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cooked auto

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About cooked auto

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core_pfieldgroups_3

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  1. Hm, interesting. Going to give these a try later. Much appreciated. And I do appreciate when the scripts are simple, less of a headache for me.
  2. So I'm working on a cold war version of the Brecourt Manor assault, but I've run into an issue that's been giving me some grief. Namely; how do I make the MGs placed at the back keep up a constant stream of suppressive fire? I've tried a bunch of lines of code I've found from searching around on the forums, but none have really delivered in a satisfying way. Either the AI breaks off contact after a while, unless you peak your stand up in the trenches to reveal yourself. Or they're conflicted about targeting the player or the suppression point. The former feels self-defeating as I really want to encourage people to duck underneath a barrage of machine gun fire and have that be a constant thread to spice things up. While the latter looks a bit janky. While the AI suppressive fire module is great, and kind of what I'm looking for, but it's also exclusive to Zeus and I haven't found a way to recreate that functionality in Eden.
  3. cooked auto

    ARMA 3 Addon Request Thread

    Making a request for some terrain that can work for the Black Mountains north of Chernarus, as in predominantly mountainous/hilly forested area with next to no settlements. I really need something remote for CSAR and SF missions, and nothing in the workshop really fits with what I have in mind.
  4. cooked auto

    RHS Escalation (AFRF and USAF)

    I mean there's some stuff I wish RHS had, and that the dev stuff would be moved onto stable, but despite that the mods are a staple in my groups repo.
  5. cooked auto

    ARMA 3 Addon Request Thread

    If anyone could to make standalone versions of the CV90 IFV and Boxer AFV I'd be very happy. Or an M10 Booker. Well the Booker is now off my wishlist. https://steamcommunity.com/sharedfiles/filedetails/?id=3303827133
  6. cooked auto

    LAMBS Improved Danger.fsm

    A slightly odd question, but is there a way to restrict the garrison module by height? I'm working a hostage rescue mission, using the module to randomize the bad guy positions to make it replayable. With the CT's being inserted on the roof via helicopter I would rather there be a chance for them to get shot at while fastroping in by some guy who just happened to get teleported onto the roof.
  7. So what's the best way to make AI riflemen shoot a tank with their rifles? As there's going to be some bunkers and such on the mission, I'm wondering if there's a way to make them open fire on the tanks despite not having any AT. Mostly so they don't look idle when they inevitably get machine gunned. Would that be an invisible target attached to the vehicle to make them target it, or is there a way with event handlers that I'm not aware of?
  8. Ah okay, looking closer at the examples I know what you're talking about. I looked the wiki page earlier, but missed that the last example follows the same syntax as the code I was using.
  9. Well that confirms my suspicions then, just wasn't sure how to correct it. Although, that line is the only thing being called in a trigger and not an external script. How would I go ahead to change precisePos?
  10. So I'm working on a Cold War era tank mission, very basic stuff with a US platoon breaching through a Soviet frontline. However, a trial run of the mission revealed that there are a pair of glaring issues. At first I wanted to abandon the thing, but I'm also very stubborn so I'm asking for advice here. The first issue is that I need a full repair script or function that works with a moving vehicle, as the mission has an AI support convoy tagging behind the tanks. Doing ACE repair, even with boosted settings, is a came of hunting for interaction points, so I'd rather just have an ACE interact point on the repair truck that allows you to fully repair a nearby vehicle. Similar with how rearming works, unless there's something I've missed in the ACE settings themselves that someone could inform me of. Nevermind, just noticed the ACE settings were set to Repair Facility and Advanced Engineer for the mission. I'm dumb. Although, something similar for a full heal tied to an ambulance vehicle would be good. The second issue is that the trial run revealed I had put down way, way too much AI on the mission and that had a very adverse effect on performance. To the point things started flickering badly for players (and myself) at random. I had set up Dynamic simulation for the units, however the only way it wanted to work properly was if I used the module, instead of the performance options so I must've done something wrong from what I can tell. So instead what I want to do is having tanks and IFV's spawn a distance away and come at the players, combined with some static defences. I have one basic script that spawns in AI, and making them move towards a marker waypoint, or use a LAMBS module: _grp1 = [getMarkerPos "testSpawn", east, ["O_Soldier_SL_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_AR_F"],0] call BIS_fnc_spawnGroup; _wpt1 = _grp1 addWaypoint [getMarkerPos "testMove",5]; _wpt1 setWaypointType "MOVE"; The problem is that, while it's really handy it only works with infantry. Most likely due to how closely they spawn, as whenever I tried using it with vehicles it usually ended up with them signing up for the space program so to speak. So I'm looking for some alternative that let's me spawn in a platoon of tanks and have them head towards the players. Especially as a whole unit, as I've noticed that tank platoons can be slow to get moving and usually drip feed themselves into the action. But that could also be LAMBS for all I know, and probably something I need to check closer at some point.
  11. cooked auto

    Flickering/Flashing Objects

    I can add my group has had similar issues with flickering/flash objects for the past 2-3 months, from what I can remember never even seen the issue until after the 2.14 patch. So far it's struck us during Liberation, but it also happened during a test run of a mission I made. I'm guessing it's something stemming from too many AI present in the mission. But it also seems to ignore Dynamic Simulation to some extent because I made sure that was running properly to deal with FPS issues. But I will have to look that over again. Speaking of CHVD, we reached a conclusion that it might help dealing with the issue, but no conclusive results were reached on it yet. Edit: So from what I can tell, after going through some Discord chat logs, is that the flickering issue started happening at the end of September last year. I can remember instances where my game slowed down to an absolute crawl and models starting to T-pose and things began flickering in and out. Watching a tank get blown up one frame at a time is interesting I should add, but also incredibly frustrating. If it happens again during a future session I'll have to remember to save the rpt logs.
  12. That worked just perfect. Can definitely called that issue nipped in the bud. Much appreciated. :)
  13. Ah, due to the attachto being the problem in this case I swapped from the balloons to the EH you mentioned before. That made the convoy script work without a hitch, and shooting the hood of the car disabling the engine as well.
  14. Okay, after testing it's the attachto that is causing the issue. Because attaching it that way created the same issue with them not moving. In one instance, with the event handler not firing properly due to a missing variable name for the car, they started driving off. Edit: Okay, the eventhandler does make the convoy script working. The only downside is that one of the objective triggers were dependant on the balloons getting destroyed for completion. Which I figure can be solved by the trigger checking for if the engine is alive or not. Not sure what command I should use for the trigger condition though. Checking if EngineOn False doesn't work as the cars start with their engines off, which automatically activates the trigger.
  15. Well that's good to know at least. I'll give the attachto method and that a try then.
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