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Everything posted by scottb613
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Hi Folks, WOW - it's a good time to be "in country"... As a SP - I salute you. Thank you! Regards, Scott
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JBOY Boat Waypoints script
scottb613 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Johnny, Thanks so much for the very rapid response. Yeah - I was always a fan of "Unsung" but the "SOG" is like "Unsung" on steroids. Yeah - no quotes. I delved deeper in your mission example - I found an instance where you defined the "Activation" as follows which differs from above: call{[vehicle this] spawn JBOY_boatMoveWaypoints;} ...which seems to work. I did copy your directory and your "init.sqf" from your examples to a new mission. I'm trying to setup the SOG PBR to come flying down the river - pull into shore with the nose on the beach - load a squad of SEALS - then reverse and charge up the river. Your typical INFIL/EXFIL via PBR - ala - Apocalypse Now style. I'm getting some weird results. When in reverse for more than a very brief period - the PBR sinks stern first very rapidly. Also - when I initially tried the beach thing with four waypoints - the reverse worked - then I added around ten more waypoints to the end to navigate the river without changing my initial four - the reverse no longer works and the boat attempt to charge up on the beach forward. If you go too far up on the beach the PBR crew bails - perhaps that's by design. I should probably unload all my mods but the SOG required for testing. I'll play with this some more. Regards, Scott -
JBOY Boat Waypoints script
scottb613 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, Been MIA for a bit - the SOG sucked me back in. I came across this sorely needed boat script and it looks fantastic. Quick Question: I tried putting "_n = [vehicle this] spawn JBOY_boatMoveWaypoints;" in the first waypoint activation field as described. it comes back with a "missing ;" error. It's been a while - - - what am I doing wrong? I looked at the demo mission - and - the first waypoints did not have the calls to the scripts mentioned above. Thanks. Regards, Scott -
Hi Folks, Worked these a while back - they seem to run pretty well - been enjoying them with SOG now. This was my meager attempt to simplify the process of making Helicopter Air Assault Missions - as they are my favorite. Once familiar - it should only take around 10 minutes to setup a full-blown Air Assault on any Map with any Mod. Script Design Criteria: Use with any Mods - simply name the aircraft and squad [variables] appropriately in the Mission Editor. Use just a few simple [Markers] to control the entire mission - instead of a massive number of waypoints for each object - with defined naming in the Mission Editor. Fully automated transports and gunships. More realistic startup and takeoff. Deviate the aircraft positions from flight path to make them more realistic - automatically. Low level sea skimming approaches. Control Ingress Path to minimize loss. Minimize the absolute massive altitude excursions when flaring for the LZ. Make an LZ anywhere there is a patch of clear ground. Control Egress Path to minimize loss. Up to (4) Squads in any given aircraft as long as there is seat capacity. Supports (1-3) Gunships providing automatic fire support for the troops as they hit the LZ. Supports (1-4) Slicks with (1-4) Squads on each aircraft. Demonstration Mission: There are (3) custom scripts and I've included a simple "vanilla" ALiVE mission to demonstrate the scripts. Simply install the folder into your "missions" folder and launch. I've only tested with SP as I know nothing about MP. Required Mods: CBA ALiVE Included Custom Scripts: LAUNCHslicks.sqf LAUNCHguns.sqf RTBguns.sqf DOWNLOAD MISSION HERE: Mission Demonstration Download from MEGA The scripts are linked to Radio Call Triggers. Give ALiVE about a minute to stabilize after launching mission - then simply execute [Radio Call Bravo Trigger] to start loading the slicks. You will need to order your squad and yourself into the adjacent aircraft "slick1" manually. Around 40 seconds later execute [Radio Call Alpha Trigger] to launch the gunships. Once your slick lands - you will need to order your squad out manually. Mission Note: The timings can be a little sensitive with ALiVE as I don't think your real gunships can combat virtualized troops until you get close enough to make them real. The 40 seconds I suggest between Trigger Bravo and Trigger Alpha seems to work well. Known Issues: If the troops go into combat mode before loading - it seems to break the scripts. Single Player only. Script Use in Your Own Missions: Mission Mods to use in your own missions - simply copy the (3) scripts to your new mission - you don't need to edit the scripts: All setup work can be done in the Mission Editor. Transports [Variable Name: as defined below - example "slick1"] Troop Squads [Variable Name: as defined below - example "chalk11"] Gunship [Variable Name: as defined below - example "guns1"] Posit Marker [Center of gunships attack runs - example "posit"] Inbound Markers [Flight path inbound (1-4) Markers - example "inb1"] Landing Pad Marker [example "lz1"] Outbound Markers [Flight Path Outbound (1-4) Markers - example "out1"] Troop Movement Markers [Troop Destination - example "ck1"] In the example mission - all the Markers in "Red" control the mission. Tested with VANILLA,3CB_BAF, CUP, RHS, UNSUNG, SOG. If you want to see what the script is actually doing - set the "_debug = 1;" in the beginning of each script. Public Domain: Feel free to use, modify, and distribute my scripts as you see fit. //============================// // SLICKS - SCO Launch Script // //============================// // Author: scottb613 // File: LAUNCHslicks.sqf // Note: Only tested in Single Player. // Given: (1) to (4) helicopters [slickx] preloaded with crew - units named below. // Given: (1) to (4) infantry squads [chalkxx] per helicopter [slickx] - units named below. // Given: Multiple infantry squads [chalkxx] will be loaded as cargo into helicopter [slickx] with respect to number. // Given: (1) infantry squad [chalkxx] must exist per helicopter [slickx] used. // Given: User must insure helicopters have adequate capacity to lift assigned chalks. // Given: An LZ marker [lzx] must exist for each respective helicopter [slickx] used - markers named below. // Given: Helicopters will autonomously assault LZ creating defined helipads - drop troops - RTB to home helipads. // Given: User can define manual flight path with up to four inbound markers [inb1-inb4] if desired - else direct to [lzx]. // Given: User can define manual flight path with up to four outbound markers [out1-out4] if desired - else direct to base. // Given: For best results - inbound/outbound markers should be a min of 2000 meters from launch/landing positions. // Given: Even though helicopters are individual units - they will maintain a diamond like formation along flight path. // Given: Offloaded chalks will move to respective markers [ck1-ck4] defined in combat "RED" mode - else defend [lzx]. // Given: Once chalks reach final waypoint - intended for "High Command" or similiar to manage their actions. // Given: Intended use - fired by radio trigger. // Given: If [debug] is enabled - writes log entries to windows clipboard and places markers on waypoints. // Named Asset: [OPT] ("s1" -player unit) // Named Asset: ("slick1" -slick helo) ("slick2" -slick helo) ("slick3" -slick helo) ("slick4" -slick helo) // Named Asset: ("chalk11" -inf squad) ("chalk12" -inf squad) ("chalk13" -inf squad) ("chalk14" -inf squad) -> load to slick1 // Named Asset: ("chalk21" -inf squad) ("chalk22" -inf squad) ("chalk23" -inf squad) ("chalk24" -inf squad) -> load to slick2 // Named Asset: ("chalk31" -inf squad) ("chalk32" -inf squad) ("chalk33" -inf squad) ("chalk34" -inf squad) -> load to slick3 // Named Asset: ("chalk41" -inf squad) ("chalk42" -inf squad) ("chalk43" -inf squad) ("chalk44" -inf squad) -> load to slick4 // Named Marker: ("lz1" -lz pad marker) ("lz2" -lz pad marker) ("lz3" -lz pad marker) ("lz4" -lz pad marker) // Named Marker: [OPT] ("ck1" -final posit chalk11-14) ("ck2" -final posit chalk21-24) // Named Marker: [OPT] ("ck3" -final posit chalk31-34) ("ck4" -final posit chalk41-44) // Named Marker: [OPT] ("inb1" -inbound marker) ("inb2" -inbound marker) ("inb3" -inbound marker) ("inb4" -inbound marker) // Named Marker: [OPT] ("out1" -outbound marker) ("out2" -outbound marker) ("out3" -outbound marker) ("out4" -outbound marker) // Example: Flight Path - [(slick1 start point) -> inb1 -> inb2 -> inb3 -> inb4 -> Lz1 -> out1 -> out2 -> (slick1 start point)]. // Example: Troop Loading - [chalk11 chalk12 chalk13 will load into slick1] [chalk21 chalk22 will load into slick2]. // Example: Troop Movement - [chalk11 chalk12 will move to marker ck1] [chalk21 chalk22 chalk23 will move to marker ck2]. //==============================// // GUNSHIPS - SCO Launch Script // //==============================// // Author: scottb613 // File: LAUNCHguns.sqf // Companion To: RTBguns.sqf // Note: Only tested in single player. // Given: (1) to (4) loaded gunships ready for launch on the ground - named as listed in assets. // Given: If "posit" marker exists - use as initial point for SAD - if not - will use player "s1" position. // Given: User can define manual path with up to four inbound markers "inb1-inb4" if desired - else direct to posit. // Given: Intended use - fired by radio trigger. // Named Asset: ("s1" -player unit) // Named Asset: ("guns1" -gunship helo) ("guns2" -gunship helo) ("guns3" -gunship helo) // Named Marker: ("posit" -initial target marker) // Named Marker: [OPT] ("inb1" -inbound marker) ("inb2" -inbound marker) ("inb3" -inbound marker) ("inb4" -inbound marker) Regards, Scott
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modules MGI Advanced Modules
scottb613 replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Pierre, Perhaps it’s just an issue on my end. I am on the public beta of the latest version of ARMA - I did have ACE No Medical loaded. I placed your HALO Module down then synched it to the Player Group Leader of the squad - I’m strictly SP. The units don’t have any parachutes loaded. I started the test mission - then selected both Solo and Group jump with the aforementioned results. Hope this helps. Thanks for your interest. Regards, Scott -
ALiVE SOG Prairie Fire Compositions - Classnames?
scottb613 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, Familiar with setting up ALiVE - I have the aforementioned MOD listed in the title - loaded - where is the list of actual CLASSNAMES or FACTION NAMES to use with this mod and plugin to the ALiVE modules? Thanks. Regards, Scott -
ALiVE SOG Prairie Fire Compositions - Classnames?
scottb613 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, Thanks so much. Sorry - I misunderstood the compositions thinking it was FACTIONS - there wasn’t much of a description on the Steam page and some of the comments were alluding to FACTIONS. I’m eagerly looking forward to trying this - been MIA for a number of years but I’ve always loved ALiVE. The SOG DLC pulled me back in. Regards, Scott -
modules MGI Advanced Modules
scottb613 replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, Playing with this today with SOG - FYI - the HALO Jump Module seems broken - when I jump solo I get two chutes one on me and one empty chute like 20 meters away. When I jump with my squad I die whenever I open my chute - I think there is still another empty chute present. Thanks for all you do! Regards, Scott -
ALiVE SOG Prairie Fire Compositions - Classnames?
scottb613 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, I must be doing something wrong - I don't see any indication where "ALiVE SOG Prairie Fire Compositions" changes anything. I plug in the FACTION names into the ALiVE modules - just as I always do - and all I get are vanilla assets. I know ALiVE requires something special - as FACTIONS always need to be made compatible to work with ALiVE. Nothing new is on the ALiVE WIKI regarding SOG. I don't think the pages are kept up to date any longer. ALiVE Supported Factions SOG Civilians: "C_VIET" SOG VC: "O_VC" SOG MACV: "B_MACV" Any ideas? Thanks. Regards, Scott -
ALiVE SOG Prairie Fire Compositions - Classnames?
scottb613 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, Thanks for the response. Regards, Scott -
Hi Folks, My mission/scripting question for this week - spent a few hours trying to get something that works - not much luck so far... So has anyone managed to get some form of AI Boat Beach Insertion working ??? Ideally - I'd like the boat to come charging up to the beach - until the bow contacts the beach - unload me and my AI Squad - then backup and peel away... LOL - like THAT's ever going to happen... Seems like the boat path finding is very bad - anytime it gets close to shore - it just stops an unrealistic distance away... I've tried just paralleling in at a shallow angle - same difference... I made sure the WP completion radius was very small - no joy... If I drive the boat into the beach myself - then script for AI to take over as driver and add a waypoint - the AI isn't even capable of backing up to go back to sea... I can script at an intermediate level if needed and would welcome anyone's insights that may have worked something similar... Thanks... Regards, Scott
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Hi Folks, I'm setting up a new build with Arma 3 and since I'm testing - I'm trying to use a Logitech F310 game pad as the controls. Eventually - I'll get my full HOTAS moved over from my old box which I've used for years with tons of custom mappings. I see the Logitech F310 in the control setup and it's enabled - but apparently it has a "canned" map and I can't seem to change them in the settings ? Is this the case or am I missing something ? Thanks... Regards, Scott
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Hi Folks, Wow - I like missions with a back story - looks like you've gone the extra mile for sure - thanks for the efforts - I won't be home to try this for a while but I will when I do... Regards, Scott
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
scottb613 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi... Thanks for the info - wow - looks like artistic photographic landscape shots - incredible - really... Best of luck... Bravo Zulu... Regards, Scott -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
scottb613 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi... Roger that - thanks so much - I thought I was missing something... Regards, Scott -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
scottb613 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Folks, Been AWOL for a while - I've seen it mentioned/alluded to here that there were some updates to PKL possibly released ? Is that so - the timestamp on Steam still shows 2017 - if there have been updates since that are available elsewhere - could someone give me a vector ? Some mighty fine looking screenshots there - simply magical... Thanks... Regards, Scott -
ARMA 3: Conflict '85 - A CUP expansion
scottb613 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Folks, Hah - wish their space aliens had a time warp that would magically send them back to 1985... Regards, Scott -
How to apply rearm script to certain units?
scottb613 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi... Haven't been scripting in a while - but "getUnitLoadout" should give you what each unit is carrying and allow for comparisons and replacements... https://community.bistudio.com/wiki/getUnitLoadout Regards, Scott -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
scottb613 replied to Placebo's topic in ARMA 3 - GENERAL
Hi Folks, Yeah - I did the memory upgrade slow vs fast - midlife - on my last box - (2700K @ 4.7 Ghz) - and honestly - it did make a noticeable difference with Arma... The OC is still king of bang for your buck on performance though... I built my new box over the last year and half of gathering parts - mainly due to the massive run on high end video cards by the bitcoin miners - finally brought her online a couple weeks ago... I also tried to keep costs reasonable... Not the latest and greatest - but - she should serve me well... My first CPU delid and it seems well worth the extra effort (7700K's are notoriously "hot" chips) - clocked it at 5 Ghz - haven't seen it exceed 65C during stress tests - thanks Noctua... I'll probably clock it a bit higher... Intel 7700K Kaby Lake @ 5 Ghz | Noctua NH-D15S Premium Dual-Tower CPU Cooler | Gigabyte Z270X-Ultra Gaming Motherboard | EVGA GeForce GTX 1070 Ti SC GAMING ACX 3.0 Black Edition | (32GB) G.SKILL Ripjaws V Series DDR4 SDRAM 3200 (PC4 25600) Desktop Memory | (1) SAMSUNG 970 EVO M.2 2280 1TB SSD | (1) SAMSUNG 860 EVO 1TB SSD | (2) WD Black 2TB HDD | EVGA SuperNOVA 650W Power Supply | Phanteks Enthoo Pro Series Full Tower Computer Case | (4) Noctua NF-A14 PWM Premium Quiet Cooling Case Fan (140mm) | LG 32GK850G-B 32" QHD Gaming Monitor with 144Hz Refresh Rate and NVIDIA G-Sync Regards, Scott -
Community Upgrade Project - CUP
scottb613 replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Folks, First off - looks absolutely fantastic. Two questions: This replaces the old Project OPFOR - correct - I can delete the old one ? Without going through the 215 pages - are their any images for the planned Latin American factions ? Thanks... Note: Just realized I may be in the wrong place - I thought this was the "Community Faction Project" - my apologies if so... Regards, Scott -
ARMA 3: Conflict '85 - A CUP expansion
scottb613 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Folks, Looks fantastic - best of luck - been working on setting up Urgent Fury for years - on and off - using ALiVE's ORBAT and the 1980's uniform mod... This will help a great deal - wish we could get NightIntruder's "Sea Knight (CH-46E)" and "Sea Cobra (AH-1S)" to go with this as well... Regards, Scott -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
scottb613 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Folks, Au contraire - thank you and the team for your relentless perseverance - and generosity sharing with the community... Bravo Zulu ! Regards, Scott Sent from my iPad using Tapatalk -
Arma Series - Back to Roots and Realism
scottb613 replied to goaz's topic in BOHEMIA INTERACTIVE - GENERAL
I’ve used ArmA since II - I’ve never taken more than a cursory look at vanilla - I have absolutely no interest in futuristic imagined warfare with fictional factions... I stick with current day RHS/BAF content - Unsung Vietnam content - and Iron Front/FOW WWII content - and I’ve been more than happy with it... Regards, Scott Sent from my iPad using Tapatalk -
Hi Folks, Just recently came across this - wow - great effort - are these factions ALiVE compatible ? Regards, Scott Sent from my iPad using Tapatalk
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Hi Folks, Working on some Urgent Fury ALiVE ORBAT factions and your uniforms look great - thanks for all the effort - very much appreciated... Regards, Scott Sent from my iPad using Tapatalk
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