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SirloinSandvich
เข้าร่วมเมื่อ 25 ม.ค. 2010
วีดีโอ
S.O.G. Prairie Fire - Tunnel Module Tutorial
มุมมอง 3.8K3 ปีที่แล้ว
A basic tutorial covering the Tunnel module from the SOG Prairie Fire CDLC.
S.O.G. Prairie Fire - Whitelisted Arsenal Tutorial
มุมมอง 4K3 ปีที่แล้ว
A basic tutorial covering the Whitelisted Arsenal module from the S.O.G. Prairie Fire CDLC. Code to enable virtual arsenal on any box: ["AmmoboxInit", [this, true]] spawn BIS_fnc_arsenal; For more information on the Virtual Ammobox function, see here: community.bistudio.com/wiki/Arma_3:_Arsenal
S.O.G. Prairie Fire - Radio Support Module Tutorial
มุมมอง 11K3 ปีที่แล้ว
A basic tutorial covering the Radio Support module from the S.O.G. Prairie Fire CDLC. This covers the basic use and configuration of the module.
S.O.G. Prairie Fire - Advanced Logistics Module Tutorial
มุมมอง 3.9K3 ปีที่แล้ว
A basic tutorial covering the Advanced Logistics Module from S.O.G. Prairie Fire. This module is very easy to set up but requires a little work outside the game. Here is a link to the documentation on this module. wiki.sogpf.com/index.php/Advanced_Logistics
S.O.G. Prairie Fire - Aircraft Master Arm Module Tutorial
มุมมอง 6K3 ปีที่แล้ว
A basic tutorial covering the Aircraft Master Arm module from the S.O.G. Prairie Fire CDLC. This module allows pilots to rearm and repurpose their aircraft mid-mission. You can find more information about this module on the S.O.G. Prairie Fire wiki here: wiki.sogpf.com/index.php/Aircraft_Master_Arm_Module
S.O.G. Prairie Fire - Cinematic Modules Tutorial
มุมมอง 4.3K3 ปีที่แล้ว
A basic tutorial covering the new cinematic modules from the SOG Prairie Fire CDLC. This tutorial is a little longer, so I've broken it up into chapters. Setup sections show the module setup and explanations while the test sections show the actual cinematic. 0:00 Intro 0:44 Base Module & Shot 1 Setup 2:11 Camera Settings Overview 5:17 Shot Order Explanation & Shot 2 Setup 7:09 Shot 1 & 2 Test 7...
S.O.G. Prairie Fire - Onslaught Modules Tutorial
มุมมอง 12K3 ปีที่แล้ว
A basic tutorial covering the onslaught modules from the SOG Prairie Fire CDLC. No mods were used in this tutorial video. Thanks to Steam user Spidy for the script to automatically add units to Zeus!
S.O.G. Prairie Fire - Random Sites Tutorial
มุมมอง 7K3 ปีที่แล้ว
A basic tutorial to show the new Random Sites Modules from the S.O.G. Prairie Fire CDLC for Arma 3. These modules are useful for creating dynamic missions with custom camps to add replayability. Mods used: CBA_A3 and Zeus Enhanced were used to show the behavior of the modules. This tutorial will work with vanilla Prairie Fire. 0:00 Intro 1:14 Random Site Setup 2:48 Notes on Vehicles 4:00 Site S...
S.O.G. Prairie Fire - Tracker Module Tutorial
มุมมอง 10K3 ปีที่แล้ว
A basic tutorial to show the new Tracker Modules from the S.O.G. Prairie Fire CDLC for Arma 3. Mods used: CBA_A3 and Zeus Enhanced were used to show the behavior of the modules and the AI once they are spawned. This tutorial will work with vanilla Prairie Fire. 0:00 Intro 0:30 Tracker Area setup 4:27 Tracker Group Reinforcement setup
Fighting Retreat
มุมมอง 4127 ปีที่แล้ว
Bourbon Warfare coop mission. Alpha fights their way out of a hot AO. Really hot.
Last Words
มุมมอง 2537 ปีที่แล้ว
Arma 3 Coop with Bourbon Warfare. My last few moments as an AT Rifleman.
Effective Fire
มุมมอง 5949 ปีที่แล้ว
Wimmisky and I engage enemies at long range in a coop mission on Helvantis. This is what a coordinated AR pair can do. Bourbon Warfare Coop Island - Helvantis Role - Autorifleman Intro Music: Paralells by Tremah soundcloud.com/tremah-1/paralells
"What's that sound?"
มุมมอง 2579 ปีที่แล้ว
A US motorized company sweeps an area for Russian invaders. Things get a little exciting.
Doesn't work.
Can you do a video on the advance revive module?
any more details how to use the "Run" condition init field?
Can the display name of each supporting asset be change or are they fixed?
This works brilliantly when playing on a local server, but the option to call in the support module sadly disappears when I put this on a dedicated server.
very good video and explanation but one thing I do not like is no matter how much you decimate the NVA/VC they keep spawning bad guys like some zombie infestation. Last night I had my whole platoon get lit up and they obviously went into avalanche mode because I had endless squads coming at me at all directions and no matter how much I decimated them, they kept coming. There should be a limit to the spawning depending on the enemies losses. It gets ridiculous. I can understand a small recon team being overwhelmed but the NVA were not invincible and in most battles they had to retreat after heavy losses, that should be modeled in the Sog module as well. Moral should play a huge factor here.
very much appreciated man, thanks for this! :) One question, would it be possible to make the camera just slew when it changes target on another shot? Like, I've set 3 shots, 1 with each different target but everytime the new shot starts it won't just slew to new position but it will just "cut" it off and start from the new position without the camera actually moving ... with normal script instead you can make it slew while changing target by writing "sleep" on sqf file.
This may be 3 years too late of a question but can you use the Show hide on this if you wanted to make it go away halfway through the level or Appear halfway through
is it normal that this modules work ONLY when you're on foot and within the circle? I wanted to create a mission where i am the CAS to support some AI defending a zone but, the tracker module is not activated until "i step in", but literally, on foot. even if i fly in the zone, it's not activated. is there a way to make those modules activate on other parameters then "me walking-in" ?
Nice Tutorial, But how can i stop the music when the cinematic is done? thanks!
Krayt's aren't allowed in Battletech ;)
It's too late, we have people everywhere.
Still can`t change side of spawning units? I wanted to change to independet.
This is an awesome feature. Can I use this to fly in the players and debark from the landed heli?
right click, log, log position to clipboard. Someone it's not copy anything at all. when i do ctrl+v nothing is pasted. any idea?
found the problem - I was using a Mac :) somehow it didn't copy/paste at all... i now have a windows and it works.
This is not what i needed. Were are the default entrances from the game?
nothing happens whenever I try to edit an ext file. Makes me so sad. Just nothing... :/ I want to play with these options so bad
Do you know if it’s possible to change the units that spawn from the tracker module? like make gm units spawn or so
All I get is an error saying no tunnels found within 75m of position even though I did exactly what you did
I dont see the tunnel entrance, I have the dlc
I have never actually used any of these assets since I've pretty much only used ACE for medical... However kinda want to take a small break from it. could you explain how to use the Advanced Revive thing that came with prairie fire?
Is there a way to enter a tunnel with AI, e.g. a tunnel rat squad?
Dude there is a bath bomb video in your arma tutorials playlist lmao
Is there an existing template that would whitelist ACE medical items in the SOGPF arsenal? Or how would I go to create a custom template?
how to increase the time of illumination of the beacon?
How to use the module for the OPFOR side. For example, US soldiers to be trackers if I am Viet Cong faction?
Hey man it has been a long time since youve uploaded, but even now i still use these tutorials. thanks for uploading these. these are the best tutorials for the DLC, and ive come back to these since it dropped.
Fantastic module, I used for my project and it's very good to have sometime a base attack!!! Do you think we can change in Taliban Opfor for example with run condition?
mine doesnt spawn any units down? is there something I've done wrong?
Thanks a lot, man!
what do you use to open/edit the "description.ext" file?
Any idea on how to limit the amount of units spawned? It seems to just spawn unlimited for me.
+1
It looks like maybe a new option appears, at least with helos. "TRANSFER" is to the left of "REARM". Any ideas what this does?
🍆🆔🦴
Thank you for the great video, Sirloin. I have some intel for anyone curious. I was playing around with the Radio Support module and found that, without having an existent Description.ext, you CAN use the Transport and Resupply requests. They're fully functional, no strings attached. What is odd is that there is no documentation as to how you can code them into the default config from the SOGPF wiki. Using their default code will eliminate the Resupply/Transport options, hence what other commenters are running across and asking for help. I'm under the impression that you can probably just add new class, e.g. "class transport" and build the code similiar to the plane and artillery sections, but I've yet to have success. I'm not an experienced coder by any means. Hope this helps someone.
This works except it blocks radios (PRC-77), I cannot figure out why
Everything works except it cannot load any kind of bombs. No other mods used just the Prairie fire DLC.
Great tutorial! Could you make a video explaining the newly added resupply drop and transport options?
хуйня
I want you to show me in a video how, in the editor, I direct soldiers to evacuate a house using CQB style, quick intervention .... the system of house evacuation and search
can you make a video about the m113 ACAV because there are back m60 and ai doesnt want to shoot this and if you know how to make them shoot it?
Any idea how to get that dope intro text that the default missions have? The typewriter style.
Say if there was a base, and it was protected by trackers. Is there a way for trackers to "stop" spawning once the players have taken over the base?
In the ext file, i deleted all of the air assets because I just want arty, but the air support is still showing and available in the radio support during game…. Any idea whats going on?
Make sure you're using something like Visual Studios, otherwise, you gotta be really really careful you didn't accidently delete one of the { } brackets. Had that issue many times, it'll completely nullify changes you made and default to using the full Radio Support options without the changes you're making.
Omg you are GOD of SOG missions. I use from your advices RadioSupport module to finally call napalm! At enemy positions :D
How the hell did you get the Add Editable Objects module to work? I can't seem to get it to work, even if I place it down, synch it, and add all the appropriate names for the Zeus.
The init code isn't working for me any reason why that you can think of. I've checked everything and the steps weren't hard. So I'm at a loss.
Can this be done on a dedicated server?
Can i spawn vehicles and tanks? I writte some of into the init but didnt see any
Hey there, any idea how to respawn with loadouts. I'm using Ace.
Did you ever get an update on triggering shots? Thanks for the video. 😊
Are you using the Zeus Enhanced when you demo the module?