plugger
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G'day, Does the job! Much appreciated. Thanks, Plugger
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G'day, I have several AI snipers in a mission manning rooftops. Because of the variable entry points of the player controlled units I end up with situations where the snipers are looking in the wrong direction. How do I get the snipers to 'scan around', eg. continuously search all around ? Thanks in advance. Cheers, Plugger
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Goodaye, Solved my own problem. I was using Kronzky's UPS script and had inadvertantly put a UPS AI control code in the initialisation of the group leader. So he was constantly getting orders from the UPS script to go all over creation. All those people with the really big brains who have been pondering the problem can now stand down. Lie down and take an aspirin. Thanks. Cheers, Plugger
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Goodaye, I find when I play with, say a team of 5 guys, the one in charge will constantly yell out 'ALL, GO TO ...' which will be some random location. This happens every 30 seconds and is pretty annoying. Kind of like the man has a need to be somewhere, anywhere, yesterday. I'm patched to the latest with ARMA, sound and Video and have no other issues apart from this particular one. Probably something very simple. Any suggestions would be much appreciated. Cheers, Plugger
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Goodaye, I've played your two previous versions and really enjoyed them. This new version looks excellent. I like how you have the ability to long range snipe or go for the up front and personal. The choppers and patrols force you to plan you approach and exit. Well done. Cheers, Plugger
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Goodaye, I'm having the same problem. Love the mission but it's causing a big lag on the magic box even though I can normally run ARMA at a pretty high levels. (Dual Core / 1G RAM / Geo6800 512 MB) One other, probably pretty obvious, question. Is there any way to change your weapon when you first start out other than using captured equipement looted from the dead? Cheers, Plugger
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Goodaye, I really enjoyed your first one. How does the scoring system work? With the first one I had some very erratic scores which didn't seem related to the number of bad guys I shot. Cheers, Plugger
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Goodaye, Thanks for the prompt reply. You've done a great job with an immersive, tense mission. Looking forward to 1.3 Cheers, Plugger
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Goodaye, I really like your mission. I'd like to offer a few comments. Playing on Veteran level it's pretty bloody difficult. It seems whenever you shoot somebody you stir up a hornets nest. This tends to make me play a stealth strategy where I shoot only when absolutely necessary and then lie low afterwards until all the excitement has died down. The problem, however, is that the mission seems to time out (evac boat killed) after roughly 50 - 60 minutes which isn't anywhere enough time to complete the mission using stealth. The timer forces you into playing an aggressive, up front style which is extremely hit and miss. All my attempts have had short, unhappy endings. So in summary, I love the mission but I'd like it a lot more if you could drop the timer and give the player ample time to execute a stealth approach. Cheers, Plugger
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Goodaye, Thanks for the help. The idea (blanco) without the script worked fine. I couldn't access the script that Asuriel provided the link to but I appreciated the advise. Cheers, Plugger
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Goodaye, I have four empty markers on the map in a SP mission. I'm running a simple init.sqf script (below) at the start in order that one of the four markers is selected as the insertion point for the Player Recon group. The script runs without errors but my Player group always starts in the one spot, i.e no randomness. I've tried different approaches with no luck and I'd appreciate any guidance that you might have. I'm also just starting out with the scripting and I realise that I may have made some fundamental error of logic. Here's my script. //init sqf //provides a random start insertion pt between one of 4 possibilities //on the map are four empty markers named start 1 to 4 //get positions of the four markers _pos1 = getMarkerPos "Start 1"; _pos2 = getMarkerPos "Start 2"; _pos3 = getMarkerPos "Start 3"; _pos4 = getMarkerPos "Start 4"; _rnumber = random 3; _array = [ _pos1, _pos2, _pos3, _pos4]; //create insertion marker and place at one of four random positions _markerobj = createMarker["insert",(_array select _rnumber)]; _markerobj setMarkerShape "ICON"; "insert" setMarkerType "START"; Cheers, Plugger
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Goodaye, Press 'T' and select your team member. Cheers, Plugger
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Goodaye, I have an identical problem with Team switch. Once a member is switched too he is off the reservation for all future commands. A bit of experimentation has found that if I switch back to the leader of the group I can order him to lie back down but that's about it. A frustrating side effect of this is that whenever you switch OUT of a character he will immediately stand up, even if you have left him in the prone position. This is particularly annoying as without this 'feature' you could play (SP) a four man team pretty much as you did in the original ghost recon by switching between team members as the need suited. It's impossible to do this, however, when your fellow team members persist in popping upright out of the bushes at every opportunity. "Hello, hello, I'm over here... Please shoot me..." Hopefully this is a bug that will be resolved in a forthcoming patch. Cheers, Plugger
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Goodaye, Yep, that's what I'm after. Many thanks, particulary fasad with the direct links to the relevant wiki entries. Cheers, Plugger
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Goodaye, note: I'm new to ARMA although a modding veteran elsewhere so please excuse my ignorance. And yes, I have already searched the forums for answers to the below questions to no avail. 1.The basic query I have is how to get one AI squad/unit to pass on spotting info to other AI units. Eg. There is a player controlled team infiltrating an area which contains three enemy AI groups. One enemy AI group spots the player team and I'd like it to pass the location information onto the other AI groups so they can react intelligently. I realise that this is basic stuff but I'm buggered if I can figure out how to do it. 2.To refine the situation further there are a couple of AI sniper teams in elevated areas. I'd like them to be able to change the direction they are watching towards the general direction of the player team that has been spotted (but is currently unseen by the snipers) using the passed on location info. How to do this? 3.I'm assuming that everybody runs around with a radio enabling communications between teams/groups/units. Is this correct or do only leaders have radios and hence group that lost it's leader would loose it's ability to communicate? 4.Finally I'd like the AI to execute flanking  manouevres. Say one AI group spots the player team 'there'. The other two AI groups (without visual contact) move to positions that aren't the automatic 'directly towards the player team's last known position', eg. they move to a flank or a blocking position after making an intelligent guess as to the direction the player group is heading. I'm thinking along the lines of two successive position reports of a player team by the AI group in visual contact enabling a rough sort of script-driven geometrical logic to be enabled. If anyone has any thoughts on this I'd be very interested. Any assistance would be appreciated. Cheers, Plugger