellite Feed is an all-new mod for ARMA 3 that brings a "Door Kickers" style of gameplay to your single-player missions. _______________________________________________________________________________________________________________________________ Long Description: Hello everyone! If you're a single player fan like myself, you've definitely noticed how incomplete and unreliable the AI movement is. They may not follow the exact path you want, or even worse, not move at all! Just put a couple of units on top of carrier or ship in the Editor, you'll see what I mean! ­čÖé This mod, Tactical Satellite Feed, is designed to work around this exact problem. But that's not all there is to it! When I saw the potential for new features, I decided to make this mod look more complete, to the point that it's now a multi-purpose mod! This mod is inspired by such games as Door Kickers, Tom Clancy's game series, and of course the mod C2 Command & Control by our very own Mad_Cheese! Without further ado, let's jump straight to the mod features! I recommend that you watch the trailer first to get an idea of how the mod works and familiarize yourself with its mechanics. Features: - Top-down view of the battlefield. - Easy to use; simply draw paths using mouse - Set up anywhere and anytime with just a few clicks - Automatic path correction; minimizing micro-management - Move units on any surface and terrain, including ships/carriers. - Complete AI movement override; get them to do whatever you want! - Various functions, including: . Watch direction . Change stance . Engage targets . Mount vehicles . Go-codes . Sync movement . Supports Enhanced Movement by Bad Benson . Path recording; player records path for AI to follow . Fog of War simulation; unknown enemies become hidden Usage Instructions (MUST READ): The manual is already included with your download. Notes: Known Issues: (Likely) FAQs: Warning!!! This is a preview release! Expect lots of bugs! Use the mod at your own risk! Download: GitHub (always up-to-date) Armaholic (updates with delay) Source code: https://github.com/leopard20/Tactical-Satellite-Feed Installation: Credits and Thanks: @mad_cheese and @bad benson for the Enhanced Movement functions! Requirements: Community Base Addons (CBA)
  5. Is there a way to make AI takeoff from the USS Freedom like in the showcase? I'm sure there is, since it's in the showcase... I just can't find the right commands. I've looked through the new commands added with 1.70, but there seems to be nothing of the sort added. If you place AI on the carrier with a waypoint it just stands there or it rides off the carrier.
  6. Three AI helicopters will not land on the USS Freedom if I give them a waypoint to land on the deck. Each waypoint is to a different location on the flight deck, and each waypoint is in line with the flight deck. If I change the waypoints to a 'get out' waypoint, one helicopter will successfully land and the other two will nervously watch, then fly back to the nearest beach to land. There are planes and such on the deck, but more than enough space for multiple pilots to land. I realize that the AI is their own breed of unintelligence, but I am enthusing any options that simply get them to land on the carrier, like setting their fuel to 0 when the get close or something like that (for the record, I have not gotten this option to work).
  7. Zaptoman

    USS Freedom Corrections

    BI, As someone who has worked extensively on a real-life carrier, I have a few corrections for the USS Freedom flight deck. Firstly, the radars on the island (steel plates in the game with cross bars) are not correct. They should be flat and grey-white with a small outer bevel (see image). Secondly, the distance between the island (superstructure above the deck) and the foul line (red and white line demarking the landing area) is not correct. The island should be moved closer to the outer edge of the deck, enough to allow two or three helicopters to park at an angle between the island and the foul line (see image).
  8. Since the last update I got this problem of planes randomly falling through the ship. Whenever you get into a plane (only tested on the wasp) turn the engine on and off again about a few secs later the back falls a little bit. This seems to cause the entire plane to clip into the ship... This bug is not "only" limited to the catapults but planes also seem to get this randomly at other locations. How I found out about this is that I closed the cockpits with a script but getting out a plane causes the same thing. Disabling the simulation seems to be a workaround for the moment. SS: https://pasteboard.co/2gUHrFeLs.jpg Live on mission: Empty Mission: (HowTo ^) Game version: 1.72.142164 Also been tested on dev branch 1.73.142227
  9. This is weird, I have made a mission with the USS Freedom (aircraft carrier) and I also placed the carrier weapons on it. But after some time the weapons just disappear as if they never existed. Why is this happening? they work fine, they protect the carrier, but after a while, they just simply disappear. Any help please? Thanks.
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