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pexmo

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Everything posted by pexmo

  1. 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.
  2. 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.
  3. 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?
  4. 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?
  5. 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?
  6. 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??
  7. 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?
  8. 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
  9. 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.
  10. 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?
  11. 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.
  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. 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
  15. 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?
  16. pexmo

    ACE for OA 1.13

    Thanks for the info ISLESFAN186. Sad to hear. A pity if it is not solvable as the thing my guys need is something like this: - Using the GDT helicopter weapons mod as it is BUT allowing for the ACE fcs lacing in what ever optics that the GDT mod actually lets the player use. Or any type of laser designation to assist the cannon to fire without lobbing really. Otherwise the GDT mod works fine for flying and moving the cannon turret at the same time. Or something like this: - A script that switches the player from pilot seat to gunner seat (and back) when it does this the helicopter continues on the path it was going. - A script that switches the player from pilot seat to gunner seat (and back) then sends a fly at height command to the now AI piloted helicopter with the fly at the height pos value that the helicopter currently has.... preferably also something that just has the AI pilot just stop to a hover at current height if not possible to tell the ai to lock height and continue in the current direction at the current speed. Can anyone help out with such a script? That would let the player setup a flight path, hit a action to do the switch - do some shooting and switch back. That would be perfect as that is basically how runs are done eaven in something as realistic as DCS blackshark. Could a script with a seat switch and a AI with disableAI move work??
  17. pexmo

    ACE for OA 1.13

    Hello all. In my group we ran into a small issue lately: We are a few friends who like to play together doing co-op missions. One of us is a avid helicopter sim fan, playing DCS black shark and such, thus of course he flies CAS for us. The issue we have is that he is our only helicopter player thus he usually he has to use a AI gunner when flying the AH-64 for example. We use ACE and he quite likes the ACE Fire Control System that the attack helicopters uses as it gets him a bit closer to the system management that he loves in other more pure helli sims. The main issue is that we ALL hate that AI gunner he has to use :) So, he is used to the one man machine that the Black Shark is from the game DCS: Black Shark 1-2, and thus him being able to play both the gunner seat and the pilot seat would be great! But well there within lies the problem: You just can not do that in ACE. We tried out the GDT Helicopter weapons mod and it works - but not with the ACE features. So my question is: Is there any way to enable the ACE Fire Control system for the pilot? The GDT Helicopter weapons mod works to get the optics but the laser designation does not work, which leads to him having to lob in cannon rounds at the enemy..... Anyone around that have a solution for us? It seems that the GDT mod and ACE cancels out some features from each other. Thanks.
  18. Hi. First off this is a fine fine addon/script. Made me come back for some more casual and immersive mission in the helicopter seat ( a break from DCS Black Shark). I have a question and a problem though: 1: I Use the addon version that autoinits, but for some reason i do no longer get the white squares on enemy vehices when i roll over them with my monocle display, and have them in the center circle. I am flying the apache, and well it used to work, now it does not. I use ACE2 mod. MMA inits good and all in all other purposes. 2: Is there a way to fire the cannon at the locked target instead of the hellfire in the hellfire cam? Or a way to mod this in easily? Because it would spare me from using any other addons for pilot gunnery - as i am here for the thrills not the realism :) Cheers
  19. Hi. Just wondering, as i am a game developer and eaven further a lead artist AND a huge ArmA and OFP fan i have the following questions. I ask this because i want to contribute to this fine community: 1: What aplications can be used for creating new 3D meshes for ArmA. Can Maya be used? If so any exporters out these? 2: Same as above but for animation. Is ArmAs aniamtion based on regular skeleton aniamtion or something else?
  20. Tried it beacause i have used it with much succsess for a few other things. Still as you say no use for ArmA.
  21. Nice going! HAve checked out a riper program my self that can extract most models from any given game using direct x i get models out but not yet with all the information. Your progress sounds like its going better
  22. OK thanks for the good replies. Well i guess ill give the character creation a go this weekend, with little hope of ctually making it as it seems not much models has been made yet from scratch.. if any for ArmA. Well i will reort progress as soon as i get the time off from work to do some modelling of my own. Cheers.
  23. pexmo

    Russian Federation Units V.1

    does it have jam HD ammo`?
  24. pexmo

    DMA anims "nextGen" got final

    OT: Can you use Maya for modelling and animating for OFP? If thats so i have shitloads of things to put in On topic: Can i get the DMA lean to work with this pack ?
  25. How do i set a movement speed for a soldier or a vehicle? I want to have my convoy set to moving at a set speed. Limited speed is too fast. how do i do this? I have a separate driver unit set to careless and a separate gunner set to aware. I want to have the driver unit moving a set speed lower then limited speed mode.
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