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Everything posted by Devastator_cm
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[Release] Red Light inside of Chopper
Devastator_cm replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
:( Yes during flight it is happening Thanks for info -
[Release] Red Light inside of Chopper
Devastator_cm replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did anybody found a solution to flickering lights by RHS C130? -
artificial intelligence Devas Convoy & Vehicle Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Foxhound Just a small note to you The script call as well as the parameters passed Are adjusted in this version. I described in read me file. Could you please also adjust it in armaholic please? -
artificial intelligence Devas Convoy & Vehicle Patrol [RELEASE]
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just finished testing the new version and releasing it now to community. Keep in mind I was testing it alone so there might be issues which I didn't see by myself. Just inform me if you encounter something and I will look at it. Biggest changes in this version are Possibility to have multiple convoys in single mission Having possibility to create patrolling behaviour Giving user a clean place where he/she can add own script calls (or code pieces) when convoy reaches final marker. So you will not need to implement trigger logic in final point to let convoy do something else for example v.2. New parameters are added and they are moved into script call 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 Multiple convoys are possible Patrolling is possible (thanks to ConvoyEnd.sqf) by repeating the convoy call inside this file Units are looking for another vehicle in case their vehicle is destroyer or not able to move 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) Merging of groups (after ambush) and assigning the unit with highest rank as leader added. -
Thanks for reply keeway. No I don't own my own faction. I put a isis unit inside. Actually I filled all the seats which BTR has with isis units and whenever a unit sits at commander seat it blocks the BTR from moving. You can simply test it actually by dupplicating the driver unit.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That was early morning before coffee :) Yes PAK is the one which I wanted to say -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think someone with surgical kit come over you need to keep doing CPR to keep the injured alive. Bandage or morphine/epi will not help you if you play advanced medical -
Dead Unit in Vehicle
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By the way I just discovered that, outside units can replace dead bodies if they get in with the waypoint "GETIN" attached to the vehicle. -
Hi Guys, how can I make AI to replace his head buddy at gunner? I unassign the deadone Do action ["GetOut" and then allowGetIn false After they are out I do allowGetIn true but they don't obey my comannd! Grrrr They are under fire sometimes so I tought maybe because of bullets coming to them makes them scared so tried disableAI "fsm" which also didn't help In peace or war they simply carry that dead guy with the vehicle around.. setpos on deadbody also didn't work out
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Dead Unit in Vehicle
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is a nice idea :) -
Dead Unit in Vehicle
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
deleting unit will make the scenario unrealistic :) I want to keep the dead body, but on the ground -
Dead Unit in Vehicle
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes that one exchanged the seats. It is kind of ok if the unit is inside the vehicle. What to do in case I want to replace the gunner with a unit which is outside? assigning to gunner position is not letting him go in and take that dead body out. Btw, did I open the thread in wrong secion by mistake or someone moved it? :) -
Support waypoint does not work?
Devastator_cm replied to target_practice's topic in ARMA 3 - TROUBLESHOOTING
Maybe this helps? http://sandbox.darrenbrant.com/arma/how-to-setup-armas-built-in-support-system -
Vehicle force headlights off
Devastator_cm replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can set them aware (to turn off the lights) with combatmode blue (do not engage) which will not let them to attack enemy even if they see them. Only issue is they will not always follow the roads as they do in safe and careless behaviour I have also similar issue with AI Pilots where I want them not to bring their flap down but they always do!! -
Nobody else have this issue? Is there a bug tracker for this mod where I can open a ticket if I am on the wrong place now? :/
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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
Information for all, here the problem was the script call. Vehicle names should not be between "". Only markers should be between "" The issue which I mentioned in open points (BTR-60 with commander) might happen with other vehicles. It is not related to the convoy script. You can check if your vehicle setup is ok or not by just running a domove command from editor v2 domove getmarkerpos "pos_2" If vehicle moves then all fine in your setup, if not then your vehicle has issue with the commander and that unit need to be removed otherwise it will block all convoy. Be sure there is no unit in vehicle who might sit at commander seat after an ambush for such vehicles, which means for problematic vehicles keep gunner(s) and driver. Like said this issue is happening without convoy script for some specific vehicles. I wrote a message already to OPFOR mod as I used their ISIS BTR-60 and domove command (also the waypoints) did not work to move the vehicle when commander was inside -
I observed something weird in v 0.1 from Armaholic. When I put BTR60 for ISIS and put infantry (all seats must be full) vehicle do not moves to a position. v2 domove getmarkerpos "pos_2" Also I tried Waypoint and same result. If I remove the unit from commander seat, it starts to move... Any idea what can be the problem?
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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
Answers are 1- No but I can adjust it in next release 2- Yes they are faster. There is even a parameter where you can adjust the speedlimit if you want. Default is 35 kmh at the moment. -
maybe it is checking if object isKindOf "Tank" to use RPGs? If you know how, try to overwrite the CfgVehicles type of HMMWV into Tank (no idea what can be the side effects) to see if they will decide to use RPG :)
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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 @foxhound. @Dimas1k I dropped you PM. -
Helicopter Extraction
Devastator_cm replied to bullseyeonline's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe it helps? -
norrin's ArmA2 scripts ported to ArmA3
Devastator_cm replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just worked on the convoy script not the others as I need the convoy myself in the mission I am creating at the moment -
norrin's ArmA2 scripts ported to ArmA3
Devastator_cm replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is ready :) https://forums.bistudio.com/topic/197732-devas-convoy-release/ -
helicopter - flyinHeight borks waypoints?
Devastator_cm replied to -ami- mofo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
did you set the waypoint aalso to 500 meters? Also increase the completion radius maybe it will help -
norrin's ArmA2 scripts ported to ArmA3
Devastator_cm replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got permission from him to use his scripts and create my own version (with credit to him). I wiill publish it when all ready (I think will be next week).