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Everything posted by reggaeman007jah
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Love this map...
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Some multi-heli unit capture fun...
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Unit Capture for Multiple Helis
reggaeman007jah replied to reggaeman007jah's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok .. figured it out .. had done something stupid :) -
Unit Capture for Multiple Helis
reggaeman007jah posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi everyone, I have just unlocked the power of Unit Capture in A3, and wow, it is so much fun. It's great for cut scenes, mini-missions as well as setting targets to become a better pilot. All good :) One thing I need help with, I just can't seem to figure this out... What is the process (in simple steps for my addled mind), to record and play back multiple heli paths? I want to set up some simple multi-chopper insertions, and am trying to get two LBs drop off some troops in a clearing. I can get one heli captured, and can record the path of the second heli... But what do I do next? To clarify, I have Radio Alpha for path and fire data capture, and Radio Bravo for execution of the path, which is held in an sqf file in the mission folder. Any help would be amazing, thanks all :) -
Having some fun with unit capture, in Bornholm :)
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Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
More fun, this time with the lightsout script, and a flare script I cobbled together that pops flares in advance of the player from time to time... Gonna work on a unitcapture extraction next... once I can fight my way through that pinchpoint :D -
AI command to launch flare
reggaeman007jah replied to vostov's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@mamasan8 - thanks for this, Banjo does good vids, I have learned something here :) @R3vo - thank you so much, I will give that a go tonight mate. Really appreciated :) -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is utterly terrifying. Seriously. -
AI command to launch flare
reggaeman007jah replied to vostov's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am following this thread with interest, as I have some plans to use what little knowledge I have to set up radio triggers that activate flares, well, arrays of flares in the sky. Radio alpha for a corridor of flares 3 across, and 5 in front of me (for when advancing)... radio bravo for a cluster directly above my head (for when defending positions etc). I can do this easy enough manually I think, but all the flares drop down together in total formation... looks a bit naff really. I know how to change the xyz values for position and velocity, but i dont want to change each one manually. So my question ... how can i (or can I) randomise (within a set range) the xyz values for position and for velocity? Thanks RM ##~~EDIT~~## The above ^^ might be a bit of a ramble, so this is what I'm on about. I can figure out how to activate flares, using a radio trigger set to 20-second intervals. What would be great is knowing how to randomise the x y and z coordinates so that the flares drop all around you :) I know this isn't specifically related to the OP question, so apologies for changing the direction of the thread slightly. -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cant wait to test out the spawner module.. what a great idea. Keep up the good work!! :) -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sanchez - Nice one mate.. gonna be googling tonight ;) thanks for the advice -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Testing out a single player mission... Such a fun mod :) -
I am hoping for some advice on how i can turn off all power/lights on a map.. to simulate a total power outage. Is it simply a case of adding the right line of code to the mission file, or is there more to it than that? Is it even possible to shut off power across a map?
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Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sanchez, Ryan, a couple of questions for you guys, or anyone else who has answers :) Is there a way to sync waypoints with spawners? So when zoms are spawned they instantly follow a waypoint instruction like 'move'. Is it possible to generate units from a trigger? So they don't exist and wander around until the trigger is activated. Is it possible to link spawn logic to a player's position, so that zoms are always spawned around the player? Any guidance would be really appreciated :) [reason for edit: original post was far too long and boring] Cheers guys -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ryan, I'm a big fan of this mod, it is really accessible to inexperienced players like myself, and opens up so many cool mission ideas. I have a question.. Obviously walkers walk, and runners run. But, is it possible to have all zeds start off walking, then break into whatever their allocated speed is (medium, fast etc) only run when they see a target (i.e. dinner)? Cheers -
ai command dlc C2 -Command And Control
reggaeman007jah replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm also hoping for that toggle button to open up the tablet map view a bit 8D -
ARMA 3 Addon Request Thread
reggaeman007jah replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello chaps.. I have been looking for a mod that improves on the standard illumination provided by 40mm flares, for night games (wthout NV). The standard flares burn out too quickly and dont give enough light into and around the area. How hard would it be to create a mod to beef up these assets? -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha yeah.. health was modified :) i find the demon 'speed' best suits the style of z i am looking for, but a lower health makes it a bit more managable. I am creating extra athmosphere by binning the nv, and using torches and emergency flares for illumination. I am on the hunt for another mod that keeps flares alive for longer (similar to WP flares used in vietnam). I dont think i am ready for spider zombies hahaha -
ai command dlc C2 -Command And Control
reggaeman007jah replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sweet, thanks man, this keeps getting better and better. Being able to define view direction will be great too, especially when holding off hoards of zombies in a field (while waiting for heli extraction). -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Top man, much obliged :) gonna test it tonight Cheers -
Zombies & Demons 5.0
reggaeman007jah replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am having loads of fun with this Ryan, thank you for creating and developing this. I have some observations and user requests that i will post up at some point soon. Until then.. just one question... Can you or anyone point me towards a good torch mod that enables a much further reaching beam of light that the vanilla torch. I have been scaring the $#!€ out of myself setting demon spawns in the forests of bornholm, with just a rifle and torch. Having decent illumination would make that mission pretty damn amazing :) -
GPS Guided Artillery Shell - How to use?
reggaeman007jah replied to lawman_actual's topic in ARMA 3 - QUESTIONS & ANSWERS
I did some experiments with arty, and I 'think' guided = heat seeking. So if you mark a vehicle on the map, then go into the arty computer and send a guided shell to that point on the map (I assume you can still see map markers in the arty map), it should hit the vehicle. It gets a bit haywire when there are burning wrecks in its vicinity though i think. -
ai command dlc C2 -Command And Control
reggaeman007jah replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm loving the Toughpad interface. Especially for heli command. I have a question though - I'm sure it's user error but.. When you have a heli on the ground (eg. landed after giving it a 'pickup' waypoint), and you board as a passenger, are you able to set new directions and waypoints via the tablet mode, say while sitting on an MH-9 bench? I can't seem to make that happen. Am I doing something wrong? As a passenger, I can select the heli page, and then the unit itself in the tablet, but cannot get any new waypoints to appear on the map. Seems to work flawlessly up to that point, so is there another setting I need to hit? -
Hi, Having just seen dyslexi's latest MELB video, I am in love with Celle 2 (I've not seen Celle 1, I'm sure it is nice enough). Obviously this is an A2 map, but does anyone know if this has been re-done (ported?) for Arma 3. Dislexi's video states Arma 3, but i cant seem to find it anywhere on armaholic. If anyone can point me in the right direction i would be supremely grateful 8D
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Thanks lads, I really appreciate the help.. I am quite new to the mod world. My plan for this weekend ... MELB insertions into zombie infested woods in Celle. Heavy fog and rain, and someone left the NV gear back at base 8D torches and silencers in effect