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mondkalb

MBG Killhouses (Arma3)

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What type of command or waypoint do you use in the editor to make the AI occupy the building?

Yay!

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Since your a dev, is there a reason these arent included in base ARMA 2, and now ARMA 3? It would be nice for mission makers not to have to require people to search up so many mods and these are worthy content for training and even some fun missions (spent alot of time on Cindercity in ARMA2).

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I have a request:

Is it possible that maybe you can set it so that your walls do not setVectorUp [0,0,1] automatically? It would be nice for it to follow the terrain, and that we can setVectorUp [0,0,1] ourselves. Unless there is a way for me to change it.

Also how do you make it so that all the shutters star opened and not closed?

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I have a request:

Is it possible that maybe you can set it so that your walls do not setVectorUp [0,0,1] automatically? It would be nice for it to follow the terrain, and that we can setVectorUp [0,0,1] ourselves. Unless there is a way for me to change it.

Also how do you make it so that all the shutters star opened and not closed?

http://community.bistudio.com/wiki/animate

			class Shutter01_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter01_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter02_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter02_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter03_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter03_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter04_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter04_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter05_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter05_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter06_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter06_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter07_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter07_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter08_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter08_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter09_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter09_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter10_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter10_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter11_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter11_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter12_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter12_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter13_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter13_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter14_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter14_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter15_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter15_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter16_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter16_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter17_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter17_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter18_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter18_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter19_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter19_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter20_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter20_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter21_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter21_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter22_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter22_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter23_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter23_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter24_L
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter24_R
		{
			animPeriod = 0.5;
			source = "user";
		};
		class Shutter25_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter25_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter26_L
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};
		class Shutter26_R
		{
			animPeriod = 0.5;
			source = "user";
			initPhase = 1;
		};

Not entirely sure which shutter is which, so you'll have to trial-and-error it I guess.

Example from config.cpp:

this animate [""Shutter01_L"",1];this animate [""Shutter01_R"",1];

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What type of command or waypoint do you use in the editor to make the AI occupy the building?

Yay!

I am also curious as to how I can have the AI occupy the building. Especially the warehouse and the large killhouse. Those two are my favorite :D

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Mond, I believe I found a bug.

When objects are placed inside the Warehouse building and have a placement radius set on them, all objects with that radius just get booted out of the building. When objects do not have a placement radius on them and are placed inside the warehouse they're fine.

Moreover, this seems to be happening on any of your buildings that have a roof on top...

Edited by SpectreRSG
Added video link

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Thanks for the Killhouses - really cool for CQB missions. However I cannot find anyway to set the positions of the hostiles inside the buildings - the usual waypoints/position doesn't work (nor does "Get In" suggested above).

Do you have any scripting suggestions for taking advantage of your predefined positions?

One other bug - the AI troopers seem to walk through doors without opening them (though that might be a general Arma3 thing)

Other than that: Thanks again - really cool :)

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One other bug - the AI troopers seem to walk through doors without opening them (though that might be a general Arma3 thing)
As you imagined, that's a general bug...

Yay!

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Hey Mondkalb,

Great work, this looks wery good.

one question: can i alter how much dmg a wall/door needs to take before it gets destroyed? - with the test i just did, i could destroy a wall in the bighouse1 with just a normal rifel.

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I don't think you can do this mate.

Every model's characteristics (angle included) must be configured from the model itself.

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I'm new to editing missions, but I have been picking up a ton from videos and websites. I was able to get the mod downloaded and installed properly without issue. Now my problem is how do i actually place the buildings into a mission? Any help on where to look for answers or a step in the correct direction would be very much appreciated.

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I'm new to editing missions, but I have been picking up a ton from videos and websites. I was able to get the mod downloaded and installed properly without issue. Now my problem is how do i actually place the buildings into a mission? Any help on where to look for answers or a step in the correct direction would be very much appreciated.

Just put a player unit on a map so you can access the "Empty" side, then choose your building from Side/Empty/MBG-Killhouses

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What the launch options for this?
Check the mod descriptio, should be written there...

Yay!

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Well its not.

So if someone could post it that would be helpful thanks.

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Unpacked files into arma3\@MBG_KH folder. Added -mod=@MBG_KH to command line. Placed a soldier on map in editor. Don't have no MBG-Killhouses nowhere. Did I do somerhing wrong? Is it should be in Side: EMPTY/ Class: MBG-Killhouses ?

UPD: Using the latest stable.

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