Jump to content

avibird 1

Member
  • Content Count

    332
  • Joined

  • Last visited

  • Medals

Everything posted by avibird 1

  1. Is there a new update that will DL automatically from Steam?
  2. This is such a unutilized script that quite frankly should have been included in the vanilla game. Unfortunately the author has not been on for a few months and the script has a few bugs. None of them are major Mission Breakers. This scrip has so many basic functions that the vanilla game is missing for sure.
  3. @dreadpirate by the way that you for adding the variable name carry over I have not tested it yet but thank God I didn't lol I would been pulling my hair out of my head thinking that I messed up my mission ?
  4. What is you group leader init code? make your trigger 2 by 2 meters set present for your side and put an object in the middle of the trigger. Syn to leader. Start your mission if the units are on the map then you have a wrong code or you are not syn right maybe you group it not syn. It's a very easy script to use without all the other parameters in the code.
  5. Hey you need to remove the "CACHE=" parameter or adjust the distance.
  6. @nutzgo TY I think I tried something similar to CUP_CIV obviously my syntext was off. I'm glad to hear that you can you custom factions with the ambient unit module with MCC. Do you know if the new bohemia civilian present module will work with custom civilian factions as well. I really can't stand Arma 3 civilian models and their appearance as well as the lack of age sex and physical appearance of the civilians.
  7. Does anybody know if it's possible while using the ambient units is there a way to do custom civilians for example I'm using cup units I would like to use either takistan civilians or chernrus. Most of Arma 3 civilians that get spawned are wearing beach attire lol.
  8. With Arma3 engine updates things always get broken this is life with arma3. What are the best working Patrol scripts that you guys are using now. 1Upmons mostly broken now. 2. Ups a big bug that units go into combat mode for no reason. 3. Usps still works with a good Random House search section. 4. GAIA works great but maybe too aggressive maybe too good if you have a large number of groups. 5.EOS was good I have not used it in a while. 6. DAC used a lot with Arma2 need to look at it again. 7 Alive never really used it for my missions ? Any suggestions or comments.
  9. Did bohemia take out the ambient vehicle module? I can't find it in the editor. The new three civilian modules are there and work nice very simple with no slowing down or dropping of FPS rate like some of the other mods. I came across this doing a search System for Including Land Vehicles Into Environment (SILVIE) but can't find it anywhere in the editor. Is there an in-game civilian vehicle module that works for ambient eye candy.
  10. Like I said I have used most of the partol scripts. AISSP was around with ARMA2 Full House military zone and the reinforcement sections I used a lot. If you would like to share your modified version I would love that as well as updating the community with your modified version I'm sure the author would not mind.? In a large mission I always try to use a few different Patrol Scripts throughout the mission so it makes things a little less predictable with various groups of units.
  11. I am very familiar with this list. I have used almost every single one the issue is with all the engine updates these things get broken like I said upmons and ups are not really working anyomore. I loved AISSP in Arma2 I would love to have you updated version of this ?
  12. avibird 1

    Urban Patrol Script

    Just curious has anyone found a real fix or what really caused the units to go to combat mode when no enemy forces were within the area. I still use this but I add the NOAI parameter ie information sharing so the bug does not happen on a partol the units need to make contact for them to go into combat mode. It's sad that ups and upmons are mostly broken now. I have been using GiAI and and USPS for my partol scripts for now.
  13. @Harzach I always try to keep the number of mods and script down in a mission when possible I like to try to use Bohemian in house stuff seems to prevent lag and FPS drop with that said i have fool around with engima stuff awhile ago I will look at it again. About the new civilian modules are you sure does not work in multiplayer environment. I was working on one of my multiplayer maps on a host server test playing from the editor and the three civilian modules work fine for me in that environment host server and multiplayer mission ?
  14. @dreadpirate I really hope you consider adding the ability to a variable name to carry over once the units are spawned in. It allows for a lot of good combinations of waypoints and commands to a group of units scattered in the mission. Mauk editor spawn script has this ability so I can have a group of units spawn in different locations with some of the units with a dostop command to keep them out of formation with a sentry waypoint. once one of the units spot an enemy the whole group will be activate the units without the dostop will move to movewaypoint with a command to undo the dostop on the units I want back in the formation and then I can add Patrol script to the whole group ups Gaia ect. With your script I cannot do that because the variable names do not carry over once the units spawn in the game. Adding it would be beneficial greatly. Avibird
  15. @dreadpirate until bohemia puts in a formation that keeps the units at editor placement positions that would be great if you could add to keep the units variable names. It will help out using your script in tight spaces or town/city combat. Murk. Editor spawning script allows to keep the variable names so when spawning in building it is a lot easier to use the join in waypoint and the sentry waypoint that will activate the Building Group the to move out of the building join the outside group when contact is made in the area. Unfortunately your script does not allow this. Your script allows for a lot more variations and functionality then his simple editor spawn scrip but your script is lacking this one functionality that will allow your spawn groups to join other groups on the map.
  16. @dreadpirate When you spawn a group using jebus if you give individual units within that group names does the name carryover when the units spawn in using a trigger I have a group of units 12 of them that all spwan in a building in good position. I have different group outside and on the building higher floors that are only editor placed some have do stop so they stay in the editor placed position. The group leader of the non jebus group has a sentry waypoint with a move waypoint with an activation code that makes the jebus group joining the non jebus group and both of them move to the new waypoint to protected Target. It works fine if I don't have the Building Group spawn in using jebus. When I attempt to spawn in the group using jebus I don't think the individual unit names are being kept after they spawn in on the map. Can you confirm this for me when using jebus the editor Place units given name will not be kept.
  17. @dreadpirate When using editor placed groups regardless of the formation you set in the editor the group will always move into a vee formation. I know that is a default formation within the game but it interferes and limits unit placement within building ground floors and tight locations on the map. Is there a way of using editor placed formations when the unit's first spawning. Second question regarding the caching system. The units spawn in when the player is X meters away from the placed units is there a way to switch it to a particular side rather than a player for example when opfor units are within X meters away rather than a player. Avibird.
  18. Hello I know this has been talk about multiple times but I am still confused and frustrated with this. I can't get spawn units to face or look the direction I want. I have used setDir set pos setVectorDir. It seems the units will always rotate to the north west direction. I know we can set the spawn in height of the USS freedom and the aircraft carrier Nimitz but I can't get it to work with infantry units in buildings. Can the direction be set without using markers and can units be set to spawn in at a specific height. I have attempted multiple code blocks with no luck. Avibird.
  19. These are really good script to spawn in editor units with a lot of functionality. Murk is older arma2 but still works very well jebus has more bells and whistles. I don't use the same stuff in my mission I use a few it makes the AI a little more unpredictable AI Behavior scripts as well.
  20. @socs thanks I know how to set it up for just editor units on higher level floors. I just can't get it to workout right for spawn units on the ground floors which are the majority of the units that spawn in. The units that are on the second third and fourth floors all have dostop commands link to partol groups with open fire comabt mode so the group AI leader can still order them to move .
  21. @HazJ to many different direction. I have about a doesn't buildings with anywhere from a fireteam to a squad and half throughout a town. I still want to have the possible for the players to sneak in plant satchels and take down the two Targets however that is a very small chance without being seen or running into an actual moving Patrol. So to tell you what direction West east north south and a combination of them through the town. You know I don't make things easy lol
  22. @beno_83au do you ever spawn in units or always have them on the map.
  23. Hey @HazJ I am setting up a town with units inside buildings that will be guarding a radio tower and radar station that you need to take town. I am using jebus and murk AI editor spawn scripts to setup the AI units on the ground floors of multiple buildings in the town. I also have units partoling the town with other units in the groups partoling in second thrid and rooftops with dostop command making the stay in place but open fire so the AI leader can order them to move once contact is made. This units unfortunately will always be on the map because setting the height for spawn in units sucks ass lol. It would be great if that could all be set to spawn in when the players are ready for the third part of this mission but not a game breaker at this point.
×