scottdog62
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Everything posted by scottdog62
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Hey guys i'm new to terrain editor, Mostly trying to learn atm. but what I want to create is realistic ww2 style trenches using bulldozer. I need help creating a 2 meter deep trench by 1 meter wide that the ai could use. Obviously it has been attempted before but help would be nice.
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For a mission I'm making I want to make a sniper take a shot at soldier and never miss. Is there a way I can do that? The target is going to be on top of a vehicle (M113), so i need the AI to hit him every time even if moving. will the AI be able to fire at targets ontop of vehicles? because sometimes they never fire. Also, i want to follow the bullet using bullet cam.
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Making Ai never miss
scottdog62 replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, il try that Greenfist -
Making Ai never miss
scottdog62 replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The AI is a passenger on top of the M113 -
Making Ai never miss
scottdog62 replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, Tried doing that, not sure if AI will fire on troops ontop of an apc. What about just the fire command? I tried using that just so he will fire his weapon. but not sure what to put as m16 he doesn't fire, as he is firing an SVD(from unsung mod). _soldier fire "M16"; -
Bulldozers has been freezing for me for some time and I have no idea how to fix it. The problem i have is it freezes when loading either at the start of the load or when it gets into the map like shown in the video. In the video buldozer loads for a long time then freezes at the end, and have to control + alt + delete to close it. Logs ===================================================================== == C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe == "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe" Exe timestamp: 2017/03/17 16:49:03 Current time: 2017/04/11 12:27:36 Type: Public Version: 140800 ===================================================================== Application initialization finished. Layer 'default' successfully loaded. Repair tool - Operation DONE in (0.0 s)! All layers seem to be valid. Connecting to buldozer... Warning: Connection Established... Creating landscape... Texturing surface... Creating objects... Creating road network... Closing connection to buldozer... Buldozer was terminated - Buldozer no longer responding to messages. Connection automatically closed.
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Trying to work on a charge script for one of my missions, still very much a beginner. What I want atm the moment is that so when the script is activated, the AI charge(move) forward, without stops and doing all the covering and fire ect. I'm also looking for a way to make the AI randomly fire their weapons at different times to each other during the charge. So the script needs to be activated by the init of the squad leader. // charge script { _x setUnitPos "UP"; _x disableAI "FSM"; _x disableAI "Cover"; _x disableAi "SUPPRESION"; } forEach units _this; _this setSpeedMode "FUll"; while {{alive _x} count units _this > 0} do { sleep 5; _this setCombatMode "BLUE"; sleep 10; _this setCombatMode "RED"; }; The way I've tried making the AI fire at different intervals is by changing their CombatMode with a loop, what i want is for the AI in the squad to randomly fire differently to each other. anyone know of a good way? Serena's helped with most of my script. And also I've finished a few noob tutorials for arma 3 scripting, anyone know of any good tutorials that are just a step up from fockers beginner tutorial?
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Trying to get this simple script to work Charge.sqf { _x setunitpos "up"; _x disableAI "FSM"; _x disableAI "Cover"; _x } forEach units _this; I'm trying to make a script, so that when i activate it in the group leaders Init box, all the AI in the squad stand up and disable FSM, ect. I put " 'this exec "charge.sqf' ". in the group leaders Init box. The problem is its not working.. And I'm unsure of the order to put the code in. Any help would be greatly appreciated
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Ok that works in the init. I'm trying now to make the script be called from null=group this execvm "charge.sqf' "; SquadControl = { { _x setunitpos "UP"; _x disableAI "FSM"; _x disableAI "Cover"; _x disableAi "SUPPRESION"; } forEach units _this; _this setSpeedMode "FUll"; _this setBehaviour "CARELESS"; while {{alive _x} count units _this > 0} do { { _x setCombatMode "BLUE"; sleep 5; _x setCombatMode "RED"; sleep 5; } foreach units _this; } }; waitUntil {time > 0}; grp call SquadControl; I want them to only take aim and shoot every 5 seconds so i'v changed there "setCombatMode". the problem is I don't think its working. I've also tried adding grp = group this I'm not getting any errors ingame. any help appreciated.
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X-Cam 1.0 for Arma 3 released
scottdog62 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, I'm using xcam and when i export to TB using Absolute values, then pack my map using pboProject in game the slope function doesn't work and comes out like this. http://imgur.com/a/iujdq and the train tracks come out like this. Is there a reason why the function isn't working for me? And is there a way around this? -
Moving further into the script. { _x setunitpos "up"; _x disableAI "FSM"; _x disableAI "Cover"; _x disableAi "SUPPRESION"; } forEach units group _this; while {Alive leader1} do { { _x setSpeedMode "FUll"; _x setBehaviour "CARELESS"; sleep (2 +(random 4)); _x setBehaviour "COMBAT"; sleep (1 + (random 2)); } forEach units group _this; }; Leader1 is the name I gave the leader of the group. (not sure how to make it the entire squad). I'm trying to get the AI to change there Combat mode from CARELESS to COMBAT every few seconds. The problem is that the AI won't move, the leader just stays put and the squad just raises and lowers their weapons, going from COMBAT to CARELESS mode.
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@serena Ok yes, that makes sense;
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Ah yes thanks for the help. zulu1 that works for the individual unit but not for the whole group. thanks f2k sel, ah yes that what I was looking for. thanks
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Works if I put the code in the units init box, but not when activating it from script.
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tried that, keeps coming up with "Init: Type Script, Expected Nothing". when using execVM.
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beginer scripting help
scottdog62 replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey thanks for the help, getting more of a grasp of how things work. -
Trying to learn scripting Made a very simple script, one thing that is happening is its not being activated, only if I put a sleep command before it and activate in that time, I want it to be activate-able at any time in the mission. _target = BOB; _runner = jim; _begger = greg; if (!alive _target) then { hint "bob is dead"; _runner globalchat "bob is dead good job"; _runner doMove (position player); sleep 3; hint "jim is a traitor"; }; if (!alive _runner) then { hint "jim is dead"; sleep 3; _begger globalchat "please have mercy"; }; if (!alive _begger) then { _begger globalchat "Nooooooooo"; hint "good job"; };
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beginer scripting help
scottdog62 replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey yeah sorry for the lack of information. 1) It is the init.sqf in my mission. 2) so it triggers on start up 3) so what i want is that when the conditions are met I want them to activate. So say when I kill "target" I want it to "hint "bob is dead"." At the moment it runs through all the code, so when i kill target it doesn't activate the hint's and other commands. I want the way so that it activates once i kill target, ect. -
The Unsung Vietnam Mod 3.0 WIP THREAD
scottdog62 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Working on a single player campaign. Heres a video of an intro for one of the missions. -
The Unsung Vietnam Mod 3.0 WIP THREAD
scottdog62 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That works, thanks -
The Unsung Vietnam Mod 3.0 WIP THREAD
scottdog62 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm trying to spawn a missile in mid air using a script, but the SA-2 missile won't spawn. -
[Release] Guided missile script
scottdog62 replied to barbuse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks heeps, it works. One other thing, is there a way to make the camera follow the missile(like bullet cam). -
The Unsung Vietnam Mod 3.0 WIP THREAD
scottdog62 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys, Anyone help me with finding the class name for the SAM AA missile? looked everywhere but couldn't find it -
X-Cam 1.0 for Arma 3 released
scottdog62 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey silola, Just finished all your Tutorials for Xcam. Xcam is great, going to save me so much time on my project. One thing I'm unsure of is, how to edit the objects that I'v previously placed in my terrain using terrain builder. The buildings show up in X cam but I can't move them, I know how to export objects from Xcam to terrain builder, but don't know how to do the other way. Is there a way to export from TB to Xcam? -
[Release] Guided missile script
scottdog62 replied to barbuse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I keep getting error, line 27 this is what init looks like, nul=[plane, marker, Titan_AA, 100] execVM "guidedMissile.sqf" Where the start location is a marker. Not 100% what to put start location as. can Anyone help me with start location? and maybe with MissileType and MissileLaunching height. Thanks