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About Nicholas.Bell

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  1. Unfortunately it's not working like it used to for me either, so I'm putting up with vanilla HC. It's got to be depressing to script these kind of mods only to have them broken by a patch.
  2. Steam or Armaholic. Search for MCC4
  3. Nicholas.Bell

    Vcom AI V2.0 - AI Overhaul

    Unfortunately I am still having to hold down the ESC key and click around to get the menu to remain on screen. On a different topic, I'm seeing this in my error report log: 20:58:33 Error in expression <e];}; if (!(isNull _ConsideringUnit) && !(_Disabled)) then { if (side _Consider> 20:58:33 Error position: <!(_Disabled)) then { if (side _Consider> 20:58:33 Error !: Type Number, expected Bool 20:58:33 File C:\Users\Admin\Documents\Arma 3 - Other Profiles\Bell\missions\ALTIS-CSAT-CAMPAIGN-VCOM.Altis\VCOMAI\Functions\VcomAI_QueueHandle.sqf, line 10 Appreciate your continued support on VCOM.
  4. Nicholas.Bell

    Spawning Multi-vehicle group with cargo

    I'll give a whirl this weekend. Thanks! Nick
  5. I want to spawn motorized/mechanized platoons as a single group with each vehicle loaded with it's infantry compliment. I've managed to kludge this together by copying others' and a lot of trial & error - and it works. But I figure there has to be a more elegant method. What I was originally attempting was creating individual groups (which I think is cleaner) and then joining them into a single group, but the join command is for units, not groups, best I can tell. Anyway, I know there's a ton of talent around here that might provide some wisdom. Thanks. Nick _platoon1 = []; _veh1 = []; _veh2 = []; _veh3 = []; _group1 = []; _group2 = []; _group3 = []; if (isServer) then { _position = getmarkerpos "marker_0"; _platoon1 = creategroup EAST; _veh1 = [_position, 0, "rhs_tigr_sts_3camo_msv", _platoon1] call BIS_fnc_spawnVehicle; _position = [(_position select 0)+5, (_position select 1)+10]; _group1 = [_position, EAST, ["rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_machinegunner_assistant","rhs_msv_grenadier","rhs_msv_rifleman"]] call BIS_fnc_spawnGroup; { _x assignAsCargo (_veh1 select 0); _x moveIncargo (_veh1 select 0);} foreach units _group1; sleep 1; _position = [(_position select 0)-10, (_position select 1)-10]; _veh2 = [_position, 0, "rhs_tigr_sts_3camo_msv", _platoon1] call BIS_fnc_spawnVehicle; _position = [(_position select 0)+5, (_position select 1)+10]; _group2 = [_position, EAST, ["rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_machinegunner_assistant","rhs_msv_grenadier","rhs_msv_rifleman"]] call BIS_fnc_spawnGroup; { _x assignAsCargo (_veh2 select 0); _x moveIncargo (_veh2 select 0);} foreach units _group2; sleep 1; _position = [(_position select 0)-20, (_position select 1)-10]; _veh3 = [_position, 0, "rhs_tigr_sts_3camo_msv", _platoon1] call BIS_fnc_spawnVehicle; _position = [(_position select 0)+5, (_position select 1)+10]; _group3 = [_position, EAST, ["rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_machinegunner_assistant","rhs_msv_grenadier","rhs_msv_rifleman"]] call BIS_fnc_spawnGroup; { _x assignAsCargo (_veh3 select 0); _x moveIncargo (_veh3 select 0);} foreach units _group3; _platoon1 setSpeedMode "LIMITED"; _wp1 = _platoon1 addWaypoint [getmarkerpos "marker_3",0]; _wp1 SetWaypointFormation "COLUMN"; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointBehaviour "SAD"; _wp1 setWaypointCombatMode "RED"; };
  6. Here's a sample how I create a static weapon and add ammo: _at1 = createVehicle ["rhs_Kornet_9M133_2_msv", [0,0,0], [], 0, "NONE"]; _at1 setdir 45; _at1 setpos [(_centerpos select 0)+10, (_centerpos select 1)+10]; _at1 addMagazines ["rhs_mag_9m133",12]; addMagazines wiki
  7. Nicholas.Bell


    Wow. What an update. Don't know what to say so I just made a donation instead. Thanks for your work, Gemini.
  8. Nicholas.Bell

    RHS Escalation (AFRF and USAF)

    Think this got passed over... "EAST" >> "rhs_faction_msv" >> "rhs_group_rus_msv_infantry" >> "rhs_group_rus_msv_infantry_squad")
  9. Nicholas.Bell


    Yep, that works. I'd prefer to be able to recruit them at the base and transport them with me rather than hoping I bump into them enroute. Either as separate groups for HC or as units within the player's group. I get frustrated with HC even using the various addons which improve it because inevitably at some point it stops working. This is compounded by the use of any AI mods which impact group behavior. While it's realistic for units to sometimes do what they want like not move or retreat, my inability to walk over to the squad leader and grab him by the nose and kick him in the butt to get him moving again kills the immersion. Unlike most tactical wargames, there is no "leadership bonus" or other effects to impact AI units in Arma. So I've grown fond of creating platoon sized groups and then assigning each squad as a team to simplify command and control. I've ginned up some config addons for these so I don't have to build them by hand for missions. Helps a lot in creating larger engagements as having fewer groups offsets the FPS drag of so many units to a degree. Being attacked by a platoon sized AI group adds the illusion of AI coordination more so than individual groups attacking. Two AI platoons attacking simultaneously makes for a real defensive challenge. And lest anyone accuse me of being off-topic, I'm hoping that Gemini is reading and comtemplating.
  10. Nicholas.Bell


    Not trying to take anything away from Gemini (or you!) - I am really impressed with his work and enjoy using it too. I'm certain that he could do what DUWS does even better, should he choose to. His baby after all. True, there is no DUWS mission utilizing French forces. I've done several DUWS conversions for my own use as the system is basic enough even I have managed to figure it out. It's quite a chore, but has enabled me to create dynamic platoon and company size offensive and defensive conventional operations which I find most interesting. Which brings me back to OPEX. If I could ask for anything it would be to allow larger force operations. But I will continue to enjoy what Gemini has crafted no matter.
  11. Nicholas.Bell

    Deny Roadkill TK

    Rydygier's Liability Insurance automatically revives friendly roadkills. http://www.armaholic.com/page.php?id=27485
  12. Nicholas.Bell

    More readable map v2

    Thanks for doing this! It's great to have a clean, readable map in Zeus.
  13. Nicholas.Bell

    A3 Wounding System (AIS by Psycho)

    Not to put words into anyone's mouth, but I believe Kremator is asking for something along the lines of Bardosy's Automedic script, where unit medics go about their jobs healing both the player and AI without any instructions from the player, although the player has the ability to turn this function on or off. I can't say that I've had problems with the AI medics getting themselves killed when using this script. True, ACE medical does this too, but adds a lot of overhead and other functions not all players want. Combining Bardosy's and your systems would be perfect IMO. Thanks for all your work over the years.... Nick
  14. Check out Jebus - Just Editor Based Unit Spawning: https://forums.bistudio.com/topic/174661-jebus-just-editor-based-unit-spawning/#comment-2733332 I've found it extremely useful to de-PBO good missions/mission generators and learn from the pro's how to script what I want in a mission. I couldn't script from scratch to save my life, but I've learned enough to be able to modify and use others' work for my own (unpublished) missions.