Jump to content

TOMCAT-1987

Member
  • Content Count

    8
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About TOMCAT-1987

  • Rank
    Private

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. TOMCAT-1987

    Vcom AI V2.0 - AI Overhaul

    Hello. Has anyone who uses Vcom been having a problem with AI sitting in mid-air? Specifically when playing on multiplayer servers?
  2. Alright. So to check I´m on the right path: Let´s say my convoy has five markers, the last one being "m5". The infantry I want to disembark are "inf1" and they are riding in "truck1", and they will be heading out towards combat. I would then want to create a marker, let´s call it "m6". Then, I put this in ConvoyEnd.sqf I can figure out more or less what each line means, but I´m not sure about the pieces I set in bold above. 1- I do not know what "kamyon_1" means. 2- "foreach crew truck1;" I take to mean that the vehicle crew will be made exempt from the "GetOut" action? If I have understood everything other than that properly, what this script does is replace the markers I make in the editor with something that will have the same functionality as waypoints, more or less? As for the get in/get out loop, that might because of the VCOM AI. I have turned it off, I´ll see if that fixes it. And yes, I also like Zeus´s awesome functions. I was very much into roleplaying before even knowing Arma existed, so the idea of being a game master (but in a milsim game, in this case) appeals to me. But I suppose the clan leaders had bad experiences with that from being in other clans and decided not to use it. I think that is a bit of an overreaction, particularly when so many problems with mission building can be solved with simply spawning units during the mission and giving them orders instead of having to faff about with timers and triggers.
  3. Ok, let´s get specific then: An OPFOR convoy composed of one armed UAZ, two trucks with infantry and another armed UAZ heads towards a destination where it will engage independents. However, on the way there, the convoy is likely to go through an area where OPFOR and independents already shot at each other. What I´ve seen happen is that the convoy will stop where that firefight happened instead of moving on. Now, I have VCOM AI on, but I have turned it off on the vehicles and infantry riding in them, and the OPFOR in the area are dead before the convoy gets there. Then, infantry will enter a get-on/get-off loop with the guys getting into the trucks, then back out, then in again. So I figure that I can fix this problem by: a) having the infantry disembark before there is an ambush on the convoy and let them move on (so, putting the last movement marker well before the ambush), or b) have the infantry disembark during an ambush (and not try to get back into the vehicles afterwards) in a way that lets the infantry simply move on with the basic Arma 3 waypoints system. But in the end, what I absolutely want/need to happen is that either the whole convoy OR the infantry it transports get to their destination. I´d settle for whichever solution is the simplest, but since I´ll be editing missions for my Arma 3 clan (and it is forbidden to use Zeus to spawn or control units, I´m guessing due to power-tripping mission editors in the clan´s past), the more I learn, the more variety I can put in the missions we´ll play.
  4. Hey there. This script has finally allowed me to make proper convoys! Sure, the vehicles´ movement is slightly choppy sometimes, but it is a joy to watch them move reasonably fast across large distances while staying in formation. I do have a couple questions, though: 1- How would I get the infantry in the convoy to disembark and go do their own thing once they have been carried to the last marker? Does this involve writing stuff in the ConvoyEnd.sqf, or can one use triggers and/or waypoints to make that work? Duke101´s post in page 2, is it good? 2- If the convoy is ambushed, is there a way to interrupt the script and have vehicles and infantry obey standard trigger/waypoint orders? I believe Norrin´s version allowed one to decide if the convoy should get back into the vehicles once an ambush was ended.
  5. Heyo. So I´m trying to do something like this: There are two OPFOR units. One is protecting an ammo truck while another is far away, acting as a QRF ready to intervene. Each unit has one man with a radio backpack. The idea is that if BLUFOR are discovered on their way into the target, and they have not killed the radioman, this radioman will warn the other one and the QRF will get going. If BLUFOR take out the radioman first, the QRF will not receive the news that the objective is being attacked, and they will not leave. The way this is currently set up is: 1- There is a trigger in the objective area (near the truck) with the options "BLUFOR" and "Detected by OPFOR", Condition "This", named "TrigQRF1, and dimensions 200x200x-1 (this is a night mission so these relatively small dimensions seem appropriate to me, although that´s just my opinion). 2- There is a second trigger in that area, with no options marked, set on a Timeout of 5 seconds, and with the following Condition exactly as written: triggerActivated Trigqrf1 && alive radio1 && alive radio2 3- That second trigger is synced (Set Waypoint Activation) to two "GET IN" waypoints centered on two vehicles. The waypoints belong to the QRF, and starting with those "GET IN", they will then MOVE towards the objective and UNLOAD nearby. The result should be that when BLUFOR are detected by radio1, radio2 (part of the QRF) "will be warned" as to their presence and receive the order to move out. The QRF will then enter their vehicles and head out. However, if BLUFOR are smart, observe the area, and kill the radioman within 5 seconds (just enough to correct their shots if they missed), the QRF will never find out the objective was attacked and will remain in position. Obviously, this whole thing is not working, so I would appreciate any help with this. I know for a fact that a "!alive objective && alive radio1 && alive radio2" trigger condition works, but I have trouble with integrating BLUFOR´s detection into a sequence that would make more sense (the QRF would not wait for the ammo truck to be destroyed before heading out unless it was a case of them being close enough to see or hear that destruction, and in this case they are not).
  6. TOMCAT-1987

    POLPOX's Calm Animations 3

    Thanks a ton! I´m editing now, testing stuff and playing the mission in SP and MP. I intend to get my clan in on this action.
  7. TOMCAT-1987

    POLPOX's Calm Animations 3

    Thanks a lot! That fixed it nicely! There is another thing I didn´t notice before. When characters end or change their animations, I get chat messages in the low-left corner of the screen. "SWITCH MOVE", "detach sequence" and things like that. I have tried deleting the CHATLOG lines in the sqf, and that seemed to get rid of those messages. Is that enough? Could it cause trouble?
  8. TOMCAT-1987

    POLPOX's Calm Animations 3

    Hi there! I joined an Arma clan some time ago, and now I´m making my first mission for them. I looked for animations, and your pack is complete and looks great! However, I have the same problem as anfo: although the animations work, I get that message when previewing the mission. Will that message show up when playing with my fellow clanmates? If it does, I doubt they´ll let me use your animations. Is there anything I can do to fix that?
×