Jump to content

disasterbator

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

4 Neutral

About disasterbator

  • Rank
    Private

Profile Information

  • Gender
    Male

Recent Profile Visitors

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

  1. disasterbator

    Task completes when AI get in helicopter

    That's perfect, thank you so much! I'll have to save that.
  2. I've tried searching around for this on the forums, but so far no luck. So I'm making a helicopter based mission, and one of the tasks requires landing and picking up and informant. Now, is there an easier way to do this besides having a trigger for skipping a waypoint, one for the informant leaving the area and completing the task, and one for if the informant dies that fails the mission? Ideally, I would like it to go something like this: Helicopter lands, making the informant run to get into it, and completing the task once he's inside the helicopter. Is there something I can put into a trigger to make it work like that?
  3. disasterbator

    AI around player-placed buildings?

    I figured it out everyone. Thank you for the ideas. I'm not sure how the AI brain works, maybe my guerrilla fighters were all prior Navy, which would explain their preference for using the back door. The can't seem to use the larger vehicle entrance in the front, but they pass through the staggered, smaller doorway at the rear of the base.
  4. disasterbator

    AI around player-placed buildings?

    Here are a few screenshots: Top-downs, each gate, etc. My best guess would be the signs. Even guerrilla fighters can be law abiding citizens, yeah?
  5. I'm working on a mission in Arma 3 and I've been running into an issue with the games AI. In the mission, the player is in a helicopter. One of the objectives is for a player to help an AI ground team clear a small enemy base. The player can clear the base by themselves from the helicopter, but the AI ground team doesn't do much. They're run up to the base I made in editor, which has walls and two entrances which are large enough for units to move through, then just stand there. At most, they'll use the outer walls as cover but won't go into it. If they aren't in combat, they'll just stand outside the base while their move marker is inside it. Is there a way to fix this? Something I can tweak with the AI or the base walls to make the AI recognize that they can go into it?
  6. disasterbator

    Mission.sqm just question marks

    That's what I was afraid of. There's no .pbo file for me to unpack. Oh well, lessons learned here. It shouldn't be too difficult for me to remake. Thank you, everyone, for trying to help! It's all very appreciated.
  7. disasterbator

    Mission.sqm just question marks

    So I tried to remove the dependency for the mod CBA_A3. I deleted the CBA_A3 from the mission.sqm, which was opened in Notepad, not Wordpad, and saved it. When I tried to open it in-game, I got the prompt shown in the screenshot. I went back to check the file, and got the question marks shown in the Wordpad screenshot.
  8. disasterbator

    Mission.sqm just question marks

    So what I'm picking up is that the mission is destroyed. It's not even letting me load up the mission in Eden anymore. When I try, I get the error message from the in game screenshot.
  9. So I've been working on a mission for months now and recently made the mistake of saving it with a mod installed. I read somewhere that I can just delete the dependency from the mission.sqm file and everything would work fine. After I saved the file changes, the whole .sqm file shows up as a bunch of question marks. Is there anywhere to fix this without remaking the entire mission? Attached are some screenshots of what's wrong: https://i.imgur.com/iXQwoWg.png https://i.imgur.com/zDq0PVj.png
×