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The Zoteboat

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About The Zoteboat

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  1. (Context) This solution worked for me, it can be a little rough around the edges but if all you want to do is get a bunch of units in the default assault boats to disembark on a contested beach, it should work for you. This is also probably not the most efficient way of doing this, but I have been stuck on this for days so I don't really know any other solution that doesn't involve scripting to a large extent. 1. Spawn in a boat with only a driver, rename the boat "boat1". 2. Change attitude to "careless" and set the boat to "forced hold fire". 3. Set a move waypoint for the boat on the beach where you want it to drop off its troops. 4. Spawn the squad that will be inside the boat (spawn them away from the boat for now). 5. Set a move waypoint for the squad so they don't stay next to the boat after dismounting, but rather keep advancing on the beach. 6. Rename the squad to "unit1". 7. Spawn a trigger on the beach where the boat will be landing (next to the boat's move waypoint) 8. Inside the trigger's "On Activation" section, write unit1 leaveVehicle boat1 9. Rince and repeat for any other boats, just make sure to change the names. Known issues : the boat's pathfinding is very poor, which can make it so that the driver refuses to beach it / takes an extremely long time to reach the shore. This can sometimes be fixed by changing landing spots on the beach and avoiding harsh terrain. I have heard that this script helps, but I have not tested it as of now. Note : this was accomplished while using the Eden Enhanced mod, as well as thanks to this post. Hope this helps, as information on this subject can be a pain to find.
  2. Hello there, I am currently trying to create a naval landing scenario, but I am faced with a problem. The BLUFOR AI is supposed to land on a heavily-contested beach under heavy fire. I have already gotten a working solution for getting the boats to approach the shore, drop off the soldiers and leave. This works fine in a test environment with no OPFOR AI around, but as soon as BLUFOR troops are shot at, they stay in the boats, refusing to disembark and getting killed in obscenely idiotic ways. Is there a simple way to get the BLUFOR AI to simply get out of the boat while under fire, without having to script the whole event ? Some additional information that may be useful is that the player does not play as a group leader, I'm going with an AI Miller for that. There are 6 boats, each with 4 personnel on board. I have tried the method indicated here, but it doesn't seem to work (however with my abysmal editor skills I'm probably doing it wrong, I just pasted the command in the Team Leaders Init). Any help is greatly appreciated, Cheers ! [Edit : It would seem I have posted this thread in the wrong section of the forums, apologies for that. A working fix for the issue described can be found here]
  3. Hey, me again, There is a strange issue with my game, and I found no info about any bug resembling it while searching on the internet. I noticed that I was always get the same music when in the main menu (Through the Jungle - Apex DLC). I first thought that it came from one of the mods I was using, so I unloaded them all to find which one replaced the OG soundtrack. However, upon launching the game, the icons of the mods I used and the DLC I owned still appeared at the bottom of the screen, and the "you are using a modified version of the game" text appeared on loading screens. The mods that did not add any content, but rather slightly modified the game were still active (ex: no weapons sway), while those that added vehicles and units were absent. I then proceeded to unsubscribe from these mods on the workshop, then launched again using the "play without mods or optional DLC" button. This time, the icons for the DLC appeared, as well as the Steam IDs for the mods I used. I also still got the same music that seems to be exclusive to the Apex DLC in the same menu. However, the text did no longer appear on loading screens. The effects of the mods could still be observed. I deleted every Workshop file, the IDs disappeared, but the effects were the same as before. I reinstalled the game twice on 2 disks, deleted every file that had a connection to ArmA, to no avail. I even went as far as reinstalling Steam entirely. At this point I have no idea what to do about it. Is this an issue that some among you have faced / fixed, or is my PC cursed ? Optionally, is there a way to get the good music back in the menu even while using the DLC? (this one) If any other info is needed, I'll be happy to provide. Thanks in advance, Cheers. PS: Sorry if the language I use doesn't get to the point quickly enough, I'm Czech, so it's a bit tough speaking about technical stuff.
  4. The Zoteboat

    problems with aircraft controls and looking around

    Hey, worked out great, thanks!
  5. Hey all, I have recently started using choppers and planes using my mouse in keyboard. However, since I use "mouse up", "down" etc. both for the "Look" and "Aim" controls, I am basically unable to properly fly any vehicle without first deleting all the Aim controls first. This in turn leads to a bug (?) that makes my character look around even though I am in another menu (like my inventory, a map, gimbal camera etc.), which tends to very quickly become annoying, as well as disorienting when flying. I use the helicopter control scheme used by CallMehTommeh in this video If any more info on my control scheme or setup are required, I would be happy to provide. The goal is to have a controllable aircraft scheme without having by character spaz out while in a menu Cheers!
  6. The Zoteboat

    Issues with AI driver vehicle control

    Hey Pierremgi This unfortunately doesn't work, the situation remains exactly the same, the convoy of vehicles just leaves without my vehicle
  7. The Zoteboat

    Issues with AI driver vehicle control

    Thanks for all the replies, the solution provided by pierremgi worked like a charm. However, I am now faced with another issue. After I board the vehicle as gunner, the AI driver refuses to follow the vehicles in front. I have tried the first method recommended by honger, to no avail. I have tried to fiddle with the ranks of the different units involved, but that didn't work either. I am using vehicles and units out of the RHSUSAF mod, namely the M1237 with a top gunner, if that info can be of value. Again, thanks in advance
  8. Hello again, As I continue with my recreation of the MW2 Humvee run, I am faced with another challenge. In the current setup, AI units board the desired vehicle, in which an AI driver is already waiting for them, the convoy then moves to a location designated by a MOVE waypoint, where I wish for the combat units only to disembark. Simply linking the desired units to a GET OUT waypoint yields no results, as they refuse to leave the vehicle. I have followed a tutorial from YT on how to make AI units move, get out and back in, but unfortunately this only works for the entire crew of the vehicle. It would be extremely practical for the solution to be achieved through waypoints, as I still very much struggle with scripting lol. If any more information is necessary I shall be happy to provide it. Thanks in advance
  9. The Zoteboat

    Issues with AI driver vehicle control

    Thanks for your reply, Do you know a simple tutorial about how to include a script in a scenario? I gotta admit I don't really get it lol
  10. The Zoteboat

    Issues with AI driver vehicle control

    Ah. Unfortunately that is not really viable What I'm going for is a mission that resembles the start of the MW2 campaign, where you have to drive through an area full of hostile forces while attempting to gun them down, so user input is very much necessary (at least shooting and dismounting).
  11. Hey there, I am looking for a simple way to stop the player (in the gunner's position) from giving orders to an AI driver when pressing the WASD keys (the good old "forward", "left" etc.) I have created a simple convoy mission, everything works fine (the vehicles follow each other, stay where they are meant to stay, stop at the correct place etc.), but pressing one of the aforementioned keys immediately switches the control of the vehicle to the player in the gunner position, the AI driver completely stops following the vehicle in front and the whole mission is thrown off. I have tried googling it but the solutions either did not work (like giving the AI a higher rank than the player) or were completely incomprehensible for a newbie like me. Unfortunately, just not pressing the WASD keys is not a solution as I play with people who think it is hilarious to always ram other vehicles like it's top gear. Any help would be appreciated. TL;DR : need help stopping the player in the gunner position from commandeering a vehicle driven by an AI
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