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AVIBIRD 1

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About AVIBIRD 1

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    Sergeant Major

core_pfieldgroups_3

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

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    Male
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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. Hey f2k sel this is your old friend Avibird I lost my old account after one of the fourm updates hope to get it back soon. The issues is when I use the do stop command the units really don't react well to the environment if the squad is on there own. I have multiple squads for a single player mission or coop play using team switch. Each squad had their role in the mission. I have a squad coming a shore in landing crafts however they are placed in crafts from the editor but at mission start they are all in the water except a few. If the squad is own it's on holding a position and no human player is in command the squad will move out of formation to find targets using the fire at will command from editor setup. When I use the do stop the units sit there like ducks most of the time. After all this time you would think Bohemia would give a formation that would use editor place positions at mission start. ? If you think of something else please let me know. Avibird
  2. How do I keep a squad of units out of there formation at game start. If I placed down a group of units from the editor and placed them in a particular arrangement I want them to stay in the placement until the group is giving a order/waypoint at some put in the mission however the group will always move into formation that was set in the editor by game default at game start.
  3. AVIBIRD 1

    HAFM NAVY v1.0

    @ aplion I don't know if this project is ongoing and is going to be updated. No activity on this thread since February ): What a great idea and mod to have with arma with that said. The ship can't really be walked on at this or enemy forces are able to board the ships from the water to take over the ships by killing the crew. I hope you will continue this mod for the possibilities of scenarios now using the aircraft carrier freedom or the mod Nimitz as well as the mod Battleship Iowa. Bohemia needs to invest more time into Navy units and ship Warfare for sure. Thanks for the work on this project hope it continues.
  4. I am working on a warship mission using various mod of boats ect I just DL Aircraft carrier Ulyanovsk mod from stream but can't find the carrier in the editor.
  5. I am having a difficult time getting the vanilla Jets to take off from the aircraft carrier from the Eden editor. The aircraft carrier is now placeable through the Eden editor after the last update however most of the vanilla planes cannot take off from the carrier. The the Buzzard independent is the only one that I can get to take off without blowing up. Do I need to add a script to make the carrier functional taking off landing access to other areas of the ship ect. I know there are mods that gaves us a functional carrier. Is this still a bug and if so shame on you Bohemia this is the type of stuff that drives me crazy about you guys. You release this great carrier but you can't launch most of the planes off it don't have access to use the boats from the boat docks and there is no way to get back onto the ship if you fall into the water. Any help would be great. Is the editor carrier still non functional at this time.
  6. I am having a difficult time getting the vanilla Jets to take off from the aircraft carrier from the Eden editor. The aircraft carrier is now placeable through the Eden editor after the last update however most of the vanilla planes cannot take off from the carrier. The the Buzzard independent forces is the only one that I can get to take off without blowing up. Any help on this would be great. Is this still a bug and if so shame on you Bohemia this is the type of stuff that drives me crazy about you guys. You release this great carrier but you can't launch most of the planes off it don't have access to use the boats from the boat docks and there is no way to get back onto the ship if you fall into the water. These are simple things you could have put in if you were going to release the carrier so people can use it. So it forces people to use mods which further divides up the community among players.
  7. hello could someone please tell me what is the current updated version. I updated from steam workshop and it says MCC LOG [r20] is the mod version at r22 or 21 is the last updated one not on steam? thanks
  8. @ Ilias48rus the updated version is not working I have a old version that works fine I attempted to replace with you new version does not work. What is the deal. I hope you are still supporting this script.
  9. @ Persian MO are you still supporting and working on this. If so when you update your files there is no way of telling what version you have in your mission you never stated within your files ver 1.0, ver 1.1 ect I know your last ver was 1.41. I hope you are this basic function should be in the game already.
  10. AVIBIRD 1

    Make player not drown

    Hey I don't know if you got this to work for you however I modified a revive script that units playable units will never I only go unconscious even under water with a trigger to end the mission when all playable units are unconscious. I also added a script that allows you to drag and load units into vehicles. So when you have a pilot shot down over the water you need to do a search and rescue with divers to revive those units. This works for my needs. Let me know if you still need this. Avibird
  11. AVIBIRD 1

    UPSMON Updated to ArmaIII

    UPMON still works very well however the only issue I am having is when I use a mechanize Squad and the waypoint gets called close to the action and all the units disembark from all the vehicles including the drivers gunners and Commanders and move on foot towards the action. WTF the armor vehicles are useless but if you add no units into cargo then the vehicles engage target's with guns from the vehicles. Help.
  12. @ dreadpirate That is the same issue I was running into however time to move on until you fix this issue with UPMON script. I just will use UPS for may boat patrols around my AO's. I came across a new issue with your trigger spawn section of the script. If I attempted to spawn in a large group of armor vehicles they all spawn on top of each other causing damage to some of the vehicles. Have you noticed this. spawn them in using ups waypoints 3-5 vehicles. Avibird1
  13. AVIBIRD 1

    an init for AIs

    If you edit a units gear with the Eden editor and use a respawn script like upmon for multiple waves of that group the gear should stay as you setup. I am almost positive about that.
  14. @ dreadpirate Working great with UPS however can't get UPMONS to work now. Do you see any errors and does your script work with UPMONS ? 0 = [this,"DELAY=",300,"LIVES=",3,"INIT=","[_proxyThis,'UPSwater1'] execVM 'scripts\upsmon.sqf'"] execVM "Jebus.sqf";
  15. @ dreadpirate still can't get it to run using UPS 0 = [this, "INIT=", "[_proxyThis, 'upswater1'] execVM 'UPS.sqf'"] execVM "Jebus.sqf"; I went back to your example mission but there is no use of UPS script in the demo mission only editor waypoints and use of GAIA. I really want to switch over from Editor based AI script by trigger by Murkl to your script but I use a lot of UPMONS and UPS for AI movements in the AO's. can you test with UPS and let me know if it is still working or I am doing something wrong. Thanks AVIBIRD @ dreadpirate typo somewhere in the script ? I just deleted your whole script and started over. it works fine now with UPS.
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