

cooked auto
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core_pfieldgroups_3
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VTOL Insertion issues
cooked auto replied to cooked auto's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice, thanks. I'll give that a go if the transport unload doesn't work. -
VTOL Insertion issues
cooked auto replied to cooked auto's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I think I managed to figure it out. Turns out you can just set the crucial waypoint out in the water and then an invisible helipad on land and it will go for that. So now, thanks to some limitspeed commands on the waypoints, it does exactly what I want. And looks really good too. Now I just need to setup the players getting unloaded automatically so that slowpokes don't get carried away by the VTOL taking off for the last WP. Unless the Transport Unload WP works with player crew with unloading them automatically as well. I might increase the activation delay for the last WP a bit, but dumping them out might still be the better option. -
VTOL Insertion issues
cooked auto replied to cooked auto's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I mean I could, but the thing is that they're absolute pains to fly because they behave like planes. Which means they don't slow down as easily as you can with helos even in hover mode. Although I figure now that I could just make it do that on the landing and not the whole flight. I'd have to experiment a little with it. -
cooked auto started following VTOL Insertion issues
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So I've been working on this mission where a team gets dropped off onto a beach by a VTOL (modded MV-22 Osprey) and then it flies away into the horizon to get deleted. But the issue I keep running into is that the aircraft always flies over the landing zone (Transport Unload WP on an empty Helipad object in this case) and then suddenly stops and realises "Oh dang, I was meant to land" and then double backs and lands. Spent the past couple of days trying to figure out how to make it not do that, because it looks silly, and make it land right away. So far I've tried various combinations with waypoint timers and forcespeed, and putting the AI to careless, all to no real avail. Beyond not making it land at all and just orbit and then bump into some trees. I want to add that I don't want to use unitcapture because flying those things is an absolute pain, so is there some way to pull it off scriptwise?
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Well, any delays can only be seen as realistic and true to life. Odd question, is there any chance for a neutral gray colour scheme for it? Because it'd work really good for Swedish/Finnish/French/Australian missions as well.
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H-60 Interactive Blackhawk pack - Patch 0.6 released - Join our discord
cooked auto replied to yax's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there a way to re-enable the default vehicle UI when simple start is turned on? It's kinda tricky to fly it otherwise when you can't see altitude or airspeed, especially with the monitors not working either. Because all I see is the keybind for hints. I do love the helo but the realistic launch procedure is a bit of a killer both for me and for my group. So it's nice to see there's a setting to turn it off, but at the same time I'm not really sure if it works like it should. -
I've noticed an issue with the L115A3's in that whatever version you pick in the arsenal it will always revert to the sand version. Regardless if it's Green or Black, Ghillied version or even the suppressed ones. Once you exit the arsenal it will revert to the Sand coloured version.
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I think there's something wonky with the new backpacks. All the predators and the Motherlode one in this case. And it's only them I should add, as the Kitbags and others work. Also all the predators seem to only have the MTP textures. Also I couldn't find what the dependency for the Alice packs were as they loaded in with an error message and no visible model in the arsenal.
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Yeah, that turned out to be the case. Turns out the folder name in the mod list was written as .sfm and not .fsm. :p Thanks for pointing it out.
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So I've run into an odd issue. I've been working on a mission using the modules for a while now. That has obviously created a lambs_wp dependency in the mission sqm file, obviously. But for some reason the server the mission is meant to be played on returns a missing addons message for that dependency. Despite the fact that the server has LAMBS loaded onto the mod list. Both me and the server are running the latest version from the workshop. I made sure to check that.
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Hm, interesting. I'll give that a shot and see what happens. Much appreciated.
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So after switching to the Dev version of LAMBS on our server I've been noticing an odd behaviour for the civilian AI. While playing a roadblock mission I've noted that the AI stops way ahead of the roadblock itself and then gets out of their cars. Dragging them bac inside it as Zeus only works half the time in making them move again, and in some cases they decide to go anywhere but down the road and where they're meant to go. This despite that the road is free from obstructions all the way from start to finish. The civilian waypoints are set up as follows: if ( _type == "MOVE" ) then { _bp1 = _grp addWaypoint [getmarkerpos "slowdown", 5]; _bp1 setWaypointType "MOVE"; _bp1 setWaypointSpeed "FULL"; _bp1 setWaypointBehaviour "CARELESS"; _bp1 setWaypointFormation "LINE"; _bp2 = _grp addWaypoint [getmarkerpos "stop", 2]; _bp2 setWaypointType "MOVE"; _bp2 setWaypointSpeed "LIMITED"; _bp2 setWaypointBehaviour "CARELESS"; _bp2 setWaypointFormation "LINE"; _bp2 setWaypointStatements ["RBD_CLEAR == 1", ""]; _bp3 = _grp addWaypoint [getmarkerpos "moveup", 2]; _bp3 setWaypointType "MOVE"; _bp3 setWaypointSpeed "LIMITED"; _bp3 setWaypointBehaviour "CARELESS"; _bp3 setWaypointFormation "LINE"; _bp4 = _grp addWaypoint [getmarkerpos "dest", 3]; _bp4 setWaypointType "MOVE"; _bp4 setWaypointSpeed "NORMAL"; _bp4 setWaypointBehaviour "CARELESS"; _bp4 setWaypointFormation "LINE"; }; In this case they all stop at "slowdown", get out of the car and stand around doing nothing. To deal with an earlier issue with cars bypassing the roadblock I added _stoplambs = _grp setVariable ["lambs_danger_disableGroupAI",true]; to the main spawn loop, but that doesn't seem to have done anything.
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Chalk me up as another one whose not a fan of the new distance MG noise. When I first heard it yesterday while playing I couldn't actually pinpoint what it was because it sounds more like a cartoon machine gun firing at full bore than anything else. It took me a while even to realize what I heard was apparently an M2 firing because it sounded nothing like one. The normal gatling probably needs some fine tuning as well still because the continuous fire sound comes off as really bad. I could be making things up in this case but the impact screams are kinda terrible as well as they sound very flat. Edit: After some testing I can honestly say that the new M2 firing effect is really bad and it doesn't take into account if you shoot one short burst or a long one and will play practically the same cartoonish soundclip regardless. Or in the case of the RHS M2, play multiple layers over each other which just creates a cacophony of noise. Not much of a fan of the supposed extra layer of sounds added while firing the helicopter mounted gatling either as it has the same issue as with the M2 with it going on far too long and has no real relation to how long you actually fire the weapon. Even more so if you're a gunner in the RHS UH60 which uses a very different minigun sound.
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Ah sure, here it is. In this case I grabbed it from Armaholic. http://i.imgur.com/JL6rVJn.jpg (174 kB) I wouldn't call it much of a problem either just a minor annoyance. Just thought it'd be a good idea to inform you of it regardless.
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For some reason I've got seven different entries for this one in the Expansions menu after updating. Might be something you want to look into if possible.