• ARMA Series (I, II, III) - v. Update Your Repo
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The guy he's shooting is wearing the tactical vest. [editline]23rd September 2015[/editline] And it's probably some ACE thing anyway. Not the first time that they've ended up making AI almost invincible.
[QUOTE=Tinter;48746984]The guy he's shooting is wearing the tactical vest. [editline]23rd September 2015[/editline] And it's probably some ACE thing anyway. Not the first time that they've ended up making AI almost invincible.[/QUOTE] Remember the Takistani Terminators? Good times.
[video=youtube;GP62mK7i5a4]https://www.youtube.com/watch?v=GP62mK7i5a4[/video] Is it just me, or did nobody else not understand ANYTHING of what Karel was saying during that stream?
[QUOTE=lekkimsm;48748043][video=youtube;GP62mK7i5a4]https://www.youtube.com/watch?v=GP62mK7i5a4[/video] Is it just me, or did nobody else not understand ANYTHING of what Karel was saying during that stream?[/QUOTE] As Americans, a nation of immigrants, we are very much accustomed to hearing all kinds of weird accents trying to speak our language. So we were fine with it, at least. edit--- to test your English ability, see if you can understand this guy: [url]http://www.youtube.com/watch?v=UUQ1_c89Udo#t=15[/url]
[QUOTE=Tinter;48746984]The guy he's shooting is wearing the tactical vest. [editline]23rd September 2015[/editline] And it's probably some ACE thing anyway. Not the first time that they've ended up making AI almost invincible.[/QUOTE] there's some reports on damage being weird, but it's related to CUP units (and ofc RHS) do you know what unit or armor / vest / uniform that was? [editline]24th September 2015[/editline] were you using adv. medical
I've noticed RHS uniforms and some of the other reskinned vanilla uniforms got really weird damage issues now. Particularly the RHS Insurgent Marksman with the SVD, that loadout seems to be able to withstand silly amounts of bullets. I've also noticed it when fighting the Russians though, so idk.
[QUOTE=lekkimsm;48748043][video=youtube;GP62mK7i5a4]https://www.youtube.com/watch?v=GP62mK7i5a4[/video] Is it just me, or did nobody else not understand ANYTHING of what Karel was saying during that stream?[/QUOTE] He sounds like you dude.
Using the gear template, how am I supposed to apply it to teams?
[QUOTE=Destroyox;48750698]Using the gear template, how am I supposed to apply it to teams?[/QUOTE] Look in the original template, every unit there has an init line that defines what loadout it's using First condition is what loadout to use (like grenadier, potato thrower) whilst the second condition defines what gear template to draw the loadout from If there is no entry in the second condition then it'll just use the loadout as defined by you in the config
So how would I give different gear to different teams? Sorry if this is a really trivial question, I'm an idiot when it comes to scripting.
Like mallow said you'd use the third parameter from fn_getKit.sqf [quote] Function: FP_fnc_getKit Description: This function will give units a predefined kit. To change the "default" gear (when calling without a scriptFile), edit config.sqf As an example if a unit have [this, "PLT", "vanilla_nato"] call FP_fnc_getKit; It will do the case "PLT" inside gear\loadouts\vanilla_nato.sqf Parameters: _obj - Unit to apply loadout to [Object]. _kit - match for the switch-case inside the gear file [String] _scriptFile - (Optional) Override the default folder (see config.js). Useful for AI or players that are on different sides [String] Examples: (begin example) // unit init in editor [this, "ATASS"] call FP_fnc_getKit; // would apply the gear in the case "ATASS" inside whatever FP_GEAR_DEFAULT is defined as (see config.sqf) [this, "PLT", "taki"] call FP_fnc_getKit; // would aply "PLT" from gear\loadouts\taki.sqf (end) [/quote] most of the code is commented if you're wondering about something, so start there
I think I fucked something up. When I apply mine it leaves the guy with no gear.
[QUOTE=Destroyox;48750984]I think I fucked something up. When I apply mine it leaves the guy with no gear.[/QUOTE] That's most likely a script error I'd 1) enable script error showing and 2) check your rpt
It does this 4 times in the .rpt: 2:22:43 File C:\Users\DEUS EXTINCTORES\Documents\Arma 3 - Other Profiles\Destroyox\missions\TvT%20Cheeki%20Breeki.ProvingGrounds_PMC\gear\loadouts\Bandit.sqf, line 116 2:22:43 Error in expression <ON_PISTOL] call FP_fnc_addWeapon; _unit add Goggles "G_Balaclava_blk","G_Bandann> 2:22:43 Error position: <add Goggles "G_Balaclava_blk","G_Bandann> 2:22:43 Error Missing ; I don't know how to fix this. My gear code in full; [url]http://pastebin.com/wUXU9SHn[/url]
[img]http://i.imgur.com/41G9Xi1.png[/img] [url=http://www.sendspace.com/file/0ctein]Download this mission (link IS FIXED)[/url] and play it in single player (Put it in just /Missions and [I]not /MPMissions [/I], then go to Play -> Scenarios and select "TRAIN 01"). It's a test of your "high altitude" (for Arma at least) bombing skill. In the center of Altis, there is a T-100 Varsuk tank set as a test dummy. I'm trying, but for the life of me I cannot hit it at all. Once you make your attempt, you get to watch the bomb drop in real time! After it explodes, it will tell you the details of when you launched the bomb and then it will tell you how far off you were from the target. This is my personal best. Can anyone here hit the T-100 from ~2k altitude? Post picture proof and receive a [I]prize[/I]!* ** [img]http://i.imgur.com/WjFH9rV.png[/img] * idk what it'll be atm edit^2 -- ok i fixed a problem. i was retarded. sorry. link is replaced with the right one. please include a screenshot, which shows the start and endpoint of the launched bomb.
[QUOTE=Destroyox;48751019]It does this 4 times in the .rpt: 2:22:43 File C:\Users\DEUS EXTINCTORES\Documents\Arma 3 - Other Profiles\Destroyox\missions\TvT%20Cheeki%20Breeki.ProvingGrounds_PMC\gear\loadouts\Bandit.sqf, line 116 2:22:43 Error in expression <ON_PISTOL] call FP_fnc_addWeapon; _unit add Goggles "G_Balaclava_blk","G_Bandann> 2:22:43 Error position: <add Goggles "G_Balaclava_blk","G_Bandann> 2:22:43 Error Missing ; I don't know how to fix this. My gear code in full; [url]http://pastebin.com/wUXU9SHn[/url][/QUOTE] [code] unit add Goggles "G_Balaclava_blk","G_Bandanna_oli" call FP_fnc_addToContainers [/code] You have a space in addGoggles The command doesn't make sense, are you trying to addGoggles or add the goggles to the vest/backpack? You're missing a semicolon at the end of the line Also missing an array around the goggles if you're trying to add to container
I'm trying to give every member of the team 1 of 2 Balaclavas/Bandannas. I've fixed the rest of the script so the unit has all the other gear, but I don't know how to add those.
[code] [_unit, ["G_Balaclava_blk","G_Bandanna_oli"]] call FP_fnc_addToContainers; [/code] Try that
Just added it to his vest. I should be clear. I want them to wear a randomly picked "goggles" out of the 2.
[QUOTE=Aurelian;48751053] This is my personal best. Can anyone here hit the T-100 from ~2k altitude? Post picture proof and receive a [I]prize[/I]!* ** [/QUOTE] Unless we can get some decent sights or CCIP/CCRP don't expect much improvement.
[QUOTE=Destroyox;48751111]Just added it to his vest. I should be clear. I want them to wear a randomly picked "goggles" out of the 2.[/QUOTE] something like this [code]_randomhat = ["h_hat1", "h_hat2", "h_hat3"] call bis_fnc_selectrandom; _unit addheadgear _randomhat;[/code] edit: replace headgear with goggles
Didn't work. Good news is that I've gotten BLUFOR's gear all sorted.
[QUOTE=Destroyox;48751175]Didn't work. Good news is that I've gotten BLUFOR's gear all sorted.[/QUOTE] Just make the headgear stuff into an array, it'll pick from there
What variable would I use for that though? [editline]24th September 2015[/editline] Again I'm very much script illiterate.
[QUOTE=Michael haxz;48751143]Unless we can get some decent sights or CCIP/CCRP don't expect much improvement.[/QUOTE] I could dig up a CCIP script a few dudes I know injected into the A10 for their missions. Really nifty stuff since it makes targeting actually possible.
[code] _unit addGoggles (["G_Balaclava_blk", "G_Bandanna_oli"] call BIS_fnc_selectRandom); [/code] [editline]24th September 2015[/editline] wait that's headgear, not goggles? Just put the two strings into _common_headgear Find this and replace _COMMON_HEADGEAR = With the array of hats Can't copy, damn phone Remove the last line [editline]24th September 2015[/editline] _COMMON_HEADGEAR = ["G_Balaclava_blk", "G_Bandanna_oli"]; also change sql/plt headgear to equal _COMMON_HEADGEAR If you want
It worked! Thank you all very kindly. My mission will be ready by tommorow (or today technically, woops). Only thing is that it was designed from the start to be a easy to set up gamemode that takes little time. So a pre or post OP mission to play in. Don't know if there will ever be a time for it, but at least it'll be my first mission done. I might as well spill the beans too, its a S.T.A.L.K.E.R. mission. [T]http://i.imgur.com/nGfe5ml.png[/T] [T]http://i.imgur.com/pVgVxhn.png[/T] [video=youtube;eBhh23-paLU]http://www.youtube.com/watch?v=eBhh23-paLU[/video]
Black raven, black raven, circling above the grave.
Ok before I go to bed. Rate this agree if I should include Long Ranges Rate Disagree for not including I wonder this because I don't think having a long range is needed for just 2 squads. Also it adds to the cheeki breekiness.
Aden is up on Dev Branch if you don't know, I wish they they had included a feature that lets set the posture of a infantry unit so you can have them crouched behind walls or prone.
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