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Everything posted by Devastator_cm
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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
Hi Ace3 devs, is there any plan to have also advanced arty functionality like the mortar one? That manual calculations with rangecard and map tools are nice but works only with the mortar right? It would be nice if such option exist for artillery IMHO -
Issue with switchMove
Devastator_cm replied to Forxtop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I also don't get why switchmove has local effect. Local argument global effect would make more sense but maybe there is a point which I am missing :) -
Issue with switchMove
Devastator_cm replied to Forxtop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am also a newbie with scripts actually but handled animations with following script (name it animation.sqf for instance), which I get from someone I guess :) if (isServer) exitWith {}; _unit= _this select 0; _anim= _this select 1; [_unit, _anim] remoteExec ["switchMove", 0,true]; And inside the unit INITs you can call this script -
Sukhoi SU-34 Fullback AWS
Devastator_cm replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there a module to set the loadouts in editor like Firewill has for his F-16s? -
Issue with switchMove
Devastator_cm replied to Forxtop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
are you having issue in MP or SP? -
where can I find a picture of this map? Google brings me no result :( Can I use this map with Arma 3?
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
Devastator_cm replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can I use this mod together with ASR AI3? Which one takes effect on AI behavior? -
Task Force Arrowhead Radio
Devastator_cm replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dedman, it states "This is a developement release its not intended for production use.". Is it still safe to use? Forget what I asked :) -
RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Guys is there any planned release date for new version?- 16550 replies
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- Weapons
- Accessories
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Fire For Effect: The God of War - smart & simple AI artillery
Devastator_cm replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
so only server needs the mod and not the players? That's nice :) -
Fire For Effect: The God of War - smart & simple AI artillery
Devastator_cm replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmm I want some realistic arty fire on them. So not 100% hit or miss but random hit ratio depending on conditions. I don't need to seperate AI blufor from player blufor. They are all enemy to opfor :) So if they are discovered by opfor forces arty can attack them without showing any mercy :) I think I will give a try your mode in my MP missions soon -
Fire For Effect: The God of War - smart & simple AI artillery
Devastator_cm replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Short description: "Fire For Effect" provides fully autonomous AI artillery, that reacts on current situation by smart shelling enemy targets spotted by allied forces. Can I not use this mod to let enemy forces shell the blufor where players are? -
I also thought 3d editor would handle such things properly but unfortunately not..
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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
It is in one of the medical modules -
you already did a lot with AI so don't get me wrong. I mean in long distance shots they become easy to hunt. So in such case maybe they look for a building to locate the enemy instead of walking around in open field to search?
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This mod really nice and I am using it in my missions. Recently had a small issue though. My team had a sniper and they cleaned whole village from distance. AI could not locate the sniper and act properly. They were hunted one by one by the sniper guy. Is there a setup to prevent this? Sniper was around 800 meter I think to the town
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Thanks million times guys. I will check those proposals
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that hunting idea seems nice! I will try it
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Hi All, I have a mission where AI group has several waypoints combined with a cycle one in a town. How can I remove them in case they notice blufor? I want to put a seek and destroy wp in that case instead of those Move waypoints. So simply I want the AI to attack to the blufor with full force if they discover them
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ok I will take a look to that tutorial. Thank you guys. I hope I will figure it out soon :)
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Mission Presentation
Devastator_cm replied to moricky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am using the mp settings in editor to set the overview and loading screen pictures and somehow overview PAA is always throwing up file not found error but loading screen not (they are same file...) Anybody has such issue?- 80 replies
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- debriefing
- loading
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That one looks more like cutscene to me. So it is showing the video during mission which means a player can drop a grenade and die while video is running :P I am thinking abou gcam recently to use. Problem with that mod is it does not captures video by itself if I understood correctly, which means I need another tool to capture the video while using gcam and then convert the output file to ogg and use it if I am not mistaken :)
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I use script which fires when independence detects blufor
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Thanks. And how can I redirect them to the location where the blufor forces are detected? My main goal is to stop exising patrol waypoints and let the group to search and destroy the blufor and in case they cannot find them return back to the regular patrolling route