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BikerJoe

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Everything posted by BikerJoe

  1. Hello everyone and sorry if this has been covered, a did a search but couldn't see anything, Its probably a simple answer I just couldn't think of it! So I have an object with the variable name "CHINOOK". What I want to do is when the "CHINOOK" (to be flown by a player) enters the area covered by a trigger it activates. I don't want to do a simple BLUFOR present on the trigger as its for an extraction and I don't want it to trigger when the ground units enter the area but when the extraction heli enters the trigger area.
  2. Hey everyone, I'm hoping someone can help me, I want to create a task that succeeds based on a trigger. Basically what I'm looking to do if the trigger to activate a Task State Module giving a success when a specific person enters a heli. I was thinking of a script like "iscargo" or something like that but when I looked up the various scripting commands I didn't see it?
  3. BikerJoe

    Timer

    Is this any good?
  4. Hey Guys and Gals, I know theres prob a really simple answer to this but I've a keyframe animation setup and I want it to start on a trigger, how do I do this? I tried looking up stuff but it always says from the start, what am I missing?
  5. Hey guys and gals, I'm working on a mission that involves an assault on an airfield by AI units and I want to have some helis in the air to provide CAS and stuff but cos its an airfield its like they won't fire and just fly around until they get shot down? I'm wondering is there a script or something I can put in a trigger to make them "ignore" the fact its an aifield? TIA
  6. BikerJoe

    AI ignore airfield

    The Helis start on the ground with a move waypoint linked to a trigger set to a radio command, the next waypoint is a move waypoint to a position close to the airfield, the final waypoint is a seek & destroy. I'm just thinking could LAMBS be interfering somehow and stopping the helis from firing?
  7. BikerJoe

    AI ignore airfield

    So I switched the heli to a UH-1 with door gunners, the door gunners fired ok but the pilot and co-pilot did not fire for some reason and the heli was blown up by an ENY HMG.
  8. BikerJoe

    AI ignore airfield

    Not sure whats happening so, basically I have 4 x heli's fly into an AO before a ground assault to take an airfield but its like that heli's won't target the ENY vics or EI.
  9. Hey Folks, I'm trying to make a HVI protection mission and part of it is to oversee a meeting, thing is I want them to arrive by heli. Getting the AI into the heli is no problem but I want it to to take off at a specific time to add asn element of realism, question is how do I get the heli to takeoff at a specific time, say 5mins before the meeting is due to take place? I have the meeting set to take place at 1300hrs. Mission starts at 0915hrs. TIA
  10. Does this work for Multiplayer? Basically what I'm thinking is having a drone or vehicles turret camera feed displayed on a screen in some kind of TOC (Tactical Operation Centre) where it can be viewed by a command element, It'd be controlled by an operator but the feed would essentially be 'mirrored' to a screen based far away. Would it be similar to a helmet cam script? I'm not massively skilled when it comes to writing script, I usually just copy scripts off YT and then modify them slightly to do what I need.
  11. BikerJoe

    Local Variable in Global Space

    I ended up doing this and instead of 1 artillery unit I had 3, because why not! Thank you all for your help and patience. The issue is now resolved (for now - I hope!)
  12. BikerJoe

    Local Variable in Global Space

    So would I be correct in thinking that by "wrapping" you literally just put { before the start and } at the end?
  13. BikerJoe

    Local Variable in Global Space

    Apologies in advance but I'm not very good at writing my own scripts, can you explain to me what you mean by "wrapping" the text? I'm wondering if I created a .sqf and in the trigger use the ExecVM command to activate the script would that work or is there an easier/simplier solution. Again apologies if I'm saying somerthing stupid, I'm not very good with scripts, I usually just get ideas for missions and look for scripts pre-written and get them to work for me.
  14. BikerJoe

    Local Variable in Global Space

    OK so I downloaded this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2216362075&searchtext=ace+compatibility Hopefully it works! EDIT: so ArmA 3 loaded fine, no errors, went into the editor and loaded the mission fine, no errors, went to paste in the script... local variable in global space... FFS
  15. BikerJoe

    Local Variable in Global Space

    ok I loaded up ArmA 3 this afternoon and I was greeted by a few error messages
  16. BikerJoe

    Local Variable in Global Space

    Checked the arty piece and its definately in range, could it be a mod thing?
  17. BikerJoe

    Local Variable in Global Space

    Sorry should have said. Code is in the 'On Activation' box of a trigger which is set with the OPFOR Present condition. My understanding of everything is thatr when an OPFOR unit passes through the trigger, it is activated and the artillery piece (a D-30A with ther Variable Name 'gun1') will fire 10 rounds
  18. BikerJoe

    Local Variable in Global Space

    Can anyone explain to me why this simple script isn't working anymore, I've used it in the past with no problems! _ammo = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; gun1 doArtilleryFire[_tgt,_ammo,10]; I've a D-30A with the Variable Name 'gun1' and an invisible marker renamed 'target1', excact same as what I've done before.🤬
  19. This thread can be closed, using a mod
  20. So was this ever sorted out fully? Reason I ask is that I'm trying to make a vehicle recovery mission for my group and rather than trying to get a mod added to our modpack I'd like to try using a script but admittedly I am useless whjen it comes to wrtiting scripts. The basic idea is that when both the towing vehicle (variable name "mrap") and the vehicle to be towed (variable name offroadUN) are within range of a trigger it activates giving the player the option to hook up a tow rope between the vehicles?
  21. Hey everyone! I'm trying to do up a multiplayer mission for my group on Isla Duala but I'm having problem with my AI vehicles. When they come to a bridge they get most of the way across it then try to turn left, hitting the barrier and causing a pileup, is there a script or anything I can do to stop this from hapopening? TIA for the help! Joe
  22. BikerJoe

    AI vehicles not following waypoints

    I think I'm ok, I changed the waypoint to after the bridge and that seemed to work, previously it was before the bridge.
  23. BikerJoe

    ARMA 3 Addon Request Thread

    I had a look for a wrecker/recovery vehicle to use but couldn't find one, really think it'd make for some more interesting missions. the US army/Marine Corps currently employ 2 wreckers of which the base vehicles already exist so I'm hoping creating this new vehicle wouldn't be a massive deal to make depending on the complexity. The newer vehicle is designated the M984 or MKR15, its basically a modified HEMTT https://oshkoshdefense.com/vehicles/lvsr-mkr15-wrecker/ The older vehicle is based on the MTVR chassis designated the MK36 I think? https://oshkoshdefense.com/vehicles/mtvr-mk36-wrecker/ Would it be possible for someone to make one (or possibly both) of these?
  24. BikerJoe

    ARMA 3 Addon Request Thread

    Hello everyone! I'm Hoping someone on here might be able to help me, I've looked on armaholic, steam workshop and here but I cannot find anything that make the AL-6 a surrport drone. I know that using ACE it has an inventory and by interacting with it you can add/remove items, but what I am thinking is that box underneath if you could detach it and maybe put a strobe or IR light on it when this happens it can be found and interacted with? Here's the scenario, a squad on the ground requests supplies, the drone operator (back at base with his AL-6) puts the item(s) in a box and flies his drone over to the box and picks it up. Then he flies to the squads marker and drops the box, radios the squad and infoms them of the drop and flies the donr back to base. I know this can be done with helicopters slingloading supply boxes but helis prove a large target and can be shot down and modern armies are already testing/using this method. Is there a mod out there that does this, is it even possible to make this? TIA everyone for your help!
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