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pexmo

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About pexmo

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  1. Ok. Yeah we have tried the great Franze/Nodunit AH-64 mod. But it is not suitable for our current missions, it is to powerful there. Tried from the co-pilot seat and yeah it works but as you say, one can not use the camera with separate controls it seems. It would be great of one could have separate controls for the camera when in the co-pilot seat, that would make this addon work for us perfectly.
  2. bumping this a bit Is there any way to make careless AI not put their heads out of a armored vehicle if they are in careless mode?
  3. Aha, can you elaborate. Didnt know that you could do that, have not touched the aircraft in a while so I did not try that. Do you use for example joystick for flying and the mouse for the camera then?
  4. Just started using this mod, and as of request from our groups helicopter pilot i will ask for the following things: - Is there anyway to get control of the flir camera as the pilot? if not is there anyway I can get control of the zoom levels AND is there anyway I can tell the gunner to look where i am point my crosshairs OR better yet make the ai gunner follow my crosshair all the time?
  5. Ok it works on vehicles that has the normal commander driver and gunner setup to do what i want to do the commander and the driver can be always careless and the gunner in a f´different group. NOw i have another quesiton: Anyway to force careless ai to button up/turn in and not pop their heads out of a apc??
  6. Hi. I was wondering if there is any to make the driver always being careless in a vehicle, to totally ignore the commander and gunner when it comes to orders? I have tried a few things but in the end they all get overridden at some point. I want to be able to precission guide my AI apc or tank with waypoints while having the gunner and commander (some have only gunner and driver) fighting as usual. The ai do this great when the driver is always careless but I just dont seem to be able to keep the driver in this state when more units are in the vehicle.
  7. Iukios advice worked great. Just have to make sure that I delete the none slected options "triggers" when I have something chosen. Else they might head back and forth like crazy
  8. Once again I bumped into some Ai related things while making missions. 4 questions: How can i make a vehicle or soldier go to a exact position, one that i have the coordinates from being on myself in game? Is there a way to also make the unit take the facing i had at that point? i know how to do this with a stationary unit. How can i make a driver be in command of himself? So that i can have a gunner in a vehicle with separate combat mode and always have the driver set to careless? This is so that i can have him drive exactly as i plot eaven during combat. Some vehicles, like the rhs bmps has the gunner being the commander thus the driver is still if the commander is in a separate group. I only found forcespeed negative in order to make the ai reverse, there is bo way to make the driver follow waypoints while reversing?
  9. Thanks grumpy. That is a good hunting script. But to specify about the tank thing: Is there a way to use objects, or invisible targets to do the following: I set a waypoint to a tank. It has a careless driver and a gunner separate groups. I place a invisible target or an object in a valley The waypoint takes the tank, by waypoint that the driver has to a hill next to the valley. Now, I want the tank to move straight towards the objective/invis target until the gunner has line of sight to it.... then stop in place. Maybe this is far beyond what can be done here but it would create a somewhat solution for AI armored vehicles to move and then take up hull down positions towards an area. If this cant be done, how to do I move a tank to a EXACT position?
  10. Thank you. I will try this out. Related question? How can I set a trigger to "when the AI unit is under fire"? Also.... maybe should make a separate question about this but I ask here as well... is there any way to set a invisible target or something, and tell a ai unit to move from its current position straight towards this target UNTIL it can see it? If this could be used on gunners in vehicles a basic quite dangerous tank "ai" could be done - This plus carefully placed wp chains on a always careless driver.
  11. Hi. I have recently been trying to get a system of multiple waypoint routes to work in arma, similar to the system used in the armored warfare simulator Steel Beasts pro PE. I have attached a image here to further explain what I am trying to do: So here is what I would like to achieve: The red AI group has the default route set first (Marked with red outline). The AI group is to follow this route if no triggers are set. A and B are decision points. Take A as an example: If when reaching A (first waypoint in the default route chain) BlueFor is detected in trigger 1 - Change from default route to Route A1 If when reaching A BlueFoe is detected in trigger 2 - Change from default route to Route A2. When the unit has made a choise at a decision point all other options are null, only decision points along the new route will be used. Any tips on how to do this? Also, Any tips on adding a trigger that checks at a decision point if the AI group is under fire? Thanks.
  12. Hello all! Returning to arma 3 editing after probably years :) feels great BUT the downside is that I am lost all over again! I have 2 things I want to achive for a coop RPGish campaign I am creating for a bunch of friends, these are: Individual character skills: I have sketched out a skill progression system for the players and this is how I would like it to work. 1: Upon creating the mission I add in "flags" to the player unit, for example AR1 2: When in game I want this to happen: When a player picks up a weapon there will be a check made. The weapon is assigned a flag of its own that it will look for. Lets say that the weapon the a AKM from apex. This weapon is designated to, when picked up by a player, to check if the AR1 flag is present on the player or not. If it is present, nothing happens. If the flag AR1 is not present weapon sway X is assigned to the player. (optimal would be if this was checked also each time a player switches to a weapon). 3: Also if possible I would like to restrict use of, or the ability to pick up, specific items depending on flags as well. For example the flag MEDIC, if not present on a player unit that unit can not pick up or use the MEDKIT. The second thing I would lie to create is: Locked Loot: I would like to have a system that randomly locks, hides from the player, items on a dead unit while still having these items visible in the world, view wise. Something like this: Ai soldier is equiped with: A uniform 1 AKM 6 AKM mags 1 Grenade 1 Vest 1 Helmet When the unit is killed the following would apply: All objects are still present in the game world but... Each object has only a 25% chance of being lootable, visible for pickup, by the player. So well, If anyone can give any advice, script code, directions to functions, yea what ever really! Much appreciated and Thanks!
  13. Amazing mod, best I have tried for arma 2/3 yet. Really nice to have something to fly around in while not in the mood for black shark :) Some questions: I am currently trying to see what the limitations are as to fly this as pilot only. Currently I have got to lock on just fine with missiles using radar and attack with the gun in both HMD mode and locked on modes. Where I am stuck at the moment is how to use the laser designator as the pilot to target a point that I lase with the laser. I can turn on the laser but not get it to create a designator target that I later can lock on to using te Remote option. Any guide on how to do this? Also when I go into the PNVS I just can not seem to be able to look around, what am I missing? I can look around fine with the HMD in feelook mode outside the zoomed in pnvs view but in there all is still....
  14. Ah thanks alot Animus! Will try to incorporate all that into what I have and see how it works out, guess a hover ccould be achieved as well by placing the waypoint 0meters from the helicopter. One question though: How do I go about to delete the created waypoint?
  15. Hello. I currently am using a script that lets me switch between gunner and pilot within a helicopter, as well as from pilot of a strike aircraft to a ground soldier. What I would like to add is something that, when the AI unit switches seat with me he will : - Be locked to fly at current altitude, thus somehting that gathers the helicopters current alt and sets it at flyatheight or something like that. - Maintain current heading and speed (speed is not that relevant as long as it is quite slow). Anyone that can help me with this? ---------- Post added at 06:41 ---------- Previous post was at 05:39 ---------- I guess this would involve reading current pitch and altitude and then transfer it to the ai and lock him to that
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