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Sindicate14

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Everything posted by Sindicate14

  1. I have 75 mods at all times on my arma ranging from factions, weapons, structures, terrains ETC. I want to make a scenario in editor and host it with my friend so we can both play in the player spots i created. My question is how do the mods get loaded for my friend. Do i only have to have the mods USED in the scenario loaded? When he enters my hosted server, will the server automatically load everything that i used to create the scenario? I am just unsure and hope someone can explain so I understand the process better. Thank you
  2. Sindicate14

    Hosting Server And Mods

    Thank you my friend. Very clear and exactly what i was looking for. Cheers!
  3. Hello All, I am trying to modify AI skills as shown on this webpage: https://community.bistudio.com/wiki/CfgAISkill I specifically want to edit a units 'spot distance' but I am unsure where to enter the code depicted on the above link. Example shown on the above page reads as: aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; commanding[] = {0, 0, 1, 1}; courage[] = {0, 0, 1, 1}; endurance[] = {0, 0, 1, 1}; general[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; spotDistance[] = {0, 0, 1, 1}; spotTime[] = {0, 0, 1, 0.7}; Where do i enter this code? Is this for the all the units in a group or used for AI individually? Thanks as always!
  4. Hello everyone, I am making a scenario where i have bluefor called Alpha 1-1 holding up on a mountain to ambush opfor. I have them set up to hold fire and want to set up a trigger that when activated, the squad leader will issue the 'OPEN FIRE' command. I set it up now using waypoints with the proper commands and 'set waypoint activation' to move from hold fire to open fire but find this method clunky and SOMETIMES doesnt work at all. I was hoping there could be a clean script i could use to get this to work the way I had in mind. Thanks for all the help!
  5. Sindicate14

    Trigger Activation 'Open Fire'

    would i just type that in the 'on activation' box in the trigger? And then sync the trigger to the squad?
  6. Sindicate14

    CAS not droping laser guided bombs

    Hey grump, Thanks for the advice. Will do when I get home and update you.
  7. I am developing a mission in Eden Editor where the player has the role of a JTAC with proper support modules connected to a F-15 with laser guided munitions. The pilot of the aircraft is AI and the JTAC is player controlled. My issue is that I have the laser designator and the batteries equipped in my JTAC and i laze the target, and call in a laser guided airstrike. The aircraft receives my orders and confirms that they are inbound. Once they get to target they do not drop any bombs at all, they just seem to circle the area and do mock bombing runs without ever releasing. What am i doing wrong? I can get the AI to drop an unguided bomb using a paveway, but never a laser guided bomb. Thank you for your help!
  8. Sindicate14

    CAS not droping laser guided bombs

    Hey Zagor, Thank you for the reply. I was testing this out on buildings so far with the above result. The weird thing is that I can get an AI pilot to drop a paveway using the support requester 'unguided bombing' and it drops perfectly fine. I was just thinking that the lase guided would do the same. I will get home and try this out on some other targets to see if this is still going on. Also, isent the paveway a laser guided bomb? why does it drop so easily with the unguided method? What are other unguided bombs available in arma? That seems to be the only one that works using the above method. Thanks so much
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