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Topics - WhatsUpDoc

Pages: [1] 2
1
General Discussion / Weapons and Accessories
« on: May 23, 2017, 11:03 PM »
AgentRev or anybody else who may know the answer. Will you point me to the file that allows what weapons attachments can go on what weapon such as the Night Stalker for instance?


2
Editing & Coding / Store Config..
« on: May 19, 2017, 01:27 AM »
In AgentRev's storeConfig I noticed a few helicopters missing, well just textured ones that BIS added, If I remember correctly they were added with the APEX DLC. I added these after basically sifting through Eden editor to see what was added after APEX was released.

Add these to your storeConfig to get the correct textured UH-80 textures. Just change the prices to whatever you want:

Code: [Select]
["UH-80 Ghost Hawk (Green)", "B_Heli_Transport_01_camo_F", 8500, "vehicle"], // UH-60 Stealth with 2 side miniguns (green camo)
["UH-80 Ghost Hawk (Sand)", "B_CTRG_Heli_Transport_01_sand_F", 8500, "vehicle"], // UH-60 Stealth with 2 side miniguns (sand)
["UH-80 Ghost Hawk (Tropic)", "B_CTRG_Heli_Transport_01_tropic_F", 8500, "vehicle"], // UH-60 Stealth with 2 side miniguns (green camo)

The Tropic Ghost Hawk actually looks awesome IMHO..

3
General Discussion / Taunus Map
« on: May 18, 2017, 02:34 AM »
Is there anybody here using Taunus map besides me on Wasteland?

The reason I am asking is because we are having issues locking down objects outside the map boundary, the area that is in the black that's shown on the 2d map (M Key). It appears the further you get from the map itself the harder it is to lock down objects, pick up objects to carry them and pretty much anything with base building and locking down objects.

If you stay within the map everything works great so I am wondering is this a Arma 3 engine limitation on way maps are created.

4
General Discussion / Using Mods with Wasteland..
« on: May 13, 2017, 08:05 PM »
So, we want to use some mods with Wasteland which hasn't been a problem until I tried to add some of the side/players from the mod to for example blufor player joint list.

I am getting kicked with RemoteExec Restriction #0...What exactly do I need to edit to allow mod sides to be able to be used? I know its the BE filters but which one?

5
Addons & Mods / Random Territories setup on server restart
« on: May 02, 2017, 12:17 AM »
I was brainstorming with both Matt and Agent and Agent found the answer to this. The question was;

Is there a way to setup multiple territories in a file or in multiple arrays and randomly call a file or array with each restart of the server? Reason: So the territory marker will not be in the same place on server restarts.

The Answer from AgentRev as I was looking too far deep into the territory setup he was able to figure it out:

If you look in \config.sqf, there's this line for territories:

Code: [Select]
config_territory_markers = compileFinal preprocessFileLineNumbers "mapConfig\territories.sqf";
So basically, what you can do is create multiple territories.sqf and have the config script pick a random filename when that line is called.

For example:

Code: [Select]
_territoryFile = selectRandom ["territories1", "territories2", "territories3"];
config_territory_markers = compileFinal preprocessFileLineNumbers format ["mapConfig\%1.sqf", _territoryFile];


Thank you AgentRev and thank you Matt for giving me info on other servers who has this setup in similar ways. After looking at theirs and the one above I can verify the one above is way, way better as there is no changing in the default_config.sqf like other servers has done. So the way above will be a true random but of course we all know with random there is a chance the same file could be chosen again, that is the way random is. I remember in Visual Basic it was the same way whenever I use to code using VB6 and Access. So don't be surprised if the same file gets chosen twice in a row but it most likely won't be chosen three times a row.

6
Editing & Coding / Brainstorming a new Mission
« on: Apr 30, 2017, 03:41 PM »
I was brainstorming with a new mission yesterday and got a question about something. With the new trains in APEX and now the new Train Simulator addon script that duda came up with we are able to actually drive the trains on the tracks.

I know it would not be to hard to create the train and add AI to the trains to drive the locomotive but how hard would it be to  spawn right on the tracks like they are suppose to? I think that would be the hardest part of scripting the mission.

Any thoughts and input is appreciated.

Doc

7
General Discussion / Armed Civilians
« on: Apr 10, 2017, 07:30 PM »
Just curious does anybody know of a mod that anybody created that give any CIVILIAN SIDE weapons? Meaning by default if I open the editor and I look at the Civilian Side there would be a faction with armed civilians.

We use EOS on our server and the only way to get to work right with Opfor, Blufor and Independent factions as players was to give EOS civilians but they are unarmed except in vehicles but its hilarious watching some of them get out of vehicles in shorts and such.

Our server owner put EOS on the server, its a good mod but this is the only downfall, it wasn't created for use with players using all 3 factions. So I figured somebody must have given weapons to the CIVILIAN SIDE without having to force script it.

8
Technical Support / Enemy Occupation System
« on: Mar 09, 2017, 04:00 PM »
Anybody here use EOS on their server? If so which side did you force the EOS AI?

EOS is a great addon but is limited because CIVILIANS do not have weapons. I am wondering if it will work with the mission AI (custom groups)...

9
Editing & Coding / Waypoint console script
« on: Feb 13, 2017, 07:47 PM »
Does anybody have a waypoint console script so I can log ALL waypoints I created to the clipboard? This is horrendous copying one waypoint to clipboard then pasting it to notepadd ++ over and over. Any help would be appreciated.


10
Addons & Mods / Base Locker...
« on: Feb 12, 2017, 04:36 AM »
In the Base Locker addon in BoS_reLock.sqf I set the #define RADIUS 10
 
Also in the BoS_showBorder.sqf I set the #define RADIUS 10 which works fine.


Whenever I lock down a base using the menu on the base locker I cannot unlock or lock anything even if its 30 meters away, outside the shown border. So, am I missing something on where to define the radius of locking down a base?

11
I understand some folks have feelings about download size of their PBO but understand this one thing, with today's internet technology 20 megabytes is really nothing compared to the way it was just 15 years ago.

So I am donating my vehicle textures for anybody to use. Some are really awesome and some are just okay while a few is well ugly but some folks may like them.


The RAR contains ALL vehicle textures that are in the vehicle texture directory to include files that others have donated on here at AW3 forums. It was easier to RAR the whole directory. Here is the full code you will need to add to the storeconfig.sqf.


               
Code: [Select]
["Black", _color + "(0.01,0.01,0.01,1)"], // #(argb,8,8,3)color(0.1,0.1,0.1,0.1)
["Gray", _color + "(0.15,0.151,0.152,1)"], // #(argb,8,8,3)color(0.5,0.51,0.512,0.3)
["White", _color + "(0.75,0.75,0.75,1)"], // #(argb,8,8,3)color(1,1,1,0.5)
["Dark Blue", _color + "(0,0.05,0.15,1)"], // #(argb,8,8,3)color(0,0.3,0.6,0.05)
["Blue", _color + "(0,0.03,0.5,1)"], // #(argb,8,8,3)color(0,0.2,1,0.75)
["Teal", _color + "(0,0.3,0.3,1)"], // #(argb,8,8,3)color(0,1,1,0.15)
["Green", _color + "(0,0.5,0,1)"], // #(argb,8,8,3)color(0,1,0,0.15)
["Yellow", _color + "(0.5,0.4,0,1)"], // #(argb,8,8,3)color(1,0.8,0,0.4)
["Orange", _color + "(0.4,0.09,0,1)"], // #(argb,8,8,3)color(1,0.5,0,0.4)
["Red", _color + "(0.45,0.005,0,1)"], // #(argb,8,8,3)color(1,0.1,0,0.3)
["Pink", _color + "(0.5,0.03,0.3,1)"], // #(argb,8,8,3)color(1,0.06,0.6,0.5)
["Purple", _color + "(0.1,0,0.3,1)"], // #(argb,8,8,3)color(0.8,0,1,0.1)
["NATO Tan", _texDir + "nato.paa"], // #(argb,8,8,3)color(0.584,0.565,0.515,0.3)
["CSAT Brown", _texDir + "csat.paa"], // #(argb,8,8,3)color(0.624,0.512,0.368,0.3)
["AAF Green", _texDir + "aaf.paa"], // #(argb,8,8,3)color(0.546,0.59,0.363,0.2)
["Alligator Skin", _texDir + "alligatorskin.paa"],
["Altitude", _texDir + "altitude.paa"],
["Army Camo", _texDir + "armycamo.paa"],
["Army Digital", _texDir + "digitalcamo.paa"],
["Army Men", _texDir + "armymen.paa"],
["Asphalt", _texDir + "Asphalt1.paa"],
["Atac Camo", _texDir + "atacscamo.paa"],
["Atac Wood", _texDir + "atacwood.paa"],
["Banshee", _texDir + "banshee.paa"],
["Bloodshot", _texDir + "bloodshot.paa"],
["Blue Grunge", _texDir + "bluegrunge.paa"],
["Bokeh", _texDir + "bokeh2.paa"],
["British Camo", _texDir + "camo1.paa"],
["Camo Grey", _texDir + "camo2.paa"],
["Camo Grey 2", _texDir + "camo3.paa"],
["Camo Grey 3", _texDir + "camo4.paa"],
["Camo Shade", _texDir + "camoshade.paa"],
["Carbon", _texDir + "carbon.paa"],
["Colorful", _texDir + "colorful.paa"],
["Cool Rust", _texDir + "coolrust.paa"],
["Confederate", _texDir + "confederate.paa"],
["Dark Woods", _texDir + "darkwoods.paa"],
["Deep Green", _texDir + "deepgreencamo.paa"],
["Denim", _texDir + "denim.paa"],
["Digital", _texDir + "digi.paa"],
["Digital Black", _texDir + "digi_black.paa"],
["Digital Desert", _texDir + "digi_desert.paa"],
["Digital Grunge 1", _texDir + "digitalgrunge1.paa"],
["Digital Grunge 2", _texDir + "digitalgrunge2.paa"],
["Digital Grunge 3", _texDir + "digitalgrunge3.paa"],
["Digital Grunge 4", _texDir + "digitalgrunge4.paa"],
["Digital Grunge 5", _texDir + "digitalgrunge5.paa"],
["Digital Woodland", _texDir + "digi_wood.paa"],
["Doc Blue", _texDir + "docblue.paa"],
["Doc Green", _texDir + "docgreen.paa"],
["Doritos", _texDir + "doritos.paa"],
["Drylands", _texDir + "drylands.paa"],
["Final Stars", _texDir + "finalstars.paa"],
["Florida Gators", _texDir + "floridagators.paa"],
["Forest Camo", _texDir + "forestcamo.paa"],
["Forest Camo 2", _texDir + "forestcamo2.paa"],
["German", _texDir + "germancamo.paa"],
["Ghost Camo", _texDir + "ghostcamo.paa"],
["Ghost Camo 2", _texDir + "ghostcamo2.paa"],
["Giraffe Brown", _texDir + "giraffebrown.paa"],
["Giraffe Multi", _texDir + "giraffeorangeblue1.paa"],
["Green Zebra", _texDir + "greenzebra.paa"],
["Hello Kitty", _texDir + "hellokitty.paa"],
["Hex", _texDir + "hex.paa"],
["Hippie", _texDir + "hippie.paa"],
["Ice", _texDir + "icecamo.paa"],
["ISIS", _texDir + "isis.paa"],
["Leaf", _texDir + "leaf.paa"],
["Leopard", _texDir + "leopard.paa"],
["Lutz", _texDir + "newcamo.paa"],
["Mountain Dew", _texDir + "mtndew.paa"],
["'Murica", _texDir + "murica.paa"],
["Nazi", _texDir + "nazi.paa"],
["Octa Green", _texDir + "octagongreen.paa"],
["Octa Snow", _texDir + "octagonsnow.paa"],
["Orange Camo", _texDir + "camo_orange.paa"],
["Pink Camo", _texDir + "camo_pink.paa"],
["Pride", _texDir + "pride.paa"],
["Psych", _texDir + "psych.paa"],
["Real Tree", _texDir + "realtree.paa"],
["Red Camo", _texDir + "camo_red.paa"],
["Rusty", _texDir + "rusty.paa"],
["Rusty 2", _texDir + "rust3.paa"],
["Rusty 3", _texDir + "rusty2.paa"],
["Sand", _texDir + "sand.paa"],
["Sand 2", _texDir + "san1a.paa"],
["Sand 3", _texDir + "sand1.paa"],
["Snake", _texDir + "snake.paa"],
["Splatter", _texDir + "splatter.paa"],
["Star", _texDir + "star.paa"],
["Stripes", _texDir + "stripes.paa"],
["Stripes 2", _texDir + "stripes2.paa"],
["Stripes 3", _texDir + "stripes3.paa"],
["Swamp", _texDir + "swamp.paa"],
["Tiger", _texDir + "tiger.paa"],
["Trippy", _texDir + "rainbow.paa"],
["Ugly Camo", _texDir + "uglycamo.paa"],
["Union Jack", _texDir + "unionjack.paa"],
["Urban", _texDir + "urban.paa"],
["Urban 2", _texDir + "urbancamo.paa"],
["Weed", _texDir + "weed.paa"],
["The Docs", _texDir + "whatsupdoc.paa"],
["Woodland", _texDir + "woodland.paa"],
["Woodland Dark", _texDir + "wooddark.paa"],
["Woodland Tiger", _texDir + "woodtiger.paa"],
["Zebra Grey", _texDir + "zebragrey.paa"],
["Zebra Multi", _texDir + "zebramulti.paa"]




12
Server Discussion / Track Objects
« on: Jan 18, 2017, 04:03 PM »
We moved our Altis server to a dedicated server. We are having problems with tanks looking like this:



Does anybody know what would cause this on the server?

I don't see anything in the report so I don't understand what would cause this.

Does anybody have any clue?

Thanks in advance

13
Server Discussion / Arma 3 Wasteland AUSTRALIA
« on: Jan 12, 2017, 07:23 AM »
First of its kind, a Wasteland Australia. I am 98% finished with it, all I am doing now is editing the convoys.

Search for {PST} Phoenix Sniper Team. 23.250.120.90:2302

If you don't know who the {PST} guys are well if you remember COD and the zombie mode that was created by some hacking that is them. They are the ones who created the COD zombie mode where you would join the game and the zombies would go after the players who were not zombies then infect them. Too bad COD shut it down because it was one of the best mods of that game, well the only one, LOL.

Anyway if you want the Wasteland Australia PBO you know how to retrieve it.

This is my first Wasteland conversion, time consuming, but its actually very easy. I am planning on converter a couple more maps that has not been used in Wasteland and I will update the forums whenever I do.

If anybody needs any help on converting maps to Wasteland pm.

14
General Discussion / Convoys
« on: Jan 11, 2017, 08:26 AM »
I am 90% finished with converted Wasteland to Australia. All I have left is the convoys/waypoints.

I have been doing some testing in Arma 3 Vanilla within the Editor. It appears with previous update BIS has made the convoys smarter on the AI to get from point to point. I've read towns and cities are their downfall.

Has anybody experience this with cities and towns?

I thought I would have to put in a ton of Waypoints and realized that is not so. I can put way point on one side of the map and another waypoint on the other side of the map and the AI will actuallly find their way. I've tested this over and over and I had no problems.

I know Coastal Patrols will be different somewhat.

I figure I would let everyone know this. Its really not hard to create new waypoints for the convoys because the AI will say on the road and game engine will calculate the best route for them. Its really simple.

15
Editing & Coding / store AI
« on: Dec 30, 2016, 12:00 AM »
Its my understanding that each store's AI pos is set in the mission.sqm. For example:

class Item232
      {
         dataType="Object";
         class PositionInfo
         {
            position[]={5577.125,13.16293,18364.875};
            angles[]={0,2.5840447,0};

         };
         side="Empty";
         flags=4;
         class Attributes
         {
            skill=0.60000002;
            init="[this] spawn A3W_fnc_setupStoreNPC";
            name="GenStore1";
            description="DO NOT MODIFY IN EDITOR";
         };
         id=2365;
         type="C_man_1_1_F";
      };

My question is this why is the position[] and angles[] even used in the mission.sqm instead of letting people place the store AI into position using the editor?

The only thing I can think of is the store's AI position is used to create the desk and crate box at each store?

Is the desk and crate box mandatory to have? Just curious on what activates each store's action menu.

Just trying to figure a faster way of setting up these AI by just using the editor without having to go into the mission.sqm...

Any idea would be helpful....

I am creating a Wasteland on the Australia map so I will release it once its completed. This part of most likely the most time consuming portion of converting Wasteland to another map...

Thanks,
Doc

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