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LuizBarros99

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About LuizBarros99

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  1. LuizBarros99

    Vanilla Counter-battery Operations

    Possibly a bit "necro" (last post on this thread was from late 2020), but I think "ITC Land Systems" might be what you are looking for. That mod has counter-battery features, and potentially allows you to identify where the enemy artillery is coming from (and even intercept incoming artillery shells)
  2. LuizBarros99

    Enemy occupation system (eos)

    @strider42 I also noticed something curious: seats that are capable of "Fire From Vehicle" always get occupied by units from the "_crewPool". This means that the Qilin, the Prowler, and the offroad pickup will be almost entirely always filled with only said units. And as a result, those vehicles are effectively useless for use in the "_MotPool" category. I also have a few significant changes that I have done to portions of code, that I think it could be interesting for me to send you a PBO of the mission for you to unpack and check out.
  3. LuizBarros99

    3CB Factions

    That update looks really awesome. Only significant issue that I noticed was the MiG-21 elevator animation being "inverted"
  4. LuizBarros99

    Enemy occupation system (eos)

    Now for suggestions, I think that it could be interesting a way to have both Attack + Transport helicopters at the same. Perhaps make it similar to how we can have both tanks + transport vehicles (by them being different variables on the parameter that calls the EOS/Bastion system). Also something that could be interesting would be a way to make each enemy "type" spawn on preset locations when using the "Bastion" mode. Basically place a few markers, and list these inside the array like this: [PATROL GROUPS,SIZE OF GROUPS,["MarkerInf1","MarkerInf2","MarkerInf3"]], [LIGHT VEHICLES,SIZE OF CARGO,["MarkerMot1","MarkerMot2","MarkerMot3"]], [ARMOURED VEHICLES,["MarkerArm1","MarkerArm2","MarkerArm3"]], [HELICOPTERS,SIZE OF HELICOPTER CARGO,["MarkerCH1","MarkerCH2","MarkerCH3"]], etc. Finally, maybe create a new thread so that you may appear as the "Thread Starter", and also be able to have the latest version of the script/system on the very first page of thread.
  5. LuizBarros99

    Enemy occupation system (eos)

    I also noticed another error, ships/boats and diver groups seem to not be getting their waypoints properly. Basically the ships/boats were just not moving and seemed to have no waypoints, when I looked at through ZEUS.
  6. This terrain looks really mind blowing. Can't wait to try it out once released
  7. LuizBarros99

    ToH Terrains - Seattle & South Asia

    Hey, I am very "beguinner" in relation to understanding how mod work in ArmA 3. Because of that I can't quite comprehend why can't you just replace as many assets with assets that can be found in game or in CUP Terrains mod? I think it would be a lot more functional solution if its possible.
  8. I'm thinking about making a trigger that the condition is basically "one of the logistic items/entity" being alive, by basically doing a "alive 'x'" for each of the entities, so that if at least one of them is not destroyed, then the trigger is still activated (and the spawn should hopefully still work)
  9. This worked like wonders when using the trigger synced to the spawn module. Thanks for giving me the heads up to make it as a trigger sync-ed to the spawn module.
  10. I'm testing using something like "alive INDLOG_01 or alive INDLOG_02 or alive INDLOG_03 or alive INDTRUC_01 or alive INDTRUC_02 or alive INDTRUC_03" as the activation condition for the trigger, and synce it to the spawn modules. Now I will test it.
  11. Yes, it would be about what you did. The only minor issue that I ran into is that there are multiple logistics entities, but I can only set a single owner for a trigger. See the picture as a reference:
  12. If I need the trigger to become disabled in order to "turn off" the spawn point, I bet that I could just copy the trigger and replace the "!alive" with "alive". So that once the units are no longer alive the trigger deactivates, and (hopefully) also deactivates the spawn point synced to it EDIT: Now I realised that I would need to change the condition from an "alive 'x' && alive 'y'" condition to something like an "alive 'x' or alive 'y'" condition, as having the "&&" would cause the spawn to be disabled as soon as the first unit gets taken out...
  13. Oh, so when the trigger is active it allows to spawn, and once deactivated it disables? Or is it the other way around?
  14. OMFG, That is EXACTLY what I was after! (RN it is nearly midnight, so tomorrow I will test it more in depth, specifically trying to make it work with multiple sectors in a similar fashion to the mission I made in my STEAM WS) Also onto something else, how could I do something similar, but a lot simpler for PLAYER spawns? To be precise: The scenario that I have is that once the "logistics things" of an airbase are destroyed, this causes the conditions of a trigger to be met and it gets triggered to activate a "set Task status" module. But I would like to have this same trigger also disable the player spawn. I bet that if I were to properly comprenhend the system that you made, I would likely be able to get this done. But I am still very unfamiliar with all of the ArmA modules (specially the logic ones). Not to mention that I am still almost analphabet in relation to scripting. Which talking about it, I could imagine this being done with the "On Activation" parameter, but I would have to try countless options such as stuff like "deleteVehicle" and the Var name of the spawn module.
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