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Everything posted by sgtfuzzle17

  1. sgtfuzzle17

    Zero Dark Zero

    @Von Quest Posted this in the FUSE thread but I figure I'll post it here as well for visibility as this appears to be the more active thread. Is there any other documentation out there for the IED system? Some of the stuff in the notes included is worded somewhat confusingly at times. Also, is there any way to dynamically spawn the IEDs throughout a map dynamically? Alternatively, is it possible to use multiple variable names in the target object parameter of the IED module?
  2. sgtfuzzle17

    F.U.S.E -- Explosives & EOD Project

    @Von Quest Hi, just wondering if there's any way to set up FUSE to work with dynamically spawned IEDs? I generally work with sandbox missions but I love the defusing system you're working on. If that isn't possible, can I use an array of variable names for the target object to enable multiple or does it only accept one?
  3. Really liking the new I-TGT system in the works; those gifs are very enlightening. Will there be any way of distinguishing which weapon stations actually release first? For example, if I load an F-16 up with 4 GPS guided bombs and want to drop them on seperate targets but they're not on sequential pylons (say, 4, 5, 7, 8), will they just release from lowest to highest numbered station? Or will there be a way to control which station drops first?
  4. @firewill Should have clarified; wasn't trying to say "these planes can only mount these missiles in a very specific configuration"; I'm aware they can do that. Was more asking if you would consider setting them up to require the HTS in place of a targeting pod for SEAD operations similar to the way you need the ADLP to use camera guided cruise missiles.
  5. @firewill are there currently any plans to make SEAD a task better suited to planes specifically designed for it/enforce any limitations on the existing quite easy implementation of it? This version of the F-16 for example was fitted with specialty equipment in place of the LANTIRN pod to enable proper SEAD operations with AGM-88s. I figure something like this would improve viability of the forthcoming Prowler you've mentioned in your Patreon posts.
  6. Just to clarify, are they just easier to evade, or are they doing less damage now as well? Damage-wise they felt fine before, but better evasion and needing to get better locks and positions is a good thing. On a related note, have you considered tightening how on-bore the missiles need to be to pull a lock? More of the time they just vaguely have to be "in-front of the plane", whereas realistically you'd need to have the nose almost pointed at them.
  7. @firewill as a feature update, would it be possible at any point to add a radar screen to the MFDs, similar to how we have MAP and TGP modes? Even if its just a mirror of the existing radar screen and not a sim-style recreation of a real life radar screen, anything that reduces reliance on base Arma's HUD and adds immersion is a good thing. Edit: just to clarify, I'm not suggesting anything like hard disabling the existing radar system, just an addition of it to the MFD panels we've already got. From what I can see on this Biki page, it should be doable (although I have no idea the amount of work involved).
  8. @firewill would you consider at any point adding just a standard AGM-84 Harpoon without I-TGT functionality for use as a pure anti-shipping missile rather than the cruise missile hybrid role it serves now?
  9. Will this change at any point? RIOs literally only being able to monitor radar is kind of a shallow experience when radar is as simple as it is in Arma 3.
  10. @firewill Quick bug report here, not sure if intended/haven't gotten to it yet. None of the F-14 variants have the tickboxes for backseat (RIO in this case) weapon control. Is this something that's meant to be coming soon™ or not on the cards?
  11. @firewill Awesome, thanks. Are we able to use this to build whitelists as well? Also, is there a readily accessible list of all weapon classnames floating around anywhere?
  12. To start off, I'm a massive fan of the Support framework - not enough missions make transport/logistics pilots really feel like they have a meaningful impact on the battlefield in my opinion, and I'm not a huge fan of the needless level of complexity involved with getting ALiVE working properly. However... Since we got the mission framework, it seems to have the hardcoded limitation that getting out of your chopper outside the base/leaving the base in any manner other than a helicopter results in a "returning to base, out of bounds" message. Now, I get that the mission is geared towards support objectives (they've specifically stated in the past it was designed this way so that when it was released alongside the Helicopters DLC, there would be a mission purely focusing on the logistics capabilities those new vehicles brought to the table) - it does it better than anything else. But the inability to have even a small player squad operating alongside a larger, busier air wing kind of sucks, especially when its due to a single option that could be as easily turned off as a single attribute in one of the modules. Is there any chance of getting in contact with Bohemia and seeing if they'd make this change? Alternatively, if people know a way around this limitation please let me know so I can implement it.
  13. @DSabre I was more looking for something that fully takes them out of the list. If there's no solution like that around, all good.
  14. @firewill is there any way to whitelist/blacklist certain munitions from the AWS while making a mission? I'm setting up some scenarios set before things like AIM-9Xs and JASSMs were around and would like to know if I can just make those munitions unavailable.
  15. @firewill Awesome, thanks. Another issue I've noticed is that there's some issues with the targeting pod not following the plane's movements in flight for the EWO, which can be annoying as its confusing when the plane is manoeuvring and the copilot can't see it happening (like with other planes). I've checked and its not an issue with stabilisation turning itself on or anything like that. Is that working as intended or a bug?
  16. @firewill any chance of the Growler's EWO radar display getting fixed anytime soon? Currently they can only zoom it out to 4km, despite the RIO seat in the F-14 having access to the full radar range of the aircraft. Kinda makes the Growler hard to operate as a 2 man SEAD plane when the EWO can only see 1/8th of the picture. Otherwise, loving the mod. Getting an EWO set up with the various ewar options and protecting a friendly strike wing or group of fighters is great fun.
  17. Alright, so provided I run _unit setVariable ["UseGrid", True] on any units that get spawned in (even if its after start-up) they'll still get registered for caching?
  18. Out of curiosity, will this cache units spawned after start-up? For example, many mission frameworks such as Drongo's Map Population spawn units post-mission start.
  19. @firewill have you considered making any AWACS aircraft? There's definitely a hole to be filled with naval AWACS planes like the E-2 Hawkeye.
  20. @Incontinentia Hi, not sure if this thread is still active but I'm trying to implement this script into a mission. Below is a pastebin of my UCR_setup.sqf. For some reason, enemies just don't want to engage with players. After pulling a gun while wearing a (non-safe) vest and shooting, they'll only occasionally engage me. I'm trying to set it up such that the enemy will be fairly suspicious from the get-go, and if the player pulls out a weapon they're instantly guns up and shooting. If they don a vest, they have maybe a few seconds of leeway before someone get suspicious enough to engage. In addition, I've got several restricted areas (markers with correct marker naming) that are supposed to be completely restricted unless a player is sneaking in with a uniform they've stolen. Players are OPFOR, enemies are BLUFOR. Players are specifically trying to blend in as civilians. Is there something I'm missing here? https://pastebin.com/bX61M5si
  21. Thanks! Just to double check, if you re-enter the original spawn trigger, will it respawn them again?
  22. Trying to set something up using JEBUS again. I'm using it to limit the range on an air defence VLS - Its got a roughly 10km range by default, so I want to set it up that a trigger spawns the VLS system once OPFOR gets into a trigger over the area they're protecting. The issue is, I need them to despawn after there's no threats present, but with the potential ability to spawn again should threats come back. The way I've currently got it set up (which is working before considering the despawning). VLS placed with "0 = [this] spawn jebus_fnc_main;" in init This is synced to a trigger, with the parameters of "OPFOR present", so once they're "in range", the VLS spawns and fires. I know exit triggers are a thing, however from my understanding that's more to do with disabling respawning rather than straight removing a unit. Any ideas?
  23. FUCK yes, any hints on what sort of multicrew functionality the Prowler will have? Is there any chance all 4 crew would have something to do?
  24. sgtfuzzle17

    [MP][CTI-COOP] Liberation (continued)

    Have asked this question in the discord but haven't gotten an answer there. I've set up a Liberation mission on South Asia (a very large map, which could possibly be the problem), using the v0.96 release on the github as a base, with some small modifications (just stuff in factions mostly, and the kp_liberation_config.sqf. The issue I'm running into is two-fold, and I'm fairly sure its connected. Whenever the enemy launches a counterattack, it never arrives. The culprit (I'm fairly sure) is this "VULNERABLE" marker which is sitting out in the middle of nowhere on the map. Is this a known issue with a fix available? Edit: I'm fairly sure the issue stems from the fact that there's no roads for the AI to pathfind along, or that could be a contributing factor. Is there any way to set the virtual groups to pathfind directly/over terrain rather than just along roads?
  25. How does setting the "Probability of Presence" attribute in the editor affect spawning within this script? Will the probability be calculated on each respawn leading to potentially different amounts of units in subsequent patrols, or is it just decided on mission start and from there on out respawns will always see the amount set at the start of the mission?