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Everything posted by RS30002
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AI still going on attack runs towards the ship. ๐ Gonna have to take his bullets away... ๐
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Nice. It works. Many thanks to both full code: if (isServer) then { _crew1 = creategroup INDEPENDENT; _airframe1 = [getMarkerPos "PLANairEntry", 500, "VME_PLA_J11", _crew1] call BIS_fnc_spawnVehicle; _vehicle = _airframe1 #0; _vehicle setPylonLoadout ["Pylon1", "PylonRack_PL9_AA_Wingtip"]; _vehicle setPylonLoadout ["Pylon2", "PylonRack_PL9_AA_Wingtip"]; _vehicle setPylonLoadout ["Pylon3", "PylonRack_PL9_AA_Single"]; _vehicle setPylonLoadout ["Pylon4", "PylonRack_PL9_AA_Single"]; _vehicle setPylonLoadout ["Pylon5", ""]; _vehicle setPylonLoadout ["Pylon6", ""]; _vehicle setPylonLoadout ["Pylon7", ""]; _vehicle setPylonLoadout ["Pylon8", ""]; _vehicle setPylonLoadout ["Pylon9", ""]; [_vehicle, ["J11_TEX_GREY",1], true] call BIS_fnc_initVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "PLANairWP1"), 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp2 = _crew1 addWaypoint [(getmarkerpos "PLANairWP2"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp3 = _crew1 addWaypoint [(getmarkerpos "PLANairWP3"), 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "LIMITED"; _wp4 = _crew1 addWaypoint [(getmarkerpos "PLANairWP4"), 0]; _wp4 setWaypointType "CYCLE"; _wp4 setWaypointSpeed "LIMITED"; };
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Sad to say it doesn't work, it just keeps spawning with AG missiles. "" at the end to mark a pylon as empty doesn't appear to be working and on some pylons i can't put anything other than AG missiles/bombs-addon made this way. if (isServer) then { _crew1 = creategroup INDEPENDENT; _airframe1 = [getMarkerPos "PLANairEntry", 500, "VME_PLA_J11", _crew1] call BIS_fnc_spawnVehicle; _vehicle = airframe1#0; _vehicle setPylonLoadout ["Pylon1", "PylonRack_PL9_AA_Wingtip"]; _vehicle setPylonLoadout ["Pylon2", "PylonRack_PL9_AA_Wingtip"]; _vehicle setPylonLoadout ["Pylon3", "PylonRack_PL9_AA_Single"]; _vehicle setPylonLoadout ["Pylon4", "PylonRack_PL9_AA_Single"]; _vehicle setPylonLoadout ["Pylon5", ""]; _vehicle setPylonLoadout ["Pylon6", ""]; _vehicle setPylonLoadout ["Pylon7", ""]; _vehicle setPylonLoadout ["Pylon8", ""]; _vehicle setPylonLoadout ["Pylon9", ""]; //[_vehicle, ["J11_TEX_GREY",1], true] call BIS_fnc_initVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "PLANairWP1"), 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp2 = _crew1 addWaypoint [(getmarkerpos "PLANairWP2"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp3 = _crew1 addWaypoint [(getmarkerpos "PLANairWP3"), 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "LIMITED"; _wp4 = _crew1 addWaypoint [(getmarkerpos "PLANairWP4"), 0]; _wp4 setWaypointType "CYCLE"; _wp4 setWaypointSpeed "LIMITED"; };
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It says typed array, expected object for the first line of loadouts ๐ _airframe1 setPylonLoadout ["Pylon1", "PylonRack_PL9_AA_Wingtip"];
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Render a camera to an infopanel
RS30002 replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want a live radar feed from a ciws or another ship turret to be displayed on a TV. -
Render a camera to an infopanel
RS30002 replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any way of feeding radar data from lets say a turret to a screen? -
I need help for making random task generator.
RS30002 replied to Sabre99's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use Drongo's map population for my piloting setups. It wasn't really meant to be for flying, more for like leading squads but there's useful missions for a pilot ....intercept convoy, kill HVT, random vehicles, patrols, garrisons, demolish building, destroy plane/ship. idk about transporting soldiers in a helicopter tho and you'll have to remove the unuseful missions like rescue hostages or capture HVT. I don't recommend the use of its AA module for spice tho, tends to put turrets in weird random places if you don't micromanage the fk out of it, imho you're better off putting them manually on appropriate terrain for best effect of imitating a dangerous airspace. If you want to populate a map, make it feel alive and have the ability to just fly around dropping bombs on stuff as directed by tasks from the generator, can recommend 10/10. Can also search "SOCOM mission generator" for variety. If someone comes in here and starts explaining how to do a generator from scratch, i'd gladly read that too. ๐ -
Hi all, hope y'all are doing fine, just a quick question pls.....is there any way to make the screen at the back of the hangar on the frigate display a feed? I know there's invisible frame objects in the editor that can display a picture, but none of them are the right size and i was wondering if there's any "internal mod command" to make the screen(s) on the ship display stuff?
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idk how to go about doing that. idk how to reference the screen in code. Anyhow, i've found a somewhat complicated workaround ๐ Doesn't cover the frame of the original screen completely, doesn't look as neat if it was on that screen and am having big FoV issues but aight... ----------------------- Final version. Twice the screen real estate ๐ Still, would be much neater on the original ship's screen...
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mission maker tools MGI ADVANCED MODULES
RS30002 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't have a "start" option on the SP respawn module. Only death position and marker.- 302 replies
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mission maker tools MGI ADVANCED MODULES
RS30002 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey...have some respawn player module questions: how can i set 2 of them for different sides?....currently am using one named MGI_resp_XXX. How can i set it on the deck of the frigate/carrier etc etc (marker has no Z axis) Thanks in advance for any insights. ๐ป- 302 replies
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mission maker tools MGI ADVANCED MODULES
RS30002 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very nice. It's actually perfect for my needs. Wanted to limit some special vehicles (anti air, artillery, helicopter) while keeping the BI spawn modules constantly churning out inf/mot/armor with no respawn limits except manpower cap. Now im thinking maybe i could use your module for everything...could also avoid the tediousness of setting up a BI module spawnable faction that rly ticks all the bells just by setting things in nice groups in the editor. is {_x setVariable ["respawnCount",6]} forEach (vehicles select {side _x == WEST}); working on infantry too?- 302 replies
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mission maker tools MGI ADVANCED MODULES
RS30002 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Pierre. Just a quick question....any way to have different values of how many times a vehicle can respawn? Now i have both sides' vehicles synced to a single module but i'd like more respawns for one side, if possible. btw, props for enhanced turret module. Amazing. Whole villages get demolished now in the back and forth spawn skirmishes im setting up for myself. ๐ฎ- 302 replies
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Hi all.... Need a trigger covering a spawn area... deleting two soldiers of "ACM_NA_soldier_Crewman" from this area. But here's the sauce......there's a tank spawned in this area and this exact class is it's crew....so i need to delete just the two that are on foot. Background: after searching for a decent African army that isn't equipped with T-100 tanks, has a decent vintage modernized look to it and that's configured for the spawn AI module i found the African mod based on Global Mobilization. All is well, except the tank (ACM_NA_T55AM2B) comes with 2 outside gunners' seats on each side of the turret.......the spawn module spawns the tank and two pistol armed crew which don't get in their spots on the tank, resulting in the tank slowly moving, at a running pace to where it's needed. I think it should be possible, have a general idea, repeating trigger, if unit is this class in this list AND on not driver type tank then delete unit ....which should result in only the boarded tank crew remaining and the tank speeding it up to the area of operation. Many thanks for any insights! ๐
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I don't know how to write that in the expression field.... Out of curiosity, why wouldn't my idea work? Repeatable trigger over the module and code to delete every soldier in that trigger that is on foot. I just don't know how to write that either. ๐ (they don't spawn on the tank, but next to it...so technically they are on foot...idk....the pic i shared was me putting them in the editor to actually see how many go on the tank)
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Yikes, just noticed this is in the wrong section.... Spawning is done through the Sector AI spawn module. It's convenient to make a more or less equal ground skirmish over which i just fly, drop bombs, return, land, rearm, do it all over and generally have fun. Want to remove the crewmen which spawn extra. The tank is already fully crewed. But it comes with a troop carrying capacity (pic below for clarification), which is useless to me because the module spawns lightly armed crewmen...cant even pretend this is some sort of combined armor/infantry setup lol also can't set it up in the module under the "max units per group" tab, it always spawns with two extra, doesnt matter if i set the limit at 3 (ie tank crew)
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release JBOY Fish School script
RS30002 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, your demo mission still works. They swim around the wrecks. Will try again today, got time. lol, i had such a great scene in mind......๐ lake on a tropical island, waterfall, fish jumping from the water, lush and abundance everywhere ๐ btw, how come the diver can shoot underwater and normal units cant? they just enter swimming animations also, any rifle can function as the SDAR in the demo? ie underwater harpoon thingy??? cuz i have a legit underwater rifle from the PLA mod im using and it fits the theme im going for real nicely! Many thanks for any insights! ๐ -
release JBOY Fish School script
RS30002 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haaai Johnnyboy! I have a few questions ๐ if you'd be so kind to answer So my fish schools just sink to the ground. There's a lot of singleton fish swimming around and they can be shot at, picked up, so the spear stuff works, im sure of that. I copied the stuff from fishschool demo, swapped the wrecks with smaller ones and rearranged the markers and helpers a little to what i think made sense. Is that the issue? (the lake in which they swim is also shallower than the sea in your demo, idk if that matters, but it's definitely deeper than the setting in the scripts which say at what depth they should be swimming). The lake is also covered by a trigger that should be spawning jumping fish but ive only ever seen one fish jump out of the water. I have it set at -1 for distance, so random. Is the trigger area the area in which fish will spawn? Thanks for any insights. Great stuff btw (i was really glad to find out the spear stuff already has a fish counter script...ill use that as a guide on how to create a menial task of collecting 10 fish in exchange for a pass card for example) edit: lol i just noticed the wallstreetbets pic ๐ -
adding map locations
RS30002 replied to General-aHole's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe try Drongo's map population mod? Looks like it does something like the mod you play with, but you can put down a module that acts as a location around which units will spawn (ie what you are missing right now) -
S.O.C.O.M -- Mission Generator & Intelligence
RS30002 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, speaking for all the downed pilots here.....we'd love a CSAR module that works over water, ie you can be picked up through rope/basket. ๐ -
Hey...is there a way to display a radar from a phalanx or any other air defense UAV turret (so connectable with a terminal) on a TV screen? Like drone/camera feeds get displayed, through that rtg command. But am not interested in full driver/gunner view only the radar portion of the UI, so it acts as a ship radar basically as part of a command center. i have @Larrow 's example of how to transfer pics and control of UAV to players with no terminal (working great as a deck tractor accessable from a pad), so thats at least a start and ive seen in drone compositions that gunner view is able to be projected to a TV but am not sure if the radar bit only is doable. Thanks in advance.
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helicopter transport module Hermes Airlift Services Mod
RS30002 replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does the fastrope work in reverse so it can pick me out of the water? ๐ค (i tried to implement a CSAR helicopter for my mini carrier and found out there's no readily available, off the shelf helicopter script that picks you out of the water...so am trying to see if this is a sort of workaround) #edit: cant even get it to fly off a ship (i even edited the water bits out as per previous page and im almost 100% i integrated it okay into my mission (no errors etc etc)) sad๐ -
Firewill Standalone Series Release Thread
RS30002 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it very difficult if i try to learn it myself? (not addon making, just setting the config up to support a particular weapon - itgt is already integrated as JSOW works) -
Firewill Standalone Series Release Thread
RS30002 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hiiii any chance you can maybe do a quick update to the weapons system on this ? https://steamcommunity.com/workshop/filedetails/?id=1663110214 It says it has the AARGM but it really doesnt and its a horrible horrible dealbreaker! I know its not your addon, just making a long shot request (cant hurt if I ask) ....๐ -
AI takeoff from USS Freedom
RS30002 replied to hascoman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Automated landings??? Sign me up!!! #edit Senor, the autopilot is doing the work of the enemy for them! ๐ (Works for AI tho....) Overall, great impressions ๐