Nicholas.Bell
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Everything posted by Nicholas.Bell
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high command HCC - High Command Converter 1.5.5
Nicholas.Bell replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.- 164 replies
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- large scale operations
- zeus
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nicholas.Bell replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steam or Armaholic. Search for MCC4 -
Vcom AI V2.0 - AI Overhaul
Nicholas.Bell replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Spawning Multi-vehicle group with cargo
Nicholas.Bell posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"; }; -
Spawning Multi-vehicle group with cargo
Nicholas.Bell replied to Nicholas.Bell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll give a whirl this weekend. Thanks! Nick -
Add ammunition to static turret
Nicholas.Bell replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Wow. What an update. Don't know what to say so I just made a donation instead. Thanks for your work, Gemini.
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RHS Escalation (AFRF and USAF)
Nicholas.Bell replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Think this got passed over... "EAST" >> "rhs_faction_msv" >> "rhs_group_rus_msv_infantry" >> "rhs_group_rus_msv_infantry_squad")- 16577 replies
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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.
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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.
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Sounds like DUWS to me - not that is necessarily a bad thing at all!
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Rydygier's Liability Insurance automatically revives friendly roadkills. http://www.armaholic.com/page.php?id=27485
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Thanks for doing this! It's great to have a clean, readable map in Zeus.
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revive A3 Wounding System (AIS by Psycho)
Nicholas.Bell replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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- 914 replies
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Working on an 'open world' insurgent mission
Nicholas.Bell replied to owmyeye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Vcom AI V2.0 - AI Overhaul
Nicholas.Bell replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
While testing a mission directly from the editor I get this error message repeating. Don't see it when playing outside the editor, but thought it might be of use. Thanks for your work, Genesis. VCOM_Curren> 22:28:52 Error position: <VCOM_CurrentlyMovingLimit}; VCOM_Curren> 22:28:52 Error Undefined variable in expression: vcom_currentlymovinglimit 22:28:52 File VCOMAI\VCOMAI\Functions\VCOMAI_MoveToCover.sqf, line 5 22:28:52 Error in expression <t 0; waitUntil {VCOM_CurrentlyMoving < VCOM_CurrentlyMovingLimit}; VCOM_Curren> 22:28:52 Error position: <VCOM_CurrentlyMovingLimit}; VCOM_Curren> 22:28:52 Error Undefined variable in expression: vcom_currentlymovinglimit 22:28:52 File VCOMAI\VCOMAI\Functions\VCOMAI_MoveToCover.sqf, line 5 22:28:52 Error in expression <t 0; waitUntil {VCOM_CurrentlyMoving < VCOM_CurrentlyMovingLimit}; VCOM_Curren> 22:28:52 Error position: <VCOM_CurrentlyMovingLimit}; -
Gemini- Thank you for your hard work and updates on this. The base is really "alive" now. Question - am I limited to the number of team numbers and their type? I was only able to recruit a team when I really wanted a squad, and had enough points to purchase them. What am I doing wrong? I took my little team in a vehicle on a patrol, and while I was struggling to get the AI driver to actually drive and follow my commands (not your problem of course!) we got surrounded. It got rather hot until a friendly squad appeared almost out of nowhere (the vegetation was thick) and rescued us. Not that I minded that, but real world I would have been informed if friendlies were operating in the area. Perhaps something you might be able to include in the mission selection/briefing. Thanks again for a great mission.
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The CSAT Modification Project (Release)
Nicholas.Bell replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are one incredible man to be even contemplating modding with all this on your plate. Your superhuman efforts are much appreciated. Terrific mod, easily my favorite. Thanks! -
AUTigerGrad's Faction Configs
Nicholas.Bell replied to autigergrad's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm getting an odd mix of African and Caucasian faces with the Regime faction when I place groups in the editor. I also noted I was getting African soldiers in DUWS Modified Escalation in which the OPFOR should just be Russian. Looking at your config file I see that the Regime group names are identical to the RHS groups names, a likely source of the problem. Is there a specific reason the group classname cannot be changed using the ALIVE Orbatron? Appreciate your work and look forward to what else you might devise. Thanks! -
Alaska 2035 Terrain [Alpha]
Nicholas.Bell replied to Mattastic's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Perhaps a bit too late to help you, but since I live in Alaska I thought I would share some information you might find useful. Mountains and valleys near the coast have relatively smooth (but steep) slopes because of glaciation. Valleys are “U†shaped because of this. Above 4000’ they normally start to become rocky and more typical what one envisions as mountains. Treeline is between 2000’ and 3000’ dependent on a lot of factors – slope, soil type, amount of rainfall (west & north side of Chugach and Kenai mountains are much drier than their east and south sides due to rain shadow effect, so treeline is lower). Forests at low elevation are a combination of deciduous (birch & aspen) and conifer (pine & spruce). Forests have thick undergrowth (not a good idea for ARMA map). Upper edge of treeline consists of alder, which is a large impenetrable bush). Trees are stunted at high elevations – look normal just smaller. Near coast line, if terrain is flat it is likely to be marsh. Lower elevation tundra (in mountain valleys) often consists of tussock and or moss/heather covered rocks (small boulders) which make it impassible for wheeled vehicles (and difficult for tracked). Alpine tundra is rocky with low vegetation. Most on ridges and high elevation plateaus. Good trafficability if a vehicle can get there (unlikely). Rivers are wide but mostly rock unless in flood. Overwise, the channels are narrow, fast and deep and should not be passible by swimming/walking in game, except at fords. Dangerous even then. Mountain valleys often contain glacial moraine, and the heads of the valley often have rock glaciers. Think piles of boulders. If it is still possible I would suggest eroding your mountains. The “steps†in the elevation are not typical in Alaska mountains. Your mountains remind me of the Unita Mountains in Utah in this regard. Here is a link to a couple hundred of my own photos to illustrate these points. https://goo.gl/photos/zJQaPStLNnPix1RX9 Apart from being a computer wargamer, flight sim and Arma fanatic, I also hike and am a landscape photographer, so hopefully these will be useful. Happy to answer any specific questions. I appreciate your diligence and hard work on creating this map. I did a couple for the original Arma 10 years ago, so I understand what it takes. -
Nord, Arctic circle map II
Nicholas.Bell replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Beautiful terrain, Bludski. I'll feel right at home on this map. :) Appreciate your effort, knowing the commitment it takes to do these.