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navydoctom

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Everything posted by navydoctom

  1. navydoctom

    What addons in custom missions

    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.
  2. I am certain this been asked before but - how do I find out what addons I used in a custom mission Arma 3? Thanks
  3. I am curious if you can say have a building you want your forces to enter to say kill a bad guy leader and you want his QRF to begin moving to the building once BLUEFOR enters the building - I know how to make this; but I want to be to have a trigger for when we leave the building trigger a group of loitering helicopters to come in and pull out the BLUEFOR I know for the first one you'd do a Trigger (the size of the building) that activates when BLUEFOR is present; and I know you could do a Trigger that actives when BLUEFOR is not present - but how would you make it so the not present trigger doesn't active until the present trigger has played? Thanks
  4. 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.
  5. navydoctom

    Aircraft logic

    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.
  6. 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.
  7. navydoctom

    Aircraft logic

    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]"?
  8. navydoctom

    Request for editor

    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
  9. 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
  10. navydoctom

    View Settings

    Thanks going to test this out in the morning
  11. navydoctom

    Error "'author/' is not a value"

    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.
  12. navydoctom

    BWMod

    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
  13. 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
  14. navydoctom

    Error "'author/' is not a value"

    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.
  15. I'm working on a mission where a two helicopters come in to extract a team on the ground. On is an AI controlled heli, the player is in the second heli as a gunner (the helicopters aren't grouped each one is it's own unit). The AI heli flies to its LAND waypoint, puts down the ground unit doesn't move into the bird, which ends up taking off. My setup for the ground units are as follows Ground unit: 1st Waypoint - Move; 2nd Waypoint - Seek and Destroy; 3rd Waypoint - Move; 4th Waypoint - GetIn (The S&D waypoint is skipped by a BLUEFOR trigger as the Heli's are approaching). I seem to recall I had to sync the Getin waypoint with Land waypoint for the heli; but in Eden I can't seem to find how to sync two waypoints; I only see set waypoint activation. What am I doing wrong?
  16. Thank you - it took me a few tries to realize that I needed to place the script in the OnCondition dialog box. But it works wooooo hooo
  17. Thanks - so I am guessing that to have them unload at base - don't have the helicopter use the LAND waypoint, have it use the TRANSPORT UNLOAD waypoint? Also real quick - speaking of waypoint sync, I wanted have me attack heli and transport heli (each their own unit and grouped together) show up at waypoints around the same time or at the minimum wait till each hit say thier second waypoint before moving to the third. Can that still be done?
  18. Thanks everyone for answering my last question. So here is one more Speedboat question - do the AI's not use reserve? I have a mission I'm building were a ground team get's picked up by SWCC type boats (using the building in speedboat for ARMA3) and everytime they run aground after my team boards - because the driver (AI) decides to move forward instead of backing out of the shallows. Is there any fix for this? Thanks Tom
  19. navydoctom

    Boat issues

    @Johnnyboy cool thanks -
  20. I am having an issue with the default Arma3 Speed boats (with miniguns) grounding themselves when traveling through rivers. I set the waypoints to the center of the river but they seem to want to do a 360 when the reach a waypoint and then they end up driving up on the shore. Is there a way to have this not happen? I'm trying to use boats as an extract. Also (side issue) - is there a way to tell all vehicles not to stop at every waypoint - when I have a helo taking my troops into an engagement - I notice the bird (it happens with ground vehicles and boats too) comes to almost a complete stop at each waypoint. I would be great if the waypoint automatically knows its a moving vehicle so it doesn't slow down unless it's like a land command or a hold waypoint. Just venting thanks. Tommy
  21. navydoctom

    Boat issues

    @mdcclxxvi Thanks for the feed back - I am new to scripting so I have no clue what modeltoworld position does? @veles-zv I'm guessing that boats aren't the best extraction vehicles?
  22. I am fairly new to scripting (I don't know if this can be done with just a trigger or waypoint). I have a mission where the tam leaves a base - they are preboarded in a helo on the only helipad, they go complete the mission and fly back to the only helipad and land - I want that to be where the mission mission completed screen comes up after the helicopter lands. I've tried to use a triggers; but it has a couple problems, because we start there I can't make a small trigger (10x10) that says when bluefor is present end... and I've tied it to the Player character but it ends while while the helicopter is still in the air because the AI flies over the the helipad before landing. Any suggestions? Also as a side note - is there a way to may a trigger not go infinity in the Z axis? Thank you Tommy
  23. navydoctom

    Return to base end script

    But what about the problem that this unit starts at the same point it returns to - so in the very begining of the mission they would be "present" if I used a trigger saying "activate if bluefor is present (or even if I say made based off of player)"
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