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iconoclastdx

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Everything posted by iconoclastdx

  1. Thanks Falconx1. Unfortunately the + key does NOT work with the spendid camera. If there is no way to change the time-scale in camera mode, is there another way I can do it? Thanks.
  2. Thanks for the reply. I did read that but I guess I got confused by the statement that "[A guard] group will move to [a guard] waypoint's location, then wait for a point to require guarding ["guarded by" trigger or linked object]." Since it says a unit will be at the guard waypoint waiting for a guard trigger, I assumed there was a way to create one in-game and have the unit respond to it. That's what I functionally mean by activating it. I can't seem to find a way to create a guard point in-game that a guard unit will respond to. :( Edit: Now that I think about it. I'm going to try to link the guard trigger to an object and try moving that object around with scripts. Maybe then I can get the guard force to respond to a "new" guard location. Edit2: Well that didn't work. Its like the Guard location is set in stone at the start of the game. I can link a logic object to the guard trigger just fine. The guarding EI runs over to the logic location just fine. But no combination of moving the logic objects and reseting/moving/setTyping the guard waypoint will get the guarding EI to guard respond to an updated guard trigger. :( :(
  3. My "guard waypoint" type units automatically run to the "guarded by" trigger no matter what. No amount of trigger conditioning will prevent them from running to it. Also I cant create or change a trigger to "guarded by" and have units respond to it? Has anyone ever successfully: - Created a "guarded by" Trigger by script that actually works? - Changed a trigger to "guarded by" type and had it actually work? - Created a "guarded by" trigger that actually waits for its conditions to be met before activating? - Been able to watch "guarded by" trigger variables from the preview watch window? If so I would LOVE to hear from you. I just want to be able to control when the "guarded by" trigger is activated. Is that too much to ask? Please help?
  4. iconoclastdx

    Guide for Arma 3 Modules

    Yes, there seems to me may things that have been dropped. I would LOVE LOVE LOVE module documentation. Maybe we should set up a kickstarter for a some dedicated ARMA3 documentation. Say $10,000. I'm sure BIS could find someone (not already on the team) willing to dive into the code for a month and write up some decent docs for $10,000. Put it in a pretty PDF and sell it on Steam afterward, of course.
  5. It seems like this would have been a common issue but my searching skills are apparently lacking. Below is the briefing.sqf that is called from init.sqf. Basically, in MP the tasks and diary enteries are not created. But in preview they work fine. Any help would be great! waitUntil { !isNil {player} }; waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord ["Diary", ["Title 1", "Message 1"]]; player createDiaryRecord ["Diary", ["Title 1", "We have an objective <marker name='mkrObj01'>here</marker>"]]; tskTask01 = player createSimpleTask ["Task 1 Title"]; tskTask01 setSimpleTaskDescription ["Task 1 Message...<marker name='mkrObj01'>HERE</marker>", "Task 1 Title", "Task 1 HUD"]; tskTask01 setSimpleTaskDestination (getMarkerPos "mkrObj01"); tskTask01 setTaskState "Assigned"; Player setCurrentTask tskTask01; }; case EAST: // OPFOR briefing goes here { }; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here { }; case CIVILIAN: // CIVILIAN briefing goes here { }; };
  6. [solution] Just in case anyone encounters this issue I will post my solution. It turns out that I renamed my mission when I was exporting it as a MP mission. This prevented the associated files from being exported along with the .sqm and being packaged into the .pbo. No amount of resaving the mission over the old incomplete mission would prompt the editor to include the script files into the .pbo. I had to delete the incomplete .pbo, resave the original editor files as something new and then re-export it to MPMissions with the exact same name (new name). Hope that helps someone.
  7. I know Track IR isn't exactly common but I use it heavily and find that I A3 is no longer has Track IR inputs available for binding. Help would be great.
  8. I really would like to play A3 but I can hardly get past the lobby. The game grinds to a screeching halt when I enter most any multiplayer lobby. If I'm lucky I can get 1-2 frames per minute (yes, per minute) which is just enough for me to select a class and hit OK. But that's the exception. Usually it is totally frozen. Searching for this issue didnt reveal much. Which was surprising because I thought it was a common issue. Please help poor old me.
  9. Thanks. I'm "glad" that it's not just me. However. saying that the lobby resumes functionality in 30 seconds is a tad bit generous in my experience. Id say in a best care scenario it clears up in 30 seconds.
  10. iconoclastdx

    InstaGoat's AI Test Range

    I'm looking forward to your findings. BTW. What are "killzones" in terms of AI behavior?
  11. New to arma editing. I've searched for a way to traverse the map unhindered but can't find it. Please help. Thanks!
  12. Thank you Larrow. I don't feel so bad now for not finding the solution myself. That seems rather obfuscated for a basic function.
  13. In the SP mission Gunship, how am I supposed give my gunner targets if he is not under my command and thus cannot open the target menu, go to tactical mode or even hod the space bar down? Is something wak or is the gunner not supposed to be under my command?
  14. iconoclastdx

    Since when is my AH1Z gunner his own commander??

    OMG you guys are right!! I loaded up my save in the "Gunship" mission and used my free look and zoom/revel and some point on the ground way in the distance when suddenly I IDed a target and my gunner started shooting at it. Hell, I didn't even know what it was (it turned out to be a building) but I didnt care. I was just thrilled it he was shooting at what I was looking at. After some experimenting it seems that you can ID a target either by clicking on a target or even holding down zoom/revel over a target for approx a half a second. The second method works well for slowly scanning a small area way in the distance to see if theres a target there. Though it seems to stop working if you havent IDed a target after the first five or so seconds of holding down zoom/revel. Also, its a little bit difficult to center an object on the center of your screen with out some sort of reticle or dot but still, Im happy. Thanks for the tip guys!
  15. iconoclastdx

    Since when is my AH1Z gunner his own commander??

    Aw. I thought they fixed the AI TOW bug in 1.08. It used to be that an AI gunner would not target or fire upon a enemy while a player was in the vehicle. Exit, and the gunner would let loose. What you describe sounds somewhat similar. At least what they need to do is give us the option of tabing through non-threating targets (white boxes instead of read) that show up on the radar. This couldnt take more than the better part of 3 hours.
  16. iconoclastdx

    Since when is my AH1Z gunner his own commander??

    Sorry. I dont get it. I cannot click on anything as I cannot go to tactical view of quick command. I suppose if I actually pointed the noise of the copter at a target some 2000 meters away I might be able to acquire it but that is nearly impossible. Again, acquiring targets works fine when the gunner is under my command, but for some reason in this mission he is not. Is this right?
  17. iconoclastdx

    Since when is my AH1Z gunner his own commander??

    Unfortunately, you cannot flip through non-threatening targets. In other words, you have to wait until they are shooting at you to acquire the target with "Next target". This is practically useless with copters as it only takes a few nicks with a .50 cal will bring you down. There must be a way to manually select a target if the gunner is not under your control, or to recruit the gunner. I cannot believe that anyone could play test this level and not notice such an egregious oversight.
  18. iconoclastdx

    Commanding AI Squad in SP missions

    That sound cool. Keep up the good work. Now if we can only get that makes the AI actually find cover.
  19. Ive search and I couldnt find anyone complaining about the horrible vehicle steering in ArmA. It would be much better if the wheel positions would corresond to a x-axis mouse position. Having to continuously move the mouse in a direction just to keep the wheel in a turned state is ridiculous. Sometimes I dont know what they were thinking.
  20. iconoclastdx

    Tank Targeting

    Look fellows. I simply cannot get this thing to work the way some suggest it works. My tank gunner will NEVER fire his main cannon at any target unless I hit the "Command Fire" Key every time I wish him to fire. YES, I have the Main cannon selected. YES, I have instructed the gunner to "Engage at Will". Yet, he will never engage on his own. This situation is worse in the Cobra. My Cobra gunner will only operate his MG on his own when I select a target, but will NEVER fire any sort of rocker, EVER. YES, I have selected a target. YES, I told him to Engage At Will. YES, I have a Rocket type weapon selected. NO, I dont have it set to manual fire. Yet, no amount of yelling "open fire" or hitting the "command fire" button will coerce him fire a rocket. Im missing something.
  21. iconoclastdx

    Is the horrible vehicle steering optional?  UGH!

    Yes, I forgot to mention that the same autocentering cripples flight as well. Its annoying to have to roll my mouse an accumulative 20 feet just to make a 180 degree banking turn.
  22. iconoclastdx

    Tank Targeting

    Well, it is my experience that an AI gunner will not fire his main cannon unless you command him to with the "Command Fire" button, and its quite annoying. If you switch him to the MG then he will happily engage at will all day long, but not with the the main gun. Â Ive tried many different approaches and I cant get him to fire the main cannon at will. Â If anyone know how to do it I would love to know. BTW, I have the Atari digital version, 1.08.
  23. iconoclastdx

    Tank Targeting

    THere has been a rash of tank commanding questions lately (including myself). Im sure that you will your answer within the first few pages on this forum, if you havent already. But even if you know how to to do it perfectly, sometimes it just doesnt work right. Like targeting and enemy IDing for example.
  24. iconoclastdx

    Is the horrible vehicle steering optional?  UGH!

    How did you get the game to do that? I would kind of like that as a optional feature to be honest. When I steer with the mouse or the keyboard my head view stays constant.
  25. How do you call artillery/ snipe support? The "manual" says something about using map markers but thats it. Also one campaign mission tells you to call arty but not how. In the armory foot soldier obstacle course, what in the hell is the "first cone". The 6th challange in the course says to find the "first cone" but I have no idea what to do. Thanks
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