Aviox93
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Any ideas of PvE Team scenario ?
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah I see but I want a battle in a single area where infantr,vehicles,tank,planes, etc... could fight. Adding multiples objective is kinda interesting but I want a gamemode where each play is different like team deathmatch in COD -
Any ideas of PvE Team scenario ?
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Base defense is kinda interesting but infantry would be a little bit useless if I make enemy tanks attack -
I want to make a game mode, Team player vs Team Enemy. I want, planes, tanks, APCs, infantry to fight but I have no idea what type of scenario I should make. For example, I can't work in a town because vehicles will get stuck. So plains are better, but no chances for infantry to survive. I don't know either if I should make a Team Deathmatch or a king of the hill scenario. Anyways, do you have any idea of a place and a gamemode that I could make ?
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Make an AI vehicle patrol without it getting stuck.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey thanks for answering. I'm going to try a S&D Waypoint with max driver skill. However, I'm okay to go on a patrol script system if I'm almost sure that the AI vehicle won't get stuck in the town (patrols can last 2 hours). -
Make an AI vehicle patrol without it getting stuck.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your answer. I don't see which mods prevent the AI from getting stuck, they all offer interesting things about the behavior of the AI but I don't see anything about the AI getting stuck. And same, how can the RYD script solve this issue if a S&D waypoint can't ? Thx ! -
Make an AI vehicle patrol without it getting stuck.
Aviox93 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I am doing a domination mission with several capture zones in which each have a radius of 50m. I want AI vehicles to patrol around this area within a radius of say 300m. The problem is that they stop after a few minutes with a simple S&D waypoint. So I put an S&D waypoint and a "Move" waypoint in the center of the capture zone (because I want them to come back to the zone from time to time to recapture it if necessary), with a cycle waypoint but the vehicles always end up getting stuck because the capture zones are in small towns. Is there a mod or another way to prevent the AI from getting stuck in buildings or trees? Thanks ! -
AI vehicles spawned don't move.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And with only one soldier inside the vehicle it seems that no apcs are stuck. (Some of them still don't move when they spawn but start moving 20/30s after). It's really weird... If any of you wants a video so I can show you the issue, no problem. -
AI vehicles spawned don't move.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alr guys I did some test and it seems to work better when I'm moving only 3 soldiers into it. When its more than 3 soldiers, 50% of the times the APC won't move. Any ideas? (There is still the issue tho) And some stuck APCs seem to move after 1/2 minutes spawning -
AI vehicles spawned don't move.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey thx for your answer ! You're right indeed, however, it doesn't solve the issue since the issue seems to come from the fact that a sector is chosen but the apc is just not following the waypoint. 😕 -
Aviox93 started following AI vehicles spawned don't move.
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Hi ! My goal is to make a domination mission, with 10 differentes sectors (Alpha,Beta,.....,India,Juliet). So I made a script that spawn regularly enemy APCs (every 15s in the following script). Warning : Big script but nothing complicated ! _ingame = true; while {_ingame} do { r = random 10; switch (true) do { case (r<=3): { //BMP2 _BMP2 = "CUP_O_BMP2_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair","min_rf_crew","min_rf_crew"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP2; } forEach units _squad; { _x MoveInCargo _BMP2; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=5): { //BMP3 _BMP3 = "CUP_O_BMP3_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP3; } forEach units _squad; { _x MoveInCargo _BMP3; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=7): { //T15 _T15 = "min_rf_t_15" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _T15; } forEach units _squad; { _x MoveInCargo _T15; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=10): { //MTLB _MTLB = "CUP_O_MTLB_pk_Green_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _MTLB; } forEach units _squad; { _x MoveInCargo _MTLB; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; }; sleep 15; } And my patrol.sqf file juste gives a "move" waypoint and the patrol task to the group after the group gets to the "move" waypoint : _squad = (_this select 0); r = random 20; switch (true) do { case (r<=4): { //Alpha hint "Alpha"; _wp = _squad addWaypoint [ getMarkerPos "m_alpha", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_alpha", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=7): { //Beta hint "Beta"; _wp = _squad addWaypoint [ getMarkerPos "m_beta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_beta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=9): { //Charlie hint "Charlie"; _wp = _squad addWaypoint [ getMarkerPos "m_charlie", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_charlie", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=11): { //Delta hint "Delta"; _wp = _squad addWaypoint [ getMarkerPos "m_delta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_delta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=13): { //Echo hint "Echo"; _wp = _squad addWaypoint [ getMarkerPos "m_echo", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_echo", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=15): { //Foxtrot hint "Foxtrot"; _wp = _squad addWaypoint [ getMarkerPos "m_foxtrot", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_foxtrot", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=16): { //Golf hint "Golf"; _wp = _squad addWaypoint [ getMarkerPos "m_golf", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_golf", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=17): { //Hotel hint "Hotel"; _wp = _squad addWaypoint [ getMarkerPos "m_hotel", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_hotel", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=19): { //India hint "India"; _wp = _squad addWaypoint [ getMarkerPos "m_india", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_india", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=20): { //Juliet hint "Juliet"; _wp = _squad addWaypoint [ getMarkerPos "m_juliet", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_juliet", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; }; Anyways, the script works but 40% of the vehicles just appear and don't move. And when there are these kinds of errors, the vehicle appeared and the sector chosen is never the same. (this can happen for a T14 on Golf, or a BMP2 on Alpha even if other BMP2s have gone to Alpha without problems before...). I also tried to spawn only vehicle when I launch the scenario and it seems to work every time. I then made a script to spawn multiple BMP2s to golf (since golf had 70% errors), and it seems like the first and second BMP2s go to Golf but every time the third don't move and after it, it's random. Thanks for helping, I have no idea what it could be!
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Make random AI groups respawn with random waypoints.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alr thx man I figured it out for the loadout thing, last question : is there a random.int function or smth like this ? -
Make random AI groups respawn with random waypoints.
Aviox93 replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey thanks for the answer. Nice vids I learnt a lot of things but I have questions : Can I spawn a squad with custom loadout ? (Since the squad code only consider the unit and not its loadout) Can I instead of patrol, put a search and destroy waypoint ? Edit : The last video answered this one ^^ How can I put a timer ? (btw I think using the init file instead of a trigger idk what do you think about it ?) -
Alright thanks ! I'm choosing another map then and I'll let the author know about it !
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Make random AI groups respawn with random waypoints.
Aviox93 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi ! So i'm trying to make a domination (multiple sectors) mission player vs IA. And my goal is to make a 2 hour game where the team with the most points win at the end of this timer (each sectors earn a specific number of points). Anyways, I made a NATO base and a russian base and here is the thing : I created three squads (Infantry, AT, Marksman) and multiples vehicles in each bases. And I wanted to know if it was possible to randomly make a squad appear and have it go to a random sector. For example, every minutes : - 50% chance to spawn an infantry squad -30% for AT -20% for Marksman and the squad that just spawned has -10% to go to sector A -20% to sector B etc.... Same with vehicles but every 5 minutes for exemple. Thanks !!! 😁 -
Hi ! I wanna make a mission on a modded map that I like. However, I need AI vehicles to move across the map but the roads are poorly scripted in certain areas. For example : The road texture is perfectly fine : but there is no orange line so the AI can't go through this road. I just want a way to add these orange lines. Thx !