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avibird 1

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About avibird 1

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    Warrant Officer

core_pfieldgroups_3

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    baseball & war games
  • Occupation
    Physical therapy & firefighter-paramedic

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    very near

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  • Biography
    Been playing OFP since 2001 and still have no real clue about scripting language or coding but can make really great missions. I never played a life game and never will. I can't understand why anyone would waste their time and not play this game the why bohemia and god wanted it to be played lol. My motto is agree to disagree and all will be good in the world. Thank you bohemia for the 3D editor it took you long enough. I play arma for the love of the editor and mission designing not for the company of others lol.

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  1. You can always turn all this off in unit setup. Click on the unit go to attributes go to AI behavior and check off what you don't want
  2. What AI behaviors. JEBUS has nothing to do with AI behavior however it does have AI behavior scripts that are built in like using various patrol scripts like UPmons UPS GIAI.
  3. Question what do you want to do. You want to prevent certain AI behaviors that you stated above?
  4. Agree to disagree on this. Now if you are playing with only human players then no. no need for it but if you are playing with the majority of AI teammates then yes. I don't find it unrealistic because the AI is still lacking the ability to rearm itself or rearm in a safe manner. AI will run out in a middle of a field surrounded by enemy units to rearm at a ammo crate that got dropped. Nothing's worse when you're almost done with a 2-hour mission and a tank rolls up on your squad and nobody has any rounds left to deal with the tank. It is a pain in the ass to micromanage a large group of AI units in a dynamic mission. Just my view.
  5. @Komodo-1 I don't want to hijack this thread. Pierremgi worked very hard on these modules that should have been incorporated in the vanilla game from Bohemia. With that said I have a unlimited ammo script that never lets a player or AI unit to have no ammo magazines for rifles pistols and launchers it works with most modified weapons as well. It will add one magazine or round when there is none left in the inventory. I play with a lot of AI under my command. It is a logistical nightmare to micromanage a lot of AI in a mission. If this is something that you can use I will certainly post the code block.
  6. This my be a silly question. Prop items can either be destructible or non-destructible. Some of the destructible items do not have destructible animations for example. If an item is destructible with no animations when the item is destroyed the yellow icon for the item is greyed out when viewing from Zeus. I know to add animations that will take some bit of code scripting. If an item is non-destructible is there a simple code to put in to allow damage true. I attempted allowed damage true ect... Thanks for the clarification in advance Avibird
  7. I have what I need to make this work but I was hoping for something a little extra. For example blowing up a vehicle sometimes you get multiple explosions like if you shoot down a chopper or blow up a tank. You get more than one explosion occurring. I can't find any information on that type of explosion.
  8. You got to love gunter 😊 and his videos
  9. Hey EO I am using a land fuel pump inside various objects like control panels land repair stations ect. But simply using the fire and smoke modules synced to an object that can be destroyed works out very well. I can control the amount of fire and smoke as well as time and the damage the fire will give. Why did you retract your post? Here are most of the vanilla explosive classes that you can use. Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB", "Bo_Mk82", This is for a AI mod I am working on for necrons Borg cylon centurions and skynet factions. Thanks all Avibird
  10. avibird 1

    Grimdark Armory [40k]

    How to set the controls for BP jump pack?
  11. Hey pierremgi thank you! Avibird
  12. Wow I wouldn't even know how to incorporate all six into the simple code I have above. So far my workaround put in a fuel pump inside an object. The trick is it needs to be sticking out enough to be destroyed but not too much that it looks stupid within the mission design. I will keep on looking for a simple solution to add fire once a object is destroyed for a short period.
  13. NAME: Gas Station (Fuel, Pump) CLASS: Land_fs_feed_F VEHICLE CLASS: Structures_Commercial KIND OF: N/A SIZE (Width, Length, Height): [0.889642,0.409891,1.662] SELECTION NAMES: PARENTS: ["Land_fs_feed_F","house_small_f","House_F","House","HouseBase","NonStrategic","Building","Static","All"] MODEL INFO: ["fs_feed_f.p3d","a3\structures_f\ind\fuelstation_small\fs_feed_f.p3d",false,[0,0,-0.826]] OBJECT TYPE: 8 - TypeVehicle - Some entity added by game MATERIALS: [] TEXTURES: [] ANIMATION NAMES: [] I am still looking for the fuel station class name for the explosion that occurs when this fuel pump is destroyed. Edit
  14. @JCataclisma I attempt both "DestructionEffects" and "FuelDestr" both did not work.
  15. Thanks I will look into that. I am using this for now. Trigger Condition (Getdammage test1==1); On activation Bomb="bo_GUB12_LBG_MI10" createVehicle (getPos test1); Bomb="bo_GUB12_LBG_MI10" createVehicle (getPos test1); Deletevehicle test1; hint " test 1 has been destroyed"; I want the fire that comes with the fuel pumps. Avibird
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