Jezuro
BI Developer-
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Everything posted by Jezuro
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So yeah... https://twitter.com/Lathspel/status/371934092779982849
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I tried the exact same setup (except the waypoint directly on the group leader, that may cause some issues on its own) and the result was pretty much the same as yours. BUT. The AI had quite low AI skill setting. Raising it to 1 made them flank the building and shoot me from behind, while 3 guys guarded their side of the building, holding their ground and opening fire as soon as I turned the corner.
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triggerActivated trigger_name
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how to make a custom AI group with orders
Jezuro replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Triggers are activated for all players on the server separately, which means that you probably spawned 7 * 30 = 210 units at once. That usually hurts the framerate quite a bit. *edit: What?! Ninja'd again!!! -
how to make a custom AI group with orders
Jezuro replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just replace the first line with this: _grp = [markerPos "yourMarker", EAST, ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_AR_F", "O_soldier_M_F"], [], [], [0.25, 0.75]] call BIS_fnc_spawnGroup; The last two numbers is the group's skill range, so in this case 0.25 to 0.75. -
CreateSite is an obsolete command from the time in development when Sites were handled separately from other modules. Now they use the modules framework. If you want a specific Site to be activated during the mission, place it in the editor and use the Condition line in its parameters (the last one).
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how to make a custom AI group with orders
Jezuro replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_grp = [markerPos "yourMarker", EAST, ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_AR_F", "O_soldier_M_F"]] call BIS_fnc_spawnGroup; _veh = [markerPos "yourMarker", 0, "O_MRAP_02_hmg_F", _grp] call BIS_fnc_spawnVehicle; _grp selectLeader effectiveCommander (_veh select 0); { _x allowFleeing 0} forEach units _grp; _wp0 = _grp addWaypoint [markerPos "yourMarker2", 0]; _wp0 setWaypointType "SAD"; _wp0 setWaypointFormation "LINE"; _wp0 setWaypointBehaviour "AWARE"; _wp0 setwaypointcombatmode "YELLOW"; _wp0 setWaypointSpeed "NORMAL"; _wp0 setWaypointCompletionRadius 20; -
Supply crate for independent side will make it to one of the next patches. Once it's there, you won't need to write anything in the init lines. "Crate init" is there mainly to change the loadout of the dropped crate, not the crate itself.
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The cargo parachute required for this particular support run is currently missing in the public build, but will be added in the next update. Sorry for the inconvenience.
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synchronizeObjectsRemove doesn´t work?
Jezuro replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As a quick hotfix for your particular issue, try adding this code after you desynchronize the objects: BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh"; -
These modules were created primarily for campaign purposes. In the course of development, we've decided to handle the functionality they were supposed to have to be done differently (using Sites, getting rid of dynamic spawning altogether). You've mentioned some problems these modules had, and considering there were no resources to keep them up to date, removing them was considered the best solution. I agree though that their removal should have been documented in the sitrep / spotrep and would like to apologize for any incovenience caused to community mission makers.
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setFriend command not working in Arma 3?
Jezuro replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Civilians are a special side. Civilian units are operating under different conditions, as far as I know, so it's not as simple to make them engage enemies. The easiest, although not the most elegant solution, would probably be making an OPFOR unit the leader of a group of civilians, and set this unit's Probability of presence slider to 0. -
Help with Condition of Presence dependent variable
Jezuro replied to MassDefibrillator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For future reference, there's a simpler way: * name the helicopter (let's say heli) * Hunter's Condition of presence field: isNil "heli" -
How to make unit wait until timeout OR another unit hits checkpoint
Jezuro replied to colonelmolerat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just so the info is complete, you can also use Logic units (Side > Game Logic > Game Logic). They have special waypoints: AND, OR. You can use the Synchronize tool with these for simple situations like this. -
Just guessing here, but the problem may be that hints don't show up directly upon mission start (time has to be > 0 if a hint is to be shown).
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Units won't move from "Hold" WP with Radio trigger
Jezuro replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try changing the trigger's Type to "Switch". -
It's implemented in Escape from Stratis and works fine.
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You can synchronize it with infantry and vehicles, and if the infantry switches to combat behaviour (detects enemies), they will board the vehicles. They'll also use them to move over long distances.
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You can place waypoints in the current version of 3D editor too. But I think we went a little OT here.
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It takes about 30 seconds to figure it out. Delete everything that isn't createVehicle/createUnit from the output sqf, execute the output sqf in the mission's init script.
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THE AMOUNT OF ASSUMPTIONS IN THIS THREAD IS TOO DAMN HIGH! * taking a chill pill * Actually, the road network this driving course takes place on is quite complex with many turns and obstacles and you have these checkpoints to navigate you through it (you have to hit them in the correct order). Simple waypoints were sometimes not clearly visible in the speed when they change every 100 meters or so, so additional 3D helpers were added.
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This disabled 3D editor discussion is getting out of hand. Even if we don't manage to make any further changes in it, we see no reason not to have it in the game. Remember: no features removed!
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It's not the options, just a hint on how to control the UI.
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How do I trigger the bomb in the first mission? (generator has to explode)
Jezuro replied to schaine's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Some mods handle satchel charges differently, yes. Make sure you use the wheel action with text saying something like "Put satchel charges (1 left)" - then you should be definitely able to detonate it.