Ilias38rus
Member-
Content Count
189 -
Joined
-
Last visited
-
Medals
Everything posted by Ilias38rus
-
How to make checking for object in class?
Ilias38rus replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you. -
How to make checking for object in class?
Ilias38rus posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
For example: if (/*cless of object A3_Characters_F_Civil;*/) then {}; or {} for each /*A3_Characters_F_Civil;*/ -
How to make checking for object in class?
Ilias38rus replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I gues, i got it, but here is something wrong: _x isKindOf ["CAManBase", configFile >> "CfgPatches" >> "A3_Characters_F_Civil"]; -
How to make checking for object in class?
Ilias38rus replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know that, but there is a configfile of type's personaly, for classes do not working. -
Do anyone know how to make easier? aobgectiveshq = []; _lvobgectiveshq = 0; { vcpointsw = vcpointsw + 1; while {_lvobgectiveshq == 0;} do { sleep 5; if (alive _x) then {} else { countingwestv = countingwestv - 1; _lvobgectiveshq = 1; }; }; } for each aobgectiveshq; Why he do not understanding: vtwest = 0; vteast = 0; { _lvt = format [vt%1,text "str (side (_x))"]; _lvt = _lvt + 1; } foreach ia; How to make addEventHandler adding for all units + any created after mission start unit? Where executing code in object init in zeus? Do Ai in uav's have something making they different to units? Thanks in advance.
-
I see all of them, n.m. they are not intresting, thanks fot saying.
-
Arma 3: Community wishes & ideas- NO DISCUSSION
Ilias38rus replied to Maio's topic in ARMA 3 - GENERAL
Didn't know where to post it, so if someone will see this and will know, repost it please, i just want the post beeng seen by Bohemia Interactive developers. Here is few my suggestions for improve Arma (Currently Arma 3). The list will be easy and presice. Squad Commanding: New commands: For any unit: Never fire //Mostly because of air. Example: https://forums.bistudio.com/topic/171245-drongos-command-enhancement/ . For infantry: Mark yourself ' By smoke (Colors) By cremlight (Colors) By flare //Underbarrel grenade launcher (Colors) ' //In the list present only what the unit have, maybe same for squad's in Hight Command. For air: ' Fly heigh (Heigh list) //More is better; . Fly around area (Range list) //More is better; Clockware Counterclockware . ' Example: https://forums.bistudio.com/topic/153621-ww-aimenu-complimentary-commands/ . Extisting commands For any unit: Suppresive fire //Order to make suppresive fire on designated area . Example: . Hight command: Ability to change waypoints types on any what the game can provide. Example: https://forums.bistudio.com/topic/171245-drongos-command-enhancement/ . New abilities: https://forums.bistudio.com/topic/145561-vts-simple-gesture-commo-rose/ //(plus i very like how it's working with ai) Autor shood be proud. Interaction with word: Helicopters lifting is added vell, what about ground? ' http://www.armaholic.com/forums.php?m=posts&q=29692 . https://youtu.be/77Bc1JSI3eA//Espesial 1:40-3:20,<- 3:00-3:20 '//If that can be introdused in game with same quality difference like "RAV Lifter" and Arma's 3 lifting ... . Ai Hight command: https://forums.bistudio.com/topic/114815-high-command-ai/ . Ai suppresion. Fast rope ability //Compatible with Ai in any role . Truly yours. ILIAS.BORT@yandex.ru . -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Ilias38rus replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Suggestions for GAiA or new CC function and few more suggestions. Zones have straight value according to (size of zone //for start), should be customizable. Zones keeping variables of all sides which forces are inside the zone, zones without forces (excluding civ) keeping variable free , free zones getting yellow priority. Zones with forces straight lower then 20% of zone straight getting + 1 priority. Aggressive behavior squads getting orders to refill zones which contains they side's variable which forces straight lover than straight of zone and free zones (!not more than zone straight!). They orders to move to zone keeping zone's priority value, for zones with enemys side's variables and free zones sended forces strength are counting and max forces can be send with strength not more then zone strength, each time any zone changing priority value or side's variable all orders are updating. Giving orders: Forces in whole map -> do not refill zones (but make CAS, AS)! Forces in zone green -> move to all zones with higher priority, if zone will not have forces strength lower than 20% of zone strength. Forces in zone yellow -> move to all zones with higher priority,if zone will not have forces strength lower than 20% of zone strength, if slow speed and will have transport with the order. if medium speed and the zone is < then 4 km from target zone. If fast speed. 'Forces in zone red -> move to all zones with higher priority //can be only red zone with forces strength lower than 20% of zone strength;, if zone will not have forces strength lower than 20% of zone strength if slow speed and will have transport with the order (if ground transport: the zone is < then 2 km from target zone). if medium speed and the zone is < then 2 km from target zone. If fast speed and the zone is < then 5 km from target zone.'//maybe;. occupation function filling zones according their straight //maybe make it as an option. if (squad's (all) cargo seats > or == another squad's mens) than { if (squad speed == medium) then { if (range another squad to waypoint > or == 1500) than { if (squad have waypoint) then { if (another squad's order priority > squad order priority) then { if (range squad to another squad < range another squad to waypoint) then {squad do transport another squad}; } else { if (another squad's order priority == squad order priority) then { if (range squad to another squad < 1.5 * range another squad to waypoint) then {squad do transport another squad}; }; } else {squad do transport another squad}; else { if range another squad to waypoint > or == 1000) than { if (range squad to another squad < 2 / range another squad to waypoint) then { if (another squad's order priority > squad order priority) then {squad do transport another squad}; }; }; }; } else { if (squad speed == fast) then { if (range another squad to waypoint > or == 2000) than { if (squad have waypoint) then { if (another squad's order priority > or == squad order priority) then { if (range squad to another squad < 2 * range another squad to waypoint) then {squad do helicoptertransport another squad}; }; } else {squad do helicoptertransport another squad}; }; }; }; }; (Here is still need to make they understand who is closer to do a transport and choppers taking long range transports from grount transport squads, I could do it, but by writing it tired a bit ) ) And make landed helicopters makight their home where they staying after adding to GAIA, And planes acting with airfields like helicopters with they landing positions. And "Whole map" in list of zones same as zone. If you'll want to contact me: Skype: Ilias48rus . or Email: ILIAS.BORT@yandex.ru . -
Size of groups and flags.
-
Can you please make configurable excluding markers, or get them back?