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Fluxion

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About Fluxion

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  1. This might be a noob question but I don't know configs work very well. Is it possible to override the default config settings by just making some kind of entry in your mission files? I have seen this syntax in the documentation but I don't really know the extent of how it works. https://community.bistudio.com/wiki/configFile configfile >> "CfgWeapons" >> "rockets_230mm_GAT" >> "magazines" Is there a way that you can use this to change the config settings and override the default config? Can you use that sort of syntax to assign config values or is it just a look up language construct? For a concrete example.... if I had a Zamak MRL and I wanted to make the default munitions be cluster rockets instead of regular rockets is there a way to do it? magazines [] = {"12Rnd_230mm_rockets", "12Rnd_230mm_rockets_cluster"}; The previous line is the entry for the Zamak MRL. Is there a way to override the config so that the you could flip flop the entries? magazines [] = {"12Rnd_230mm_rockets_cluster", "12Rnd_230mm_rockets"}; Even if it were possible, I don't know if it would have any effect. Does anyone know if there is a way to change the default munitions using configs? Is it possible to achieve the munitions switch using other methods? Like some kind of nested config entry in your mission files that overrides the defaults?
  2. Combat Patrol: Place some randomized enemy units in buildings It would be nice to see some randomly placed units inside buildings for combat patrol missions. It wouldn't be hard to do. You just have to find the building positions in the area of operations and then randomly spawn some enemy in those locations. Even if each house had a 5% to10% of being occupied it would be more interesting.
  3. Better Default Settings for Escape Missions on Official Servers I wish that the default settings for Escape missions where set so that players start with individual respawns instead of group respawns. It is one of the biggest flaws in the gametype. It is why people with good sense have to become admins in order to change the parameters. It is the most annoying thing when you play for a long time, die once because of an operator's error or get Armaed only to find out that your team has wasted all the respawns. I think something in the range of 3-5 respawns should be sufficient. Maybe 4 individual respawns including your initial life. That way you have 3 extra lives. I don't care if it annoys people that they can't continue playing because they wasted all their lives and everyone else is still golden. They can just go fuck off. This would inhibit those kinds of guys who just don't care at all and just acquire a vehicle and rush way ahead of the group, almost always inevitably dying and then continually force respawning just to repeat their unsuccessful tactics. A lot of guys just force respawn as soon as they die anyways because they are like COD players where they are only playing for that instant gratification of non-stop action. These people have their uses. They are to be used as shock troops in order to spare the lives of their betters. There is no point wasting a good man when you could send in one of these guys. On the subject of escapes... Some locations are under-defended, such as Linhaven. It is too easy. A lot of escape locations are too easy.
  4. I wish that the azimuth readings on the rangefinder and laser designator were accurate to at least a hundredth of a degree. The elevation readings are to the hundredths of a degree. It would be nice if they were the same. The lack of precision that the rangefinder and laser designator offer for the azimuth makes it difficult to resolve target locations accurately. To make matters more complicated the readings displayed encompass half a degree to the left of the actual direction. Like, if you were to look straight north, then move the optics half a degree to the left or half a degree to the right it still shows 0 degrees even though it could be 359.50 degrees in actuality. When several kilometers away even a small error in estimation can being quite far off the mark. It is just kind of an annoyance for me and probably doesn't really affect anyone else. I am just saying. This is why militaries use their own brands of milliradians instead of degrees.
  5. New Asset Request: UGV Mortar System I would like to see a UGV that is a mortar system. I think the Squad Leader, Gunner, and UGV operators should be able to call in fire missions with it but I am not sure what is best in that regard. The Unmanned Ground Vehicle Mortar System (UGVMS) should either just have a mortar system, or swap out the passenger or weapons compartment for a mortar system. I think a UGV with a HMG and a Mortar system would be pretty deadly but if it was a mortar system only then it would hold a lot more mortar rounds. Why should all those poor soldiers have to carry around all those mortar tubes and stuff when we could get a robot to do it! 
  6. I would like to see a UGV that is a mortar system. I think the Squad Leader, Gunner, and UGV operators should be able to call in fire missions with it but I am not sure what is best in that regard. The Unmanned Ground Vehicle Mortar System (UGVMS) should either just have a mortar system, or swap out the passenger or weapons compartment for a mortar system. I think a UGV with a HMG and a Mortar system would be pretty deadly but if it was a mortar system only then it would hold a lot more mortar rounds. Why should all those poor soldiers have to carry around all those mortar tubes and stuff when we could get a robot to do it!
  7. Do orbat groups do anything or does it just put a marker on the map that represents the group?
  8. Hey, hello again. I searched High Command Module and your post was one of the first things that popped up. We have similar interests seems like. Have you tried controlling subordinates while operating a drone? It would give it a bit more of a realism aspect. If your commander is a drone operator then you can still select your subordinate groups with the regular high command tab. (control space) I was just testing it out and it works. It might make it a little more challenging than if you are just using some free floating camera but it would also be more realistic. Trying to coordinate a operation when your drone is your eyes in the sky seems like a real world situation. You have to keep your drone safe, you have to think about the orientations. You might not always be able to click the exact spot you want on the terrain because of the angles. You have to know the terrain and read the maps and stuff. Give it a try. Throw up a stealth drone in a wide and high loiter. 2000M up and a wide circle can cover a vast area.
  9. I tried out the event handler for when a weapon is fired. If you enter this into a unit's init box it tops up their mag giving them infinite ammo. It is a bit wonky though. If you wait until the mag is completely empty, then for some reason only lets me top up to 1 less than the capacity of the mag. I didn't spend too much time fiddling with it but it gives the effect of infinite ammo for a soldier with a weapon. The ammo count in the mag counts down properly, and when it gets to the last round it fills it back up. When I applied this to the mortar operator it had no effect on the mortar system's ammo. I tried applying it to the actual mortar's init box directly. For some reason the ammo count never goes down. I am not sure exactly why it is functioning like that. There may be unforeseen side effects from using this but it effectively gives the 82mm mortars infinite ammo. Seems to solve your problem but it is a bit wonky. Kind of odd but it gets rid of the depletion of mortars and no more reload. this addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if(_unit ammo currentMuzzle _unit <= 0)then{ _unit setAmmo[currentWeapon _unit, 8]; }; }]; I figure the conditional is always returning true when firing so the ammo keeps getting set back to 8.
  10. I don't know if my replies are being moderated or something but they don't show when I submit them right away. Here we go again... I have to be honest, I don't really know the Arma 3 engine very well. Programming isn't the problem, the problem is that it is hard to do stuff if you don't know how the big machine works. Kind of operating blind. The documentation only tells you so much. It is hard to find a good overview. A lot of documentation doesn't go into a lot of detail. I am not sure if this helps you but I am able to instantly reload the ammo in the MLRS. The issue is that my entire MLRS battery's attack is scripted. If you want to achieve an instant reload while firing the weapon manually you might have to figure out if you can attach some kind of event handler that checks when you fire, or find out if there is way to detect when a mag goes empty. This was a snippet that was inside some loops that got the battery's units firing. This basically give me an infinite barrage of cluster bombs so long as I keep assigning targets. if(alive _currentUnit)then{ waitUntil {unitReady gunner _currentUnit}; gunner _currentUnit doArtilleryFire [getPos _x, currentMagazine _currentUnit, 1]; _magAmmo = magazinesAmmo _currentUnit select 0 select 1, true; if(isNil "_magAmmo")then{ _currentUnit setAmmo[currentWeapon _currentUnit, 12]; }; So when a magazine is empty it returns nil rather than 0. Nil is represented by the string "any". There is an event handler for when a weapon is fired I believe... https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired this addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; }]; I have never used an event handler in Arma. I don't really spend loads of time on this stuff. Once every few months I get interested and start dabbling again. It's not like I am getting paid. So, perhaps you could check to see if the magazineAmmo is nil, then reload immediately by topping up the ammo. I don't mean to send you on a wild goose chase though. It is just an idea. Of course it all depends on how Arma handles these things sequentially and how it affects performance. Also, from what I understand, that method won't give you fine control because if you want to control the length of time of the reload you would probably have to create the delay in an scheduled environment using spawn or something to that effect. My own issue is kind of annoying... I was out for a walk and thinking... hmm, if I can't control an event then I might be able to stop it from precipitating so I tried to load an empty mag of cluster munitions into the MLRS but when I top up the ammo, it begins the loading process because it is switching ammunition types. So, I couldn't use that as a work around. I figure my best bet is to find out more about class inheritance. I don't really know much about it in Arma. There is some documentation but it is largely abstract. It would be nice to see a few concrete examples and explanations of how to determine exactly how to arrange the classes. I am making a lot of assumptions about how it works from some of the stuff I have read. I was hoping to find a tutorial but no luck yet. I am hoping I can just alter a config and just get the MLRS to initialize with the proper ammo. I bet it is a simple thing to do but I just don't know how. Of course, I have to ask myself... why the fuck am I wasting my time doing this? 😛
  11. GC8, did you ever find a way to do what you want? I want to do something similar but with cluster munitions for the M5 MLRS. When I take away the regular rocket magazines and add the cluster magazines the AI, or the vehicle itself begins the reload process for the cluster rockets. The reload time is very long, like must be a minute or two. I haven't found a way to interrupt it. I tried setAmmo and setVehicleAmmo but neither of them seem to interrupt the reload process once it starts. There are no reload animations for a vehicle as far as I know so I can't find a way to just override it and just fill it up with ammo right away. The result is that I have to wait a few minutes for the cluster ammo to load up. It isn't that big of a deal if they are not going to be engaging anything in the first few minutes in a scenario but it is annoying nevertheless when I am debugging a scripted battery attack. Edit: I can't tell if these replies I am posting are going through. It keeps telling me to log back in. Kind of annoying.
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