navydoctom
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What addons in custom missions
navydoctom replied to navydoctom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Larrow - thank you; I always have a bunch addons loading, and to be honest - some of them are put into the Nato folder and I can never remember who made them. This is perfect. -
navydoctom started following What addons in custom missions
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I am certain this been asked before but - how do I find out what addons I used in a custom mission Arma 3? Thanks
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Thanks guys @tajin I ended up doing just that - setting fuel to zero. I wish the game had better ai logic when it came to mundane things like convoys and aircraft. I can't count the number of times playing a gunner in a convoy and it turned into a cluster because the lead vehicle stopped and everyone else piled up on it. Or like in the original post - planes crashed into each other because they tried to take off when there was traffic on the runway.
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So in the scripting wiki is the example shows three numbers - I understand one is the minimum height what are the other two? Here is the example - "cobraOne flyInHeightASL [200, 100, 400]"?
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A suggestion - can we make aircraft in general assess the terrain around them so when you set a specific alt to fly at (say 2000) is doesn't try to fly relative to the terrain height? For instance - If I'm on a map where the highest point is say 500 meters, and I set my "this flyinheight" to 1500, its not going to fly at a (for lack of a better word) radar height of 1500 meters, but fly at 1500 meters above sea level? If that makes sense.
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One question one suggestion... So I am building out a mission where a friendly cargo plane lands at a base, which is under mortar threat; but I have two attack planes on the tarmac; they automatically seem to want to take off even though there is a hold waypoint for each. Is there a game logic that makes sure the attack planes wait until the runway is clear before taking off? Right now the first plane begins its take off roll as the cargo plane is breaking after landing and before it can turn off to the taxi way thus causing the attack plane to crash into the cargo plane then almost immediately the second plane begins its take off and crashes into the rubble of the cargo plane and the first attack plane. Can this be avoided by increasing the skill of the pilots? Or do I need to extend the flight time of cargo plane so the attack planes can take off? Ideally I prefer the attack planes to be static but when I remove the pilots they become neutral and thus not targets for the mortar teams. My suggestion - can we make aircraft in general assess the terrain around them so when you set a specific alt to fly at (say 2000) is doesn't try to fly relative to the terrain height? For instance - If I'm on a map where the highest point is say 500 meters, and I set my "this flyinheight" to 1500, its not going to fly at a (for lack of a better word) radar height of 1500 meters, but fly at 1500 meters above sea level? If that makes sense.
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I'm not sure if this is the right area of the forum to make a feature request so please forgive me. I would love to see when you click on editor an option to open a mission instead of only being able to choose a Terrain you want to work from. So right now I am working on a mission - but I have to do a few extra clicks, choose a map, then go up and open the mission from their. I think a lot of mission makers would love to be able to go from the main menu to selecting an existing mission they've been working with out the extra steps. Just my two cents. Tommy
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Thanks going to test this out in the morning
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I'm not sure how to ask this question - so please bear with me. When your playing a mission and you have 3rd party addons installed - when you see the scroll menu that pop's up in the upper left hand side of your screen (gives you access to weapons, radio, UAV tablet), is there a way to set the a default view distance from the red "settings" listing. I want to always have my view be say 16000 on Drone, Infantry, Air but it seems like everytime I close out of the game or restart I have to manually input those settings again and again. Thanks
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Error "'author/' is not a value"
navydoctom replied to Mynock's topic in ARMA 3 - QUESTIONS & ANSWERS
So is there any easy way to find out if Mod's have updates or do I have to manually go through each mod and check on sites like Armaholic? I am running ARMASync but it doesn't seem to have a check for updates features on mods. -
After doing the latest update a couple of days ago I am getting the following No Entry Bin Error: No entry 'bin\configbin/RscTitles/BWA3_NaviPad/Map.LineMaker' I am getting this when ARMA starts up and shows it's splash screen and every time I go into Eden also everytime I launch a custom mission (older already built out one, or brand new unsaved mission I am working on) any idea? Tommy
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After update getting a No Entry Bin error
navydoctom replied to navydoctom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks -
After update getting a No Entry Bin error
navydoctom posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
After doing the latest update a couple of days ago I am getting the following No Entry Bin Error: No entry 'bin\configbin/RscTitles/BWA3_NaviPad/Map.LineMaker' I am getting this when ARMA starts up and shows it's splash screen and every time I go into Eden also everytime I launch a custom mission (older already built out one, or brand new unsaved mission I am working on) any idea? Tommy -
Error "'author/' is not a value"
navydoctom replied to Mynock's topic in ARMA 3 - QUESTIONS & ANSWERS
I'm getting this on old missions and even brand new missions I'm making and testing local (like the one I am building and haven't even saved it yet). More of an annoyance closing out the dialog box, it doesn't seem to affect my game play. -
Can't make AI board an AI helicopter
navydoctom replied to navydoctom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks!