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Everything posted by viperBAT44
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target_practice I'm up and running with the custom assets now! Thanks for finding the issue! Unrelated, Warlords is throwing several errors in the fnc_WLsectorPopulate.sqf line 112.... anyone using custom factions having this issue? Mods I'm using : RHSUSAF, RHSAFRF, RHSGREF, CBA, JSRS Soundmods (inc. RHS supports), ASR AI3 w/RHS config, Enhanced Movement, Blastcore
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Thought so lol! Thanks a bunch!!
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Ahhh ok.... now should I place this at 310 just like this ( }; ) ? Much appreciation target_practice!!
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Appreciate the response target_practice! I made an error on the line issue.... it's line 314, not 316, but still peculiar nonetheless. I'll try quoting out at the end(?) and see what happens. I have noticed (aside from this issue) that the spawned garrisons are still vanilla units even though I have put the RHS factions in the init module. Thank you again for the help!
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I'm having some issues with the description.ext as well... I have the proper RHS factions listed in the Warlords init module and have ["MyWLAssetList"] in the asset part. Here is the description.ext file I am trying to use: It's throwing an error that I'm missing a "}" on line 316. I haven't messed around extensively with these types of files and was just wanting to see is someone more learned than I can spot an error. At last run up , I was missing all assets available for purchase except VArsenal and Strategy... any help is greatly appreciated!
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Static starting position for Combat Patrol missions
viperBAT44 replied to Lukeocyte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This definitely works for me... but not the rest of my squad. They are still teleported to just outside the AO. -
Been editing in Eden for quite some time now... not sure if anyone else has this issue... I place an MV-22 Osprey in editor , give it a load waypoint, give it a move waypoint and a transport unload waypoint at an invisible helipad. The issue comes as the AI tries to circle LZ and land, it ends up crashing into hillsides... EVERYTIME. This happens across all maps and is disappointing because I want the Osprey for my USMC insertions. Any suggestions?
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Setting Spawned AI waypoints attributes
viperBAT44 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok... I have searched for a solution to my problem to no avail (nothing specific to what I am trying to achieve anyhow). What I'm doing: Spawning AI BLUFOR group from trigger when my player group is present:working I place this code in on Activation of trigger to appear at marker:_wpt1 = _fireteam addWaypoint [getMarkerPos"WEST_WP1",0];_wpt1 setWaypointType "MOVE"; working... however I don't want group to be running to WP marker, so I put this after said code:_wpt1 setWaypointSpeed "LIMITED"; Group doesn't move at all. I also want the group to be in column formation not wedge. How would I go about making this work? It's simply for base ambiance as my squad lands at base. Thank you in advance! -
Setting Spawned AI waypoints attributes
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would I be right in assuming that VCOM AI mod may have something to do with this? -
Setting Spawned AI waypoints attributes
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still the running persists... so I went a different route and sent the spawned groups headlong into a spawned enemy force attacking airfield. Some action as I land at the airfield anyways! kinda like it better anyhow... Thanks again Fellas! -
Setting Spawned AI waypoints attributes
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Much appreciation Gunter! Your AI compilation list is my go to for anything I need and has assisted me countless times and still will! Maybe I overlooked something and will search again... gonna try what pierremgi suggested and will report back. Thanks again! -
Setting Spawned AI waypoints attributes
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks pierremgi! Will try this now as I just got up lol! -
[Release] Heli Support script
viperBAT44 replied to lordfrith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very nice lordfrith! -
IR strobe attachto static backback
viperBAT44 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good morning Community! I've been searching for a way to attach an IR strobe to a static backpack in my mission. I have copied several suggested codes,scripts,etc. and have not found anything that works at this point. I have a limited knowledge of scripting and rely on related code snippets,etc. copied to init fields or placing .sqf's in mission folder.... just can't seem to get them to work. What I'm doing: HALO insertion at night near main airfield on Altis. Player to locate UAV backpack filled with necessary equipment - darter,UAV terminal...(thus the need for IR strobe to be seen with NV) Use Darter to laze AA armor so on and so on. Any suggestions? Thank you in advance and these forums here are my lifeline for mission making! SOLVED: Wow.I'm an idiot lol. Found the the IR Grenade module from the Achilles addon for Zeus and synced it to backpack and... viola....WORKS. -
IR strobe attachto static backback
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I meant to get back to you sooner Mirek... and thanks, the ACE IR strobe works as well! Thanks again! -
Multiple support requesters
viperBAT44 replied to Wisp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I apologize as well for digging this back up.... however, like others have, I have been able to get the transfer of support to work when switching units which is awesome! (Thank you Larrow!!!) My question is, how can I use this to incorporate the ALiVE supports for this? The BiS modules are a bit quirky and fail quite often, but I can get the ALiVE supports to work 100% of the time but ONLY on my player. Even when all playable units are sync'd to the ALiVE player support module, upon switching to other playable units after dying, I lose the ability to call supports from ALiVE( ctrl+win key no longer has ALiVE option..). I do not know enough about scripting to alter Larrow's to incorporate the ALiVE supports. Any thoughts? -
Mulitple UnitPlay instances
viperBAT44 replied to rocko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having an issue with using two different unitplay instances. The first is a F-35B taxing to the runway and taking off(works fine by itself). The second, I placed a LHD and placed an AV-8B making separate path.sqf(path2.sqf) for it. Upon playing the scenario, the F-35B spawns on top of the Harrier and carnage ensues of course! Here is my files and structure: Init.sqf: MyPath = compile preprocessFile “path.sqf”; MyPath2 = compile preprocessFile “path2.sqf”; rec = [f351] spawn Mypath; rec = [av8b] spawn Mypath2; Made 2 path.sqf's i.e. path and path2. Made triggers on each A/C with on Activations of: null = [f351] execVM "path.sqf";rec = [f351] spawn Mypath; (This works fine by itself-w/o AV-8B involved) null = [av8b] execVM "path2.sqf";rec = [av8b] spawn Mypath2; Anyone see an issue? My goal is to resolve the horrid AI pathfinding issues on airfields and aircraft carriers. -
IR strobe attachto static backback
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Mirek! I will give this a try! Question: Do you know the where to find the IR Strobe(vanilla or otherwise....I have several mods)in the editor? I have searched the "empty" and have come up...well...empty' Thank you again Mirek! -
Arma campaign dialogue text
viperBAT44 replied to Wozny's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! Been looking for something like this! Thanks fellows! -
Virtual CAS module (bombing run) help
viperBAT44 replied to viperBAT44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The attributes of the Hornet... the drop down gives the option of customizing the loadout, but doesn't keep this when aircraft is spawned in game via supports. Thank you pierremgi, I will try the setPylonLoadout in the init field. Provided I can find the pylon,magazine,etc. classnames to accomplish this that is... -
Virtual CAS module (bombing run) help
viperBAT44 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok...so I've been searching for awhile and have not found a solution to this issue: 1: I'm placing a virtual CAS (bombing run) module and using JS F-18E as custom aircraft. 2:Hornet spawns correctly but has only CAP weps onboard. Is there a way to change the loadout so that the Hornet has a CAS load? I have tried in the attributes to change to custom loadout then log class to clipboard, but aircraft still spawns with CAP weps. Any help is very appreciated! -
Thank you for the response Siege-A! Didn't even think about the gear randomization.... know what I can do now. Again this is an outstanding mod and I look forward to continuing the mission I began! P.S. I noticed you are from NC as well... Clayton NC for me.
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I'm having an issue with customizing the loadouts of the units in the editor. When I change them in the editor and then save the loadouts, then play scenario, the units revert back to the original loadouts that were pre-determined with the mod. Anyone else experiencing this? If so any suggestions? Aside from the issue....this is a beautiful mod! Great work and top 5 best unit mod I have ever downloaded! I also noticed that the mags are missing upon going in game and the uniforms tend to change randomly. Any help is appreciated!