phronk

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About phronk

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    AKA "Hustler (ATCAG)"

core_pfieldgroups_3

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    Gaming, drawing, designing, and more gaming. :D
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    ArmA 3

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    https://www.youtube.com/c/FrankieHustla
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    I have a YouTube channel with quick instructional ArmA 3 videos for aspiring mission builders!
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    c/FrankieHustla
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    Phronq

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    : USA, New York
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    ArmA 3: mission building / scripting.
  1. The IED detection/disarming is not scripted; the IEDs are actually items already in the game and are classified as "mines" which, by default in ArmA 3, can be detected with a mine detector and disarmed by an explosive specialist with a toolkit. It's a basic ArmA 3 functionality and, if ACE takes vanilla ArmA 3 mines and remote explosives into account, the IEDs spawned by this script SHOULD work as intended. Hope that makes sense.
  2. DESCRIPTION: 'Simple IED Script' will spawn IEDs on / alongside random road segments within predetermined IED area markers setup by the mission designer. The position, direction, appearance, and blast magnitude of the IEDs are all random. Additionally, the script will also spawn trash randomly along the roads; trash can sometimes spawn on the position of an IED as well. The script is tiny, optimized, and compatible in all environments (SP, MP, Dedi). It doesn't require any addons or additional scripts and is compatible with any map that has roads. VIDEO: FEATURES: Tiny filesize! 2KB Fast performance Compatible with SP, MP, and Dedicated Works on any map with roads Doesn't require any mods or additional scripts Easy to implement! Randomized Results: -IED type spawned -IED blast magnitude is random (damage / radius) -IED position & direction -Chance for trash to spawn with IED -Trash appearance variety IEDs are proximity based: -If player is within 10 meters of IED AND is moving faster than a slow crawl, the IED will detonate IEDs can be disarmed: -If player is an Explosive Specialist and has a ToolKit, he can slow crawl up to the IED safely and disarm it -IEDs can be detected with a Mine Detector TO DO LIST: Fix any bugs found Add blacklist marker support Add option for script to auto-detect areas to spawn IEDs in KNOWN BUGS: None at this time. Needs more dedicated server testing with multiple players. Script will not work in missions/mods that prohibit the use of remoteExec. INSTALLATION: Move the "ied.sqf" from the downloaded file, to your mission folder. Copy & Paste below line into your mission's "init.sqf": execVM"ied.sqf"; Create rectangular area markers in your mission and name them. 3a. Make sure the A and B values of that marker is the same! Example: 500x500 In the "ied.sqf", add the names of your IED area markers to the array in line 1. For example: iedMkr=["myMkr0","myMkr1","myMkr2"]; In the "ied.sqf", you can change the number of IEDs to spawn per marker, on line 5. For example: iedNum=8; //Will spawn 8 IEDs per IED marker Optional Debug Toggle: If you want to see the IED area markers in-game, comment out line 6. For example: //{_x setMarkerAlpha 0;}forEach iedMkr; If you want to see markers on the position of all spawned IEDs, then uncomment lines 26 through 30. For example: iedMkrs=[]; _mkrID=format["m %1",getPosATL _ied]; _mkr=createMarker[_mkrID,getPosATL _ied]; _mkr setMarkerShape "ICON";_mkr setMarkerType "mil_dot"; _mkr setMarkerBrush "Solid";_mkr setMarkerAlpha 1; _mkr setMarkerColor "ColorEast"; iedMkrs set[count iedMkrs,_mkr]; Done! DOWNLOAD LINK (Google Drive) DOWNLOAD LINK (Armaholic) v0.1 (Feb 16, 2017) Change-Log: (2017.16.2) Initial release
  3. You can optimize the unassigning and removal of an assigned item by using the unlinkItem command. For example: _soldier unlinkItem "NVGoggles_tna_F"; Will unassign and remove the item. linkItem will add/assign the item.
  4. Breaking News: It is very likely there will NOT be an update at the end of this month, but some time afterwards. This is due to several catastrophic/tragic events that have occurred in my life this month and it is forcing me into a position that must prioritize those issues first. Because of the severity of the problems that I'm dealing with, this will likely effect my YouTube channel's activity until the problems are resolved. I will eventually return in full-swing again and a much more serious take on scripting, my mission, and YouTube. For now, I need to deal with life. I'm sure you guys understand. I apologize for the inconvenience.
  5. Yes, it'll be in the next version of the mission. You can call it in the randOP4.sqf where the civilian stuff is handled and/or in the COScore.sqf after the createUnit[] line.
  6. Add this to your dedicated server's init: -autoInit
  7. Put this in the init.sqf of your mission at the top line: if(isClass(configFile>>"CfgPatches">>"task_force_radio"))then{endMission "END2";};
  8. I've never worked with saving/loading support in any scripts or missions yet, so I honestly have no idea. In my very limited experience with that kind of stuff, scripts don't always like to initialize at all after a save is loaded. Not saying it's impossible to fix, I've just never dealt with that sort of stuff yet. I'll look into it and see if I can add the support in the next update or at least get started with it.
  9. What I'm curious about is why you're trying to use this in singleplayer. Also, the eventHandler should be persistent and not get lost when you respawn. @in005Either your mission's "Description.ext" file or the Exile mod modify what remoteExec commands are allowed and is blocking the radio script from working.
  10. After the line in the engima civs script which creates the unit, I add the eventHandler to the unit.
  11. Ohhhh wow, didn't even realize it was hyperlinked in the first place. Thanks for the heads up.
  12. ULTRA rare pepe. Very nice pepe. Will there be any more additions or changes to civilians? Such as the dementors (female civs from A2) and maybe even face/beard additions from A2?
  13. Really? That's odd. This is the link from the OP. Does it take you to the 1i or 1J version?
  14. That's because 1J is the latest released version. I have no idea how to update the mission on Armaholic, so that might be why there's some confusion about versions. The Google Drive link should be up-to-date.
  15. The animations were added in the Apex expansion, I believe. Probably part of the new campaign, which I've STILL never even started lol. I think BI is very slowly-but-surely improving the animations in the game and how they function and these might be on the side until they add it as a base action. Who knows. Then again, they've had animations for stuff like mounting/dismounting weapon attachments in the game forever and never did anything with them. Some day? Maybe? Sorry about the script not being perfectly efficient. I'll update it some other time to be a little better, but for the time being it works fine enough as is.