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scottb613

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Everything posted by scottb613

  1. scottb613

    SOG AI

    Hi Folks, WOW - it's a good time to be "in country"... As a SP - I salute you. Thank you! Regards, Scott
  2. scottb613

    JBOY Boat Waypoints script

    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
  3. scottb613

    JBOY Boat Waypoints script

    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
  4. 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
  5. scottb613

    MGI Advanced Modules

    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
  6. 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
  7. 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
  8. scottb613

    MGI Advanced Modules

    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
  9. 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
  10. Hi Folks, Thanks for the response. Regards, Scott
  11. 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
  12. 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
  13. scottb613

    Out of Africa (Coop/1-10)

    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
  14. Hi... Thanks for the info - wow - looks like artistic photographic landscape shots - incredible - really... Best of luck... Bravo Zulu... Regards, Scott
  15. Hi... Roger that - thanks so much - I thought I was missing something... Regards, Scott
  16. 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
  17. Hi Folks, Hah - wish their space aliens had a time warp that would magically send them back to 1985... Regards, Scott
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. scottb613

    Community Factions Project

    Hi Folks, Just recently came across this - wow - great effort - are these factions ALiVE compatible ? Regards, Scott Sent from my iPad using Tapatalk
  25. scottb613

    US Military Mod

    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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