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If you spawn and assign to LeaderHQ it will. Confirmed it in a mission i was designing...
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Thanks man. Still to this day this mod is wonderful. One issue i found that i cannot figure out why is that HELOs when they land to pick up inf units, they are getting damaged. If they land more than once, it's so bad that the tail rotor goes dead in some cases. Any ideas why? Sample mission for example is the DEMO BB mission from ADDON. I tested this with ghost hawk land waypoint on empty map and it landed just fine.
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jcae2798 started following Laws of War DLC Mines, [SP] HETMAN: War Stories, HETMAN - Artificial Leader and and 3 others
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Can anyone help me understand the purpose of VAR "RydHQ_RHQAutoFill"? I read the entire thread + manual and am a bit confused. What i understood from everything i found is that this setting somehow looks at config values, but unsure when it should be used. Is this designed around ADDON faction use? Any further description would be appreciated. Thanks
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Tanks - Armored vehicles customization
jcae2798 replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
is there a way to spawn these vehicles with the new addons randomly? For example: [_VEH, RANDOM, nil] call bis_fnc_initVehicle; I would hate to have a saved list of what the addons are for running the INIT on each vehicle. Unless we can pull a list from Config and then randomselect? Anyone willing to help me understand this? EDIT: BTW this does not work: 3) Randomize everything according to the config file result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered -
[SP Campaign] Hunter Six: Special Operations Unit
jcae2798 replied to lato1982's topic in ARMA 3 - USER MISSIONS
My MOD is different then this, but built around the foundation of this MOD. Have you seen: http://steamcommunity.com/sharedfiles/filedetails/?id=952179090 It supports multiple maps, but does require a couple MODS. To be clear, i have done a complete overhaul of all scripts, so it is different. Anyways, working on some updates and will be posting that in the next month or so, but nothing majorly new. So feel free to check it out and provide feedback on steam. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jcae2798 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry should have included a SS. See here: http://steamcommunity.com/sharedfiles/filedetails/?id=1245220970 When i get some time i'll check out the tracker and also report if needed. Just running CBA, ACE + ACEX with latest stable ARMA release EDIT: No modules placed in editor. Just a single unit and run test adding the above mentioned code to DEBUG console 2nd EDIT: If i add modules, then it works just fine. 3RD edit: REPORTED HERE: https://github.com/acemod/ACE3/issues/5981 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jcae2798 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hopefully this has not been asked. (I've searched for this) Been trying to test a way to add Fority on the fly rather then adding module in editor. Below code works, but menu adds blank addactions to drop objects. Can anyone confirm this is a bug? player addItemToVest "ACE_Fortify"; [side player, 5000, [["Sandbag", 5], ["Bunker", 50]]] call acex_fortify_fnc_registerObjects; -
Civilian Agents and/or Behaviour
jcae2798 replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As always Grumpy, thanks for your insight. -
So with the latest release of Arma, and the new CIV modules, I wanted to look into further enhancing my mission MOD that populates CIV units. I'm thinking the AGENTs may help performance, but have a couple questions I don't know if would work in my mission design. In my mission, the CIVs play the following roles: 1. They have addactions in some cases 2. They have waypoints assigned to travel from building to building (for ambient affect) 3. They can be spawned as enemy threats 4. They play animations I know agent types have some limited functionality to them. I'm just not sure with the mentioned features, if Agents would really be the way to go for my MOD. In addition, i like the civilian behavior they added to the latest patch, but cannot find how i may implement that into my mission on the civilian units. Found the following, but not as simple as just adding it to the units INIT code...: _ID = _unit execFSM "A3\Modules_F_Tacops\Ambient\CivilianPresence\FSM\behavior.fsm"; Because of the roles above, I still need control over spawning and adding code to each unit, so using the modules, or scripting them would not work for me. Thanks for all your help as always.
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Convert vanilla music to SFX
jcae2798 replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! It works. Thanks man, exactly what i needed :) -
Hey guys, wondering if there is a easy way to take vanilla music and set it up in description file to use as a sound or SFX file to allow it to play from objects. Example below but not having much success at multiple attempts. Also searched here and WIKI with no luck. Any advice would be appreciated! class CfgSounds { sounds[] = {}; class MUSIC1 { sound[] = {"\A3\music_f_exp\Music\AmbientTrack02a_F_EXP.ogg",50,1}; titles[] = {}; }; }; OBJECT say3d "MUSIC1"
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Totally agree, or at least make an easily made function or script to allow people to do this themselves. I'm sure the modding community will do something, but something as close or vanilla would be best, as always
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Does anyone else hate the fact that the mine detection beeping stops once a mine is supposedly "Spotted"? Is there anyway to change this, even if it's via scripting? ***EDIT*** Ok disableAI seems to do the trick on normal MINEs, but not the IED type. I'll open a ticket in hopes this can be fixed as IED should be able to be ignored as well until revealed by player.
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https://feedback.bistudio.com/T123023 been trying to get visibility on this bug!! Perfect time to fix it ;)
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Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
jcae2798 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Would you guys consider fixing : https://feedback.bistudio.com/T123023 With the new mine enhancements, this command is super important to me as I create missions where mines/IEDs can be buried under the surface and I use this command to make sure this wouldn't happen on rock (asphalt) surfaces. I'm happy to expand further if needed. I think the community could benefit from it as well if fixed. Thank you for the continued support. Sincerely, arma fan :)