slammandan
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Posts posted by slammandan
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Ok I too was trying to do this. Have CAS for transport helo. I placed a chopper with init code (this setvariable ["CS_TYPE","TRANSPORT"]; this setvariable ["CS_CALLSIGN","HARDCORE"]) Synched to Combat Support Module. Placed Attack Chopper (WARHORSE). Placed trigger with Condition: isEngineOn HARDCORE and ON ACT. [WARHORSE] join HARDCORE; titletext[format["Hardcore On!."],"PLAIN"];. The attack chopper (WARHORSE) will join HARDCORE, but will hover while transport chopper (HARDCORE) moves to location, once transport chopper starts to land, CAS Chopper moves to location, then as transport chopper RTB, CAS Chopper hovers till Transport starts to land then fly's to join him. Hope I didn't confuse everyone! Its like the CAS Chopper doesn't know the Transport is moving.Thanks For Help
I Was Wondering If This Could Be Due To Waypoints? Does Alive Create Waypoints From Mapclicks? Sorry If Stupid Question, I Would Just Like To Have Some CAS For Transport Choppers When Called.
Any Help Appreciated
Dan
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Is there any way to group other vehicles to a spawned, Alive CAS or Transport vehicle?Example, Alive Transport helo, has a gunship grouped with it at mission start, so it has an gunship escort.
Ok I too was trying to do this. Have CAS for transport helo. I placed a chopper with init code (this setvariable ["CS_TYPE","TRANSPORT"]; this setvariable ["CS_CALLSIGN","HARDCORE"]) Synched to Combat Support Module. Placed Attack Chopper (WARHORSE). Placed trigger with Condition: isEngineOn HARDCORE and ON ACT. [WARHORSE] join HARDCORE; titletext[format["Hardcore On!."],"PLAIN"];. The attack chopper (WARHORSE) will join HARDCORE, but will hover while transport chopper (HARDCORE) moves to location, once transport chopper starts to land, CAS Chopper moves to location, then as transport chopper RTB, CAS Chopper hovers till Transport starts to land then fly's to join him. Hope I didn't confuse everyone! Its like the CAS Chopper doesn't know the Transport is moving.
Thanks For Help
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SlammanDan! Thank you. Any reason why you type in Pascal Case? :DLOL. No Just A Habbit. Always Have.
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@ SavageNo I haven't, but I think I'm tracking you're thought process.
So the CAS ( or Trans) Module, synced to a crewed victor, grouped to a crewed victor?
Make Sure You Read This http://alivemod.com/wiki/index.php/Combat_Support. You Need To Put Code In Init Of The Heli You Place
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If the pilot is set as player controllable and is not part of the same group as the gunner, and disappears when starting a multiplayer game (either dedicated or on the same machine), it sounds like a bug I raised and has been fixed for 0.8: http://dev.withsix.com/issues/74746Try changing the pilot to AI only and see if the pilot disappears and/or group the pilot and gunner together when you choose to control the gunner. If the pilot continues to disappear, it may be a separate issue or something in the way you are setting up the mission.
The_Asset Thanks For Reply. At First I Had The Two Planes AI Controlled Grouped Together, Already Flying, A Long Distance From Player. I Noticed They Would Not Show Up, So Then I Changed It So I Could Be Gunner, And Noticed Pilot Disappear. After More Testing, (Not As Gunner) Starting A Long Distance Away. I Would Wait A Bit, They Do Not Show, I Teleport To Where They Show On Map, And The Pilots Are In The Water. Changed Them To Helos, Undamagable, Pilots Are In Water, Helos Are On Bottom Of Ocean Still Running. And Yes I Do Have Them Flying. LOL. Now If I'm Gunner In Helo, The Pilot Does Not Disappear. When I Removed Profile System everything Worked. Put Profile System Back In Messed It Up Again. Hopefully Resolved In 0.8
Thanks Again
Dan
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The_Asset, I Just Read Your Issue That Is Being Taken Care Of Sounds Like The Same Deal. Thanks
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Just Tried With NonPlayable Worked Great! Thanks The_Asset. You Are An Asset!
Dan
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Bump from 8 SEP...Has anyone had any issues with Alive assigning your AI squad to defensive positions within a TAOR? I even have my player (team leader) synced to the profile module and its on selection 'dont profile synced'. It's happened not only shortly after start, it's also happened after I geared up, loaded my peeps into a chopper and flew 6 clicks to a forward, friendly held operations outpost. As soon as I landed....poof, three of my team were magically transported from the seats in the helo...to the guard towers 150 meters away.
Hey Guys I Am Also Having A Similar Issue. I Have Two F/18s In Flight With Waypoints, And Noticed They Would Not Show Up To Destination. I Decided To Assign Myself As Gunner On One Aircraft, And After Very Short Time The Pilot Disappeared. I Synched To Profile System, Chose "Except Synched Units". Still Had Prob. Un Synched Chose "Only Synched Units". Still Had Prob. Any Help Much Appreciated.
Awesome Work!
Dan
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Do you remember what type of vehicle you were trying to load into? Just be aware that some things are too big to load into some vehicles.
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Ok I Was Just Doing It Wrong. I Did Not Realize You Have To Drop The Crate Next To The Vehicle First, Then You Have Action To Stow In Cargo. I Was Thinking I Would Have Option To Stow In Cargo While I Was Carrying. Thanks So Much For A Great Mod! Thanks ARJay For Reply!
I Went Back And Watched The Tutorial Video And In The Video You Didn't Actually Have To Drop Cargo First, So Maybe Something Is Still Wrong. But I Can Get It To Work So Im Happy!
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My question is regards to logistics with lifter and cargo. If I remember correctly, its already in the mod, you don't need to place module, unless you want to disable features of logistics. So I am wondering, I have been testing some things and donot have any options for lifting veh w/ heli or loading cargo when near crates. I presume I am missing something. I will go back to the video however can anyone go into more detail about this?Thanks.
I Am Also Having This Problem. Vanilla Alive .7 I Have Action To Carry Or Drop But No Action To Load In Any Vehicle. Tested In Alive Mission 8 From Tutorial Page. No Other Mods But CBA.
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Hearing There May Be An Update Soon! Salivating.....Impatiently Waiting.:bounce3:
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Same Thing Im Looking For. An Arma 3 Version!
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Hello. Just Wondering If There Is Anything New Going On With RUM Assets. I Still Use The Latest Version For Arma 3 (Beta4) But Haven't Heard Anything Bout It Lately. I Love This MOD/Addon.
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Hello. Just Wondering If There Is Anything New Going On With RUM Assets. I Still Use The Latest Version For Arma 3 (Beta4) But Haven't Heard Anything Bout It Lately. I Love This MOD/Addon.
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Thank You Sir. I Am Playing Around With It. Cant Wait Till Everything Comes Together!
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I Don't Know A lot About The Codes, But If I Can Help In Anyway Let Me Know
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Thanks Draper. I noticed in SVN there is an A3 version. I installed, but it says missing downloadable content "A3_Modules_F_Marta. I know this isn't officially released yet. Or is it? I would like to just mess with it as you go along. Do I need to download any other mods to get it working. I have ARMA 3 Beta, and CBA for ARMA 3. I Love This RUM Assets so PLEASE!
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I am a noobie and trying to learn the game which thus far I have thoroughly enjoyed. I have done the training missions and have ventured into missions proper currently BAF Ad Lib Dems. It is a good mission and I have learnt a great deal. However you have to place a number of satchel charges and the only way I have been able to do it is by placing each one myself using the interaction and self interaction keys. I am unable to get any of the units to place and detonate them at all though I am sure that on one occasion I got an action for a unit to trigger a detonation I have been unable to replicate it in any way. All I get in the action (6 key) menu is a list of 16 different actions but none to do with the satchel charges. I have tried pointing at the unit and at various locations, pressing various keys and combinations, but no luck. I have searched the forums and only found that it is possible, but most discussions deal with editing problems and the interaction keys, none relating to my particular issue. Grateful if someone could help as its proving frustrating. I am sure it must be something simple I am omitting or a sub mod I may be missing.I have ArmA2 Combined Ops with the ACE 1.13 mods (only) installed and used 6 updater and ArmA Launcher.
Thanks
picton
Did this question ever get answered, I also have this prob?
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Using Ace 2, how do you direct an A.I. Player to use satchel charges (or other explosives)? Searched to no avail. I know how to use the ACE action menu for my self, but how do you command A.I. to use?
Thanks For All Help!
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Is anyone still using or working on RUM Assets?
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Found the Problem:It should be: #define SIX_VOICE_ENAinstead of SIX_ENA_VOICE. I'll fix that bug asap. I'll probably change it back to SIX_ENA_VOICE.
That worked! Thnx
Keep Up The Great Work
Dan
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Sickboy just to let you know I found the prob. Theres a config.cpp file packed in the SIX_Misc.pbo that I commented the line #include "h\cfgvoice.hpp". Â Then the voices came back.
Thx Again!
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Thanx Sickboy for the response, there are no six_voice, or voice.pbo's in the addon folder.
Also I messed up when I said updates, I wasn't meaning you need to update every day I meant to say no one was writing to this thread lately, so I was afraid you moved it and I was missing out.
Love your MOD!!
Great Work! Thx
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Why hasn't there been any updates to this forum lately? There is usually updates every day. I read about the mod every day with enthusiasm. Great Mod!!!
One Question, I tried to enable voices, and no matter what I try I cannot get the voices to work. Ihave the latset version (1.0) // removed. In the reference line. Still no voice commands.
Again thanks for this great mod!!
Fixed Wing CAS
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hey Guys! Just Noticed When Fixed Wing CAS Are Returning To Base, And Get Shot Down, They Do Not Respawn. They Just Hang On RTB. During SAD If They Are Shot Down They Respawn No Problem. The Helicopter CAS Also Respawn No Problem.
Dan
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Sorry. Did Not Mean To Start New Thread. Please Delete