Jump to content

Blackheart_Six

Member
  • Content Count

    413
  • Joined

  • Last visited

  • Medals

Community Reputation

241 Excellent

1 Follower

About Blackheart_Six

  • Rank
    Gunnery Sergeant

Profile Information

  • Gender
    Male
  • Location
    Virginia

Contact Methods

  • Biography
    US Army, 2 Armored Division.
    Arma user since Arma I
  • Steam url id
    http://steamcommunity.com/id/blackheart_six/

Recent Profile Visitors

2010 profile views
  1. To the owner of Jaes Combat Ops Everon by Rochrihals, Your mods throws an error when I try to play it. "Can't compile "Game" script module!" scripts/Game/GameMode/CaptureAndHold/SCR_CaptureAndHoldSpawnArea.c(194): Undefined function 'SCR_PopUpNotification.IsShowing' Abort Retry Ignore
  2. Please add a way to contact those who create content on the workshop. In steam you could message them. The workshop is full of broken items. For example "Jaes Combat Ops Everon by Rochrihals" does not work. It throws an error when you try to play it. But he probability doesn't know it. And there is no way to tell the owner.
  3. I have a pretty good system to spawn random patrols using the scenario framework. I get a random number/type of units to spawn when you enter the 1000m Area. And they will select a random set of waypoints to patrol. The issue is each area you enter it spawns the AI. After a while the world is full of AI, with no way to remove them unless you kill everyone of them. What I need is a trigger/method to de-spawn the AI when you leave the area. I am using all the scenario framework components. Can't figure out what would be the equivalent of activate/deactivate trigger.
  4. Blackheart_Six

    selected loadouts on respawn option?

    Hi Jasooon, What is your setup for Game Mode and object properties? In addition make sure you have the correct loadout manager and setup correctly. I have my custom loadouts set at the respawn menu. When you respawn, there is a tab for loadouts and you can select your new loadout or just select your spawnpoint, and you will spawn with the loadout you saved at the arsenal. This is fully demonstrated in Combat Ops.
  5. Blackheart_Six

    Creating bundle finished with warnings

    Did you add the navmesh file to SCR_AIWORLD? NavMeshWorldComponent ---> Unsorted --->Navmesh Settings --->Navmesh Files Config ---> Navmesh File Click on the 2 dots, and search for the navmesh you wish to use.
  6. Blackheart_Six

    Error when bundle a scenario.

    Did you setup your navmesh in "SCR_AIWorld"? It says navmesh is missing.
  7. Blackheart_Six

    Combat Ops Scenario Creation

    !!!WIP!!! SUBJECT TO BE DETERMINED
  8. Blackheart_Six

    Combat Ops Scenario Creation

    CREATE RANDOM PATROLS Task: Create random patrols across the island. Conditions: Given one world and updated Enfusion Workbench Standards: Create random patrols across the island in various locations. As I continue this process, I've discovered how difficult it is too create just ONE area of operations. I've decided to break it down in small chunks, and functions. Given the size of Everon vs. Arland, this may make more sense. The goal is create random patrol areas that are triggered when you enter an area. Kind of like EOS in Arma III. After you create the below entities, copy and paste them over each area, city, villages or woods. I use a 5 pointed star pattern when laying out the 6 way points. WP 1 and 6 are at the same point, and WP 6 is a cycle wp. Hierarchy Name (Prefab) Everon_World Patrols(Active) Patrols_Chotain (Area.et) (Optional naming use the map description of the Area) PatrolUnits1 (Layer.et) Patrol_Squad_1 (SlotAI.et) WP_Patrol_1 (Layer.et) WP_1A1 (Slot.et) WP_1A2 (Slot.et) WP_1A3 (Slot.et) Object Properties - Only components added or changed are shown. Patrols_Chotain CP_Area Activation E Activation Type = ON_INIT Trigger Trigger Resource = TriggerAnyPlayerSlow.et Area Radius = Determine size based on the size of map area to patrol. PatrolUnits1 CP_LayerBase Children Spawn Children = RANDOM_MULTIPLE (This could be set to "Random based on player count" to not overwhelm server with low player count at start) Random Percent = Number of your choosing. Activation E Activation Type = ON_AREA_TRIGGER_ACTIVATION Patrol_Squad_1 CP_SlotAI Activation E Activation Type = ON_AREA_TRIGGER_ACTIVATION Asset Object To Spawn = Group_USSR_RifleSquad.et Waypoints Waypoint Group Names = Click on + to add below settings. SCR_WaypointSet Name = WP_Patrol_1 Use Random Order = checked Cycle Waypoints = checked Spawn AI on WP Pos = checked WP to Spawn = AIWaypoint_Patrol.et
  9. Blackheart_Six

    Combat Ops Scenario Creation

    !!!WIP!!! Creating Tasks Task: Create one or more tasks Conditions: Given one worlds, and updated Enfusion Workbench Standards: Create 1 or more areas that will generate tasks. Based on Coop_CombatOps_Arland world, an area entity is setup, and within that area, one of three different tasks are randomly selected. Since Arland is a smaller map, that is relatively easier than using a larger map like Everon. Once you have the basics down, you may be able to cut and paste each area. Not every layer is required. These are the entities used as part of Arland Combat Operations. 1. Create the following layers. Drag and drop each entity where you want the action to center around. Hierarchy Everon_World Areas (Active) Name (Prefab) Area_A (Area.et) A_ClearArea (LayerTaskClearArea.et) A_Deliver (LayerTaskDeliver.et) A_Destroy (LayertaskDestroy.et) A_Groups (Layer.et) A_Logic(Layer.et) A_Outposts(Layer.et) A_QRF(Layer.et) A_RandomGuards(Layer.et) A_SpawnPoints (Layer.et) A_StaticWeapons (Layer.et) A_TriggerSpawnPoints (SlotTrigger.et) A_Vehicles (Layer.et)
  10. Blackheart_Six

    Combat Ops Scenario Creation

    Random Starting Spawn Positions Task: Create multiple random spawn positions. Conditions: Given one worlds, and updated Enfusion Workbench Standards: Create 2 or more spawn positions that are selected at the started of a combat operations. I am showing the first 2 spawn areas in the East and the North of the island. Follow the outline below for nesting each area, layer or slot. Hierarchy should look like this. Once you create the first "InsertAreaEast", copy and paste at other locations. Name (Prefab) Everon_World - World Map Layer Insertions (active) - Created layer. (Hamburger Icon) Area_Insertion (area.et) InsertionAreaEast (layer.et) Camp_East (layer.et) Arsenal_East (slot.et) M998_East (slot.et) Spawns_East (layer.et) SpawnPoint_East_0 (slot.et) SpawnPoint_East_1 (slot.et) InsertionAreaNorth (area.et) Camp_North (layer.et) Arsenal_North (slot.et) M998_North (slot.et) Spawns_North (layer.et) SpawnPoint_North_0 (slot.et) SpawnPoint_North_1 (slot.et) Here are the following changes for each entity and component. For each Insertion point you make, use the same settings. Object Properties - Only components added or changed are shown. Area_Insertion - CP_Area Children Spawn Children = RANDOM_ONE Random Percent = 50 Activation E Activation Type = ON_INIT InsertionAreaEast - CP_LayerBase Children Spawn Children = ALL Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT Camp_East - CP_LayerBase Children Spawn Children = ALL Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT Arsenal_East - CP_SlotBase Children Spawn Children = ALL Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT Asset Object To Spawn = "ArsenalBox_US.et" Vehicle_East - CP_SlotBase Children Spawn Children = ALL Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT Asset Object To Spawn = "M998_covered_long_MERDC" Spawn_East - CP_LayerBase Children Spawn Children = RANDOM_ONE Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT SpawnPoint_East_0 - CP_SlotBase Children Spawn Children = ALL Random Percent = 50 Activation E Activation Type = SAME_AS_PARENT Asset Object To Spawn = "SpawnPoint_US_CP.et"
  11. I'll post up everything I am doing here for reference in regards to creating custom Combat Ops creating for Everon. The basic managers I've used at the start are as follows. I'll cover setups of each manager at a later date. Everon_World Managers (active) - Top layer in world. (Hamburger Icon) CampaignPremanager FactionManager_Editor GameModeSF PerceptionManager SCR_AIWorld TagManager RadioManager ScriptedChatEntity TaskManager_Editor LoadoutManager_Base
  12. Blackheart_Six

    Communications: Use a CEOI/SOI

    Here is the spreadsheet. It is in zip format. Signal Operating Instructions Spreadsheet
  13. COMMUNICATIONS TASK: Use a CEOI/SOI for secure communications CONDITIONS: As a unit leader, given one automated CEOI, and an Arma Platform Server. STANDARDS: Setup and distribute auto-generated CEOI PDFs for secure communications. Before the implementation of SINCGARS radios, units used a CEOI/SOI to communicate securely. I created a spreadsheet back in 2014, that will create random call signs, frequencies, and authentication tables. With Arma Reforger, and the ability to steal radios, secure communications is essential. 1. Setup CEOI Units and CALL WORD names in the CallSignExtract sheet. Up to 10 custom units and CALL WORDS. 2. Save the CEOI. 3. Print out each sheet as a PDF for distribution to team members or slots (IE Radio Operator). I am working on a mechanism so that the random values will only update every time period (6 hours), instead of any change to the spreadsheet.
  14. Requester: Reads down the left column and picks a random letter. IE "D" or Delta. Then reads across the top row, and picks a random letter. IE "F" or Foxtrot. The receiver has the same table. Finds the 2 letters, and reads the table. He replies "L" or Lima. The radio transmission would be... Alpha one one, this is Alpha one zero, authenticate Delta Foxtrot, over. Alpha one zero, this is Alpha one one, I authenticate Lima, out. The column, and top row would be the complete alphabet, with filled table.
  15. Blackheart_Six

    Land Navigation

    NAVIGATION: Intersection and Resection TASK: Locate an Unknown Point on a Map and on the Ground by Intersection CONDITIONS: Given a standard 1:50,000 scale military map of the area, the location of two known points, a compass, a straight edge, a coordinate scale and protractor (GTA 5-2-12), a pencil, and an object or terrain feature. STANDARDS: Determine the 100,000-meter-square identification letters and six-digit grid coordinates of the object or terrain feature to within 100 meters Intersection is the location of an unknown point by successively occupying at least two (preferably three) known positions on the ground and then map sighting on the unknown location. It is used to locate distant or inaccessible points or objects such as enemy targets and danger areas. Move to a known point "A" (Hilltop). Shoot azimuth to location you are trying to find. Place your protractor on known point "A". In the center of protractor, click on map to start the line. Draw out to the edge of the protractor to the degrees measured. Move to a second known point "B". Repeat steps 2 through 5. Where the two lines intersect is the unknown position, and able to get a grid coordinate of location or target. NOTE: Occupy a 3rd point for greater accuracy. TASK: Locate an Unknown Point on a Map and on the Ground by Resection. CONDITIONS: Given an unknown location, a standard 1:50,000 scale military map of the area, a compass, a straightedge, a coordinate scale and a protractor (GTA 5-2-12), a pencil, and two terrain features visible from your location and identifiable on the map. STANDARDS: Determine the 100,000-meter square identification letters and six-digit coordinate of your location to within 100 meters of the actual grid coordinates. Resection is the method of locating one’s position on a map by determining the grid azimuth to at least two well-defined locations that can be pinpointed on the map. For greater accuracy, the desired method of resection would be to use three or more well-defined locations. Resection: Shoot azimuth to a known point "A" on the map. Calculate the back azimuth. IE 200 degrees - 180 = 20 degrees. Rule: Greater than 180, subtract 180. Less then 180, add 180. Place your protractor, centered over known point "A". Use drawing tool, and start at the center of the protractor. Draw out to the edge at the calculated degrees. Repeat steps 1 through 4. Where the lines intersect is your location on the map. If you do 3 points, the area of the formed triangle, is your location. NOTE: Locate a 3rd known point for greater accuracy. Actual Position Map Resection Position
×