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Everything posted by Devastator_cm
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[QUESTION] Passing an init field to a respawned vehicle
Devastator_cm replied to lawndartleo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Respawn you can use event handler I beleive -
RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How can I find which weapon in a RHS vehicle is the cannon? I assume I need to check the simulation attribute of the ammo config for that weapon. If it is set to "shotBullet" then it is cannon right? I am not expert of configs so wanted to ask- 16572 replies
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- Weapons
- Accessories
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if (_i isEqualTo 4) then {_wpType = "CYCLE"}; this cannot create un expected case like making cycle between wp 3 and 4 only if 4th one lands very close to wp 3? maybe creating one final wp 5 just where the unit is in cycle is better?
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:cancan: Thanks for the new version Robalo!!! I will try it asap :)
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Hi Guys, anybody figure out a way to let AI Heli to attack infantry? In forum there was some suggestions with SaD waypoint or reveal but none of them worked by me. I have Mi-24 (RHS) which supposed to attack blufor but it just comes in nearby and starts hovering... It looks like AI air units should not be use against players :( ...
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_laserLock = [(configFile >> "CfgAmmo" >> _ammo), "laserLock", 0] call BIS_fnc_returnConfigEntry; just found the trick thanks to grezvany13
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How to find if a weapon can use laser lock
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
thanks!! That is exactly what I was looking for. I didn't know there is a BIS function to navigate in config structure :) -
How to find if a weapon can use laser lock
Devastator_cm posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi Guys, is there a way to figure out a weapong can use laser lock via script? I need to find, i.e. if gbu-12 can use laser lock or not Thanks in advance -
artificial intelligence Devas Aircraft Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes it does work. I am creating missions for my team as well and I have a dedicated server. So whatever I develop is based on the ideas for my own missions initally but then they grow with extra functionalities during development cycle :) As this is purely AI related work, it will work in mp at dedi without any issue because AI (also vehicles of AI) will be local to server- 47 replies
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- helicopter
- airplane
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artificial intelligence Devas Aircraft Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am working on the extension of script for jets at the moment :( Maybe after that I can prepare a sample scenario or a video- 47 replies
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- helicopter
- airplane
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I have a question :) How can I find which weapons (or magazines) uses laser lock on a vehicle? I opend a thread by config section but no solution till now. What I want is to turn on the laser only if vehicle has laser guided missiles or bombs.
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artificial intelligence Devas Convoy & Vehicle Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Johny! I really need to make a video to show what kind of possibilities this script will give in mission making but had no time till now :unsure: Still working on my air patrol script at the moment Keep in mind, it is not just convoy script anymore but also provides patrol functionality B) -
artificial intelligence Devas Convoy & Vehicle Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi All, a minor bug fix release related to the following topic https://forums.bistudio.com/topic/199812-bis-fnc-enemytargets-does-not-find-staticweapons/ Thanks to Grumpy Old Man, I applied his workaround until BI fixes their function. Enjoy! -
Nice one Revo :) Thanks for the trick but I would still say current BI menu is not the way how it should be
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Hi Guys, am I blind or is there no option to jump right to edit a custom scenario at the moment? Every time I need to 1- click editor 2- choose a map 3- after map is loaded open my scenario not possible to skip point 2 above and chose the scenario to edit right at the beginning?
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Finding "Threat Level" and "Can damage"
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to you both I will check how can I use those attributes. I have a feeling it will not work if a unit is normal soldier but later on finds a AA weapon. It will probably will still have its class related threat level to the air unit which will be incorrect -
Finding "Threat Level" and "Can damage"
Devastator_cm posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Guys, is there a threat level for a unit to another unit? I remember I saw such command or function before but cannot find it again (maybe I was dreaming). I just want to check for example which unit in battlefield is the biggest threat, for instance to the unit in tank or in helicopter. Another question is, if there is a way to find if one unit can hit and damage another one? Thanks in advance -
Finding "Threat Level" and "Can damage"
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what about second question related to check if a unit can damage another one? So a tank might have high cost for a solider but if soldier cannot damage it then it should not be attractive target anymore. Any idea how to achieve this? -
this is what I usw [ "general",[1.00,0.0], "aiming",[1.00,0.0], "spotting",[1.00,0.0] ], // 0: super-AI (only used for testing) [ "general",[1.00,0.0], "aiming",[0.85,0.1], "spotting",[0.80,0.0] ], // 1: sf 1 [ "general",[1.00,0.0], "aiming",[0.80,0.2], "spotting",[0.75,0.0] ], // 2: sf 2 (recon units, divers and spotters) [ "general",[1.00,0.0], "aiming",[0.75,0.3], "spotting",[0.70,0.1] ], // 3: regular 1 (regular army leaders, marksmen) [ "general",[0.90,0.1], "aiming",[0.70,0.2], "spotting",[0.65,0.1] ], // 4: regular 2 (regulars) [ "general",[0.80,0.1], "aiming",[0.65,0.1], "spotting",[0.65,0.1] ], // 5: militia or trained insurgents, former regulars (insurgent leaders, marksmen) [ "general",[0.70,0.2], "aiming",[0.60,0.1], "spotting",[0.60,0.1] ], // 6: some military training (insurgents) [ "general",[0.60,0.1], "aiming",[0.50,0.2], "spotting",[0.55,0.2] ], // 7: no military training [ "general",[0.90,0.1], "aiming",[0.95,0.2], "spotting",[0.95,0.1] ], // 8: pilot 1 (regular) [ "general",[0.80,0.1], "aiming",[0.80,0.2], "spotting",[0.80,0.1] ], // 9: pilot 2 (insurgent) [ "general",[0.90,0.1], "aiming",[0.90,0.3], "spotting",[0.90,0.1] ] // 10: sniper
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I released recently a script for air vehicle patrol. I didn't use this trick but looks like I need it :) A10 uses non-guided missiles and rockets but not the jdams without it as far as I see in my experiment. Looks like I will need to release a new version of my script including this approach. Thanks Grumpy!
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artificial intelligence Devas Aircraft Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A medium release which contains a bug fix and new functionality is just released :) Enjoy!- 47 replies
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- helicopter
- airplane
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Hi Guys, EDEN not supposed to bring the possibility to put items easily on top of others, i.e. tables, shelves etc? Each and every time the objects are falling down or getting half sank into the surface.. How do you handle this? I am tired to find the coordinations manually by setpos by try and error...
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I reply a bit late but I mean actually detach for [this, yourTable] call BIS_fnc_attachToRelative (this one worked perfectly for my case)
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Community Upgrade Project - CUP
Devastator_cm replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try my script then https://forums.bistudio.com/topic/198982-devas-helicopter-patrol-release/ -
F-16 Fighting Falcon Series Standalone
Devastator_cm replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to slow down canopy opening/closing animations via script or something? I just noticed while I was doing a cutscene that it is a bit fast