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unnamedplayer27

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  1. unnamedplayer27

    GBL Advanced Interaction

    It is my understanding (and I could be mistaken) that the mod is doing everything it is supposed to do. Am I mistaken , and civilians created by the Ambient Civilians module are supposed to be spawning with evidence or scan as "takiban" by default? I'd like to know that something actually isn't working before I roll back updates.
  2. unnamedplayer27

    GBL Advanced Interaction

    No, CIM stopped working at random or when I tried reloading, which led me here. The only mods I'm using are ACE and a couple unit addons that should not interfere in theory, but I've been experimenting with this mod without them for now. I also like this mod more. I'm wondering if it needs a few minutes to spawn the "evidence items" or something possibly. I played with the mod for about an hour without finding anything, but after that less than 5 minutes in the editor each time. If that is the case, I'd still like to be able to adjust the parameters of their spawn as mentioned if possible. If I get the separate ARP items, which has been scripted to do this, I'm afraid that will definitely interfere.
  3. unnamedplayer27

    GBL Advanced Interaction

    With the module placed in the editor, I don't seem to be finding any "suspicious items" in houses or on people, and my biometric scans don't indicate any hostility. From my understanding of reading the manual and forum, these events have to be edited in by the player. Can I tie this into the ambient civilians and houses at random in any way? It would be cool if every feature of this mod worked like that, but "evidence items" seems like an easy task. If I've missed something, and this is possible, is there a way I can change those variables (such as chance percentages, time between evidence spawn, chance of "takiban" biometric result)? Somebody made a script like this for the ARP item addons, here is the link: https://forums.bohemia.net/forums/topic/203889-random-items-with-civilians/ Has anybody done something like this yet? If not, my script-illiterate behind will take a stab at rewriting what's in that post, but I wouldn't bet on it. If this doesn't work, I could maybe spawn random civs via trigger by chance within a certain area, but that sounds unnecessary, time/fps consuming, more prone to break, and not really as immersive. Perhaps there is a way to modify something like 5% of civilians spawned in the module to carry a specific item? I still haven't quite figured out editing the specific units spawned by modules yet. The Civilian Interaction Module (http://www.armaholic.com/page.php?id=15664) was supposed to do this, but I had a different can of troubles with that. Any suggestion or critique is appreciated, and if it hasn't been done for this mod already, I'd be happy to share the results if I crack it (Since it's 2020 I doubt anybody cares though.) I like the mod so far, and if this and the Civilian Interaction Module have been moved to Arma 3, you could potentially join your features together in one mod, as it has some unique features too.
  4. unnamedplayer27

    Reveal for ACM units

    @opusfmspol Thanks, it does give me an idea of where to start, though scripting in general is still basically Chinese to me. I've been modifying my ACM via a trigger, but now I'll change those variables in the Init.SQF. Once I learn a little more about modifying the specific details of the ACM groups, it should be easy enough. I've got to just sit down and learn the basics when I have the time, Arma 3 is mostly the same language right? If so it will be worth my time to learn, as I plan to work with that when I get a better system.
  5. I want groups and units spawned by the Ambient Combat Manager to have revealed the location of a unit (Which in my case is the player) automatically. The purpose being to make randomly generated combat more immersive by not always being the one who fires the first shot. How use the reveal function on ACM spawned units? If it were possible to do the same with doMove on a unit's location, this would also be useful, but not necessary. https://community.bistudio.com/wiki/reveal https://community.bistudio.com/wiki/doMove Thank you in advance
  6. I should have just tried this again instead of posting here, thanks. I tested this a long time ago on an earlier version without mods without any luck. I'm still having issues, but at least a piece of the puzzle is complete.
  7. The problem- Always spotting the enemy before they see me, particularly at longer range, but also at short distance. While the element of surprise is useful tactically, many of my missions, and I suspect the created missions of other ARMA players (in every installment,) are largely based around counter insurgency-type operations. I am not concerned with acquiring the enemy before they see me in these missions, but rather the opposite. There are a number of mods that both increase AI awareness and engagement distance, and this has been of great help, but not enough to create the immersion of a patrol being ambushed that I am seeking. The request- how can I get enemy AI to see and engage my group by making them aware of me from the editor? I mean in a way that catches the player by surprise, particularly at longer range (keep in mind I have mods like Zeus AI that enable it to an extent). The "destroy" waypoint does not seem to work in the way I want, and neither does the limited tinkering I've done in the past via triggered behavior on certain enemy units, though that was a long time ago and I'm open to suggestions again. If I could, hypothetically, make the enemy clairvoyant of my (and my group's) location from across the map, I recognize that it would alter their movement (constant danger mode,) but I could work around that in my editing. From what I have experienced, I think this is the kind of situation a lot of Arma players are striving to create in their more basic edited missions, especially ones revolving around a NATOesque player vs insurgent opfor. It's nearly impossible to make that immersive with the sandbox A-very limited-I. Please forgive my ignorance in asking this, but understand that I have put some time into experimenting and combing forums for solutions before I created a profile here to ask this. If you have any helpful links or tips, please let me know. Bonus points if I can get the ambient-warfare spawned AI to do this as well.
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