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10 GoodAbout Madmunchkin
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core_pfieldgroups_3
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AI Artillery - Only fire at command
Madmunchkin replied to Madmunchkin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome! Works perfectly. Thank you so much! :) -
AI Artillery - Only fire at command
Madmunchkin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I want my AI artillery only fire at my command. I have a base in Camp Maxwell with Sholef and Seara artillery support in it and a mission to clear LZConnor nearby in line of sight to Camp Maxwell. Every time I want to do this mission my artillery is auto attacking every unit that gets spotted by me or by themselve. At the moment I solved that problem using this setcaptive true; at every OPFOR soldier at LZConnor but this causes my mission is set instantly to succeeded when entering the map cause my trigger that is set to "OPFOR is present" doesn't realize the OPFOR units in this area as OPFOR anymore. I know I can solve this using !alive command but this would be a lot of work because i used the militarize script of the AI Spawn Script Pack to occupy LZConnor and some position nearby. I don't know the class names of the units this script randomly inserts at this positions for the !alive command at my trigger. So the easiest way to solve this problem would be to set my artillery to "only fire at command". This is what I've tried until now: this setcombatmode Using this, the only way to stop the AI from auto attack is "BLUE" but this prevents the AI from fireing even when I call for artillery support. this setbehaviour Tried everything but they are still auto attacking the enemy. this setskill Decreased their range of sight but they are still attacking if I spot an enemy or the enemy is shooting at their direction approximately. this disableAI "AUTOTARGET"; this disableAI "TARGET"; this disableAI "FSM" Doesn't seem to work, too. -
AI Patrol inside inserted Building
Madmunchkin replied to Madmunchkin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for this information. I will have a look at the upsmon script. Thank you very much! :) -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
Madmunchkin replied to SaOk's topic in ARMA 3 - USER MISSIONS
Hello again, after disabling the automatic restart of our server the game keeps resetting everything after a while. Here our server log: I have no idea what's the reason for this resets. I thought the problem is solved after erasing the time based restart of our server. -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
Madmunchkin replied to SaOk's topic in ARMA 3 - USER MISSIONS
May you specify your meaning with "keep the parameter from the saved progress to load?" Yes, and I know it's possible that the OPFOR AI taken over some captured locations during night when noone was on the server, but for example we captured a factory and placed a bunker with MG in a small room with door and closed that door and after one day this factory and all other captured locations were lost. Maybe the AI taken over some locations but that MG position at the factory? I don't know if the AI is able to destroy a bunker with a heavy MG at such a position. Another positions was guarded by a static tank, AA, heavy MG and some guards and it was lost, too. Also not only one task was left, all replaced with new tasks. *edit* Load progress is set to 1. Maybe we have to change minPlayers = 1; to minPlayers = 0;? I think this is the command that tells the game to create a savegame file called saoksave.sqf, right? I can't find a file called like that at our server. Will this file created directly in the /arma3/mpmissions/ folder of our server or somewhere else? *edit2* I think i got it. There was a time based auto restart at our server and I disabled it. Also set minPlayers to 0 to see what happens. An answer to my previous edits would be nice. Thanks SaOk :) -
AI Patrol inside inserted Building
Madmunchkin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I have a problem that kept me up last nights. I want an AI unit to patrol specific positions of a building inserted via GID Positioning System or editor upgrades (such as CJTF101 Editor Mod). The problem is that buildings inserted by player don't have a static ID and have no buildingpos options in the waypoint menu like at preplaced buildings, so I can't just place waypoints at this building and tell them "move from buildingpos 1 to buildingpos 3" via the dropdown menu at the waypoints section. I have to do this via init line or script but I have no idea how and google seems to have less information about my problem. Or maybe I just have no clue what to search at. I told an AA-Soldier to move in my building (Military Cargo Tower 1 named as building1) using this setpos (building1 buildingpos 13);. Now I want him to patrol at the top of that building from his spawn location buildingpos 13 to buildingpos 14 of building1 and so on with having the option to tell him in "SAFE" Mode, waiting time, fire at sight etc.. I set up the tower using CJTF101 Editor Mod, so I have the option to edit the towers init line as well. I hope finding some help here. Thank you! -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
Madmunchkin replied to SaOk's topic in ARMA 3 - USER MISSIONS
Hello, we are running Whole Lotta Altis 8 Player COOP at our server and edited the mission.bpo to adjust the mission parameters (such as AI Artillery Disabled etc.) and it seems to work for a while. Persist game is set to 1 in the server.cfg but after logging in the next day the parameters are set to default and the whole map was reset and all mission progress got lost. Autosave is on and before leaving the server we save manually again. After each safe the game responds "save successful". I don't know why the server resets the progress each time, so I hope someone can help us. Thanks!