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Devastator_cm

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Everything posted by Devastator_cm

  1. Hi Guys, My first project which is for AI Convoys and vehicle patrols. Initial idea is based on Norrin's convoy script for which I got permission to modify from Norrin. I rewrite the scripts and now it has several new features and working. Convoy & Vehicle Patrol Features AI convoy and patrol which follows roads and keeps the distance between vehicles Defending the convoy in case they notice enemies or being attacked by enemies Intel share related to enemy positions between convoy vehicles. Attack position selection based on convoy vehicle and enemy type. For example a tank will move closer to enemy armored units to attack instead of moving closer to infantry units. Distance to enemy and amount of enemy in a specific area can influence the decision for attack position. Restarting the convoy route after danger is eliminated Units whose vehicle is destroyed, will try to find seat in other vehicles in convoy. In case there isn't any available they will walk to final marker on foot Dead gunners and drivers will be replaced by AI units who sit at cargo of any vehicle, when enemy threat is eliminated. In case a vehicle's driver is killed during gun fight, another AI in same vehicle will try to move to gunner position After an ambush, the groups who sits inside same vehicle will be merged to prevent single unit groups. Only exception is for the vehicles who has guns. For such vehicles there will be two groups; (1) group for the units in cargo, (2) group for the vehicle units (gunner(s), driver, commander) Leader in merged group will be moved to the unit which has highest rank Possiblity to have multiple convoys in same mission Possibility to have patrol behaviour Possibility to extend the logic by adjusting ConvoyEnd.sqf file. In this file you can add your own custom code or script call. The file is called when convoy reaches final marker Script can be called from triggers or init.sqf Keep in mind this script is for AI. So if you put a player in one of the vehicle it might cause issues (or work without issue :) ). Future Plans I am open to any suggestions. Known Issue(s) I just encountered this in during my last test with a BTR-60P (Project Opfor Mod) that it simply didn't start moving. Reason was the unit in commander seat. After I remove him problem solved. At the moment I don't know why it caused such an issue. I had no issue with RHS BTR with Russian units inside though. In case you encounter such problem you can do a workaround. Do not put any unit in commander seat in mission design and lock the commander seat of the vehicle by adding following into INIT field of the problematic vehicle this lockturret [[0,0],true]; Thanks to @Duke101 it appears that acex headless client is causing issues. So following variable need to be set by each convoy vehicle before starting the convoy from server this setVariable ["acex_headless_blacklist", true, true]; Credits Norrin, thanks to you once more for the initial scripts and the idea! Download Dropbox (version 2.5) Armaholic (version 2.5) Sample Mission Dropbox Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or introduce a patrol behaviour are inside ConvoyEnd.sqf. Sample mission can be found above. Version History v.2.5 Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy. Removed: Restart Delay parameter is removed. Added: Attack location evaluation based on enemy and convoy vehicle. For example, tank class vehicles will try to come closer to enemy tanks instead of enemy infantry. Added: During restart phase if another attack happens to convoy, units will start defence again. Tweaked: Restart phase is optimized. It will require less time to start convoy again. Tweaked: Enemy aircrafts will not be considered as enemy and will not stop the convoy. Tweaked: Some code optimizations. v.2.2 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy v.2.1 Fixed: Paths which are circular were causing the convoy to stuck. v.2.0 Added: New parameters are added and they are moved into script call Added: ConvoyEnd.sqf file added to provide possibility to user to add his/her own code or script calls. This specific file is called when convoy reaches final marker Added: Multiple convoys are possible Added: Patrolling is possible (thanks to ConvoyEnd.sqf) by repeating the convoy call inside this file Added: Units are looking for another vehicle to get in, incase their vehicle is destroyed or not able to move Added: Dead gunner is replaced by other units in vehicle during firefight when there is a possibility (if they are under fire or enemy is danger close this will not happen) Added: Merging of groups (after ambush) and assigning the unit with highest rank as leader added. v.1.0 Initial version Enjoy!
  2. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    Arma 4 is on horizon guys 🙂
  3. most likely your marker names or vehicle names are not matching to what you pass to the script
  4. Just informative, I got a message which stated the links are broken for this script but it looks to me they do work. Dropbox is still available and armaholic is not as the site is not available anymore. If anybody has issues to access the dropbox link please let me know
  5. Hi Laxemann, May I see your solution if you don't mind? Do you have it in git or something? I need some inspiration for another mod
  6. Hi Guys, does anyone know what is the picture size for the jet dlc briefing room desk and screen to properly display a jpg file? I tried 1:1 and 1:2 ratio but had no success to display the picture completely. It is always having som portion of it out of display..
  7. Devastator_cm

    Briefing Room Desk & Screen Picture Size

    which command do you use to play a video on a screen?
  8. Devastator_cm

    DUI - Squad Radar

    I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS?
  9. Devastator_cm

    DUI - Squad Radar

    where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕
  10. Devastator_cm

    LAMBS Improved Danger.fsm

    but that is not the real idea. It should still do such stuff but after a point where zeus guy decides to release the forced control on them.
  11. Devastator_cm

    LAMBS Improved Danger.fsm

    What is the trick to let AI to obey the commands of the Zeus? In Zeus missions they act totally independent and making the life of zeus guys very hard
  12. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    is there any documents which explains the cba joint rails framework?
  13. Devastator_cm

    DUI - Squad Radar

    which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞
  14. Devastator_cm

    LAMBS Improved Danger.fsm

    just as a slight improvement idea maybe limited check can be done from the enemy side as well to increase the chance to find solid objects which makes supression unnecessary? As usually the person who might be shot at is the one who is trying to cover himself/herself out.
  15. Devastator_cm

    LAMBS Improved Danger.fsm

    nice update! If CQB waypoints are removed, how is the trigger for AI that it decides to use CQB tactics? Are you guys checking the covers, buildings etc and automatically start CQB based on the outcome?
  16. Hi Guys, this mod will bring vehicles, units, weapons and objects which are used at the moment by Turkish Army via. Some of them are re-texturing (i.e. RHS and Firewill's models) of existing assets. Thanks to my dear friend Aplion, there are now also vehicle models in this mod and LTF is handling the nice uniform textures. -Videos- Vehicles C-130 AH-1 CH-47 UH-60 F-4E 2020 Terminator Leopard 2A4 Unimog 1300L Typ-209 Submarine MEKO200TN Track II Frigate Akar-Class Resupply Ship RHIB SDV Kirpi Units Fixed Wing Pilots Rotary Wing Pilots OKK Operators (Turkish Special Forces, Maroon Berrets) SAT Operators (Turkish Navy Special Forces, Underwater Offence) Navy Crew Objects Turkish Flag Turkish Red Crescent Flag Turkish Map Marker Military Zone Sign Mine Field Sign Items and equipment boxes Turkish Red Crescent Objects Download Steam Workshop Dependencies RHS: United States Armed Forces Road Runners LBT 6094 Firewill's AWS CBA A3 Version History v.5.0 Tweaked: Unimog and Uniform textures Tweaked: Flags can be add into mission by Zeus Fixed: Submarine weapons are firing now Fixed: Missing AR infantry mags Added: Kirpi BMC versions! Added: New special forces multicam uniform Added: HAR-66 and RPG Added: CH-47 and C-130 cargo versions Added: New banners Added: New Red Crescent Objects Added: New helmets Added: New facewears Added: Sig Sauer P226 Version history of older releases Credits & Thanks Red Hammer Studio for their awesome mod Road Runner for the nice 6094 vests Thanks to Zabb for the Hood models PuFu and da12thMonkey. Thanks a lot guys for your support and patience! Thanks to lyy amao, dirks, and ineptaphid for help Thanks to Firewill to have such nice modular weapon system and nice pilot equipment Thanks to CBA A3 mod team for their supportive mod Reyhard for the tank loader script Enjoy!
  17. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    v.5.0.1 - Tweaked: Mask textures - Fixed: Facewear adjustment works now for mask with goggles as well as rhs green shemagh
  18. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    v.5.0 Tweaked: Unimog and Uniform textures Tweaked: Flags can be add into mission by Zeus Fixed: Submarine weapons are firing now Fixed: Missing AR infantry mags Added: Kirpi BMC versions! Added: New special forces multicam uniform Added: HAR-66 and RPG Added: CH-47 and C-130 cargo versions Added: New banners Added: New Red Crescent Objects Added: New helmets Added: New facewears Added: Sig Sauer P226 Special thanks to Navaro for the Sig Sauer sounds and to my dear friend Aplion for the Kirpi and Sig Sauer models 🙂 Reyhard thanks for all the hints and tips regarding the animations and everything else, cheers!!
  19. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    ticonderoga is not in our roadmap m8. In case you have the model importable to arma, most likely Aplion might check it and if that is fine we can include it in this mod pack
  20. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    by the way, if I had a wish for navy stuff from BI it would be the missile model which can move inside water without explosion as at the moment we are pushing an sdv around to create a torpedo.. Missile model with nonstop thrust would be better but it explodes when it touches to sea surface
  21. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    hmm we thought BI Vanilla sea vehicles also have no landcontact 😕
  22. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    Thanks Dedmen! I will do the necessary adjustments
  23. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    that one is a side-scan sonar (https://en.wikipedia.org/wiki/Side-scan_sonar) to make image of sea surface. That is not the type of sonar used in military ships (except mine-sweepers) and submarines. Actually we had to use this waterfall sonar display but I am not sure if everybody can read that one 🙂
  24. Devastator_cm

    Devas Turkish Air Force F-16 Pack

    - Added: New soldier with default flight suit - Tweaked: Flight suits replaced with the new blue ones which are started to be used in Turkish Air Force
  25. Hi Guys, this mod is based on Firewill's F-16 mod and has textures for some F-16 Squads of Turkish Air Force. At the moment includes only two squads. Enjoy! Squads 151 Filo "Bronze(Tunç)" (TuAF) with F-16C Block 40 and F-16D Block 40. HARM Specialized 152 Filo "Raider (Akinci)" (TuAF) with F-16C Block 40 and F-16D Block 40 161 Filo "Bat (Yarasa)" (TuAF) with F-16C Block 50, F-16C Block 50+, F-16D Block 50 and F-16D Block 50+. Lantirn Specialized 181 Filo "Panther (Pars)" (TuAF) with F-16C Block 50, F-16C Block 50+, F-16D Block 50 and F-16D Block 50+. Lantirn Specialized Download Steam Workshop Credits & Thanks Thanks to Firewill to have such nice F-16 and sharing texture templates! Turkish Air Force F-16 Tails
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