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Wire

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Posts posted by Wire


  1. Heya Angus, yeah Ive been asking about that for awhile now. But on the bright side, ive learnt a very handy trick :D

    It turns out that AIs only get stuck in sniper sit when they are in "STAY ALERT" status. Ive found out that they dont get stuck when in "DANGER" tho. So what I always do is command them to get to DANGER before I get them to "stay crouch". Havent tried "STEALTH" yet, but sure it should work too.

    Hope it helps :) its a nifty trick to temporarily solve the AI problem


  2. Bloody awesome to hear about the SLXtended :D! I love using SLX, especially the wound system which has totaly changed the way I play Arma2. There was that small problem I noticed awhile back where whenever an AI went to heal you, u would be immediately respawned to position 0-0-0 on the map (this majorly sucked). Think it had to do with the netcode (which was the thing u told us to remove in order to stop the game crashing i think).

    Anyhoo, hope this problem is solved :D Im dying to see the new SLX

    Keep it up!


  3. Hi guys,

    How do I go about replacing units of razor team with other addon units? Like what sorts of scripts do I need to write up?

    p.s. I already tried un-pboing the missions pbo from addons, and individually going thru them on the mission editor and editing them. But that isnt working coz after I re-pbo it, it wont show up on the singleplayer. Something to do with ca/missions etc.

    Cheers


  4. Well I for one am quite reserved about this.

    Come on guys :P This is ARMA!!! If we don't particularly like anything, or wish something to be different, we have (in my opinion) the best public modding community found in any other game. We should leave it to ourselves to create new things to satisfy our every wants.

    At least in this way, the futurism approach allows for BI to expand their perspectives, and exercise their creativity (which might not be the case if they simply just recreated what we all know and see). It might mean we can experience totally new campaigns never played before, and use tactics never thought of prior to Arma3.

    Give it a chance is what im saying :) Besides, atleast it aint some BF2142 bollicks where the futurism approach completely destroys immersion. I for one am just happy to see a M14 variant as one of the weapons to use in Arma3 :D


  5. I am so going to use this mod to create a lazy-man's hostile environment in my editor :P just plop a guy there, and let the computer do the rest spawning the enemy in that area for them to do whatever they want.

    Do the AI's spawn and have a particular waypoint so they just walk about endlessly till they run into a contact? Or do they just spawn and sit there till they see something?


  6. Is there a scripted mystery "blackhawk" that crashes in the mission? :P

    Think it would be cool to have a seperate FRAGO objective which is to blow up the evidence of that helicopter that crashed, and also to look around the compound and collect as much intelligence and evidence as possible.

    Might add abit of variety than simply going in and killing him and getting out. but thats my two cents =)


  7. Hi guys,

    Im real new to making missions that incorporate .sqf files and actions, but would love some help with this one.

    So far, I have found an old mission script from Norrin "POW Capture/Join Group" script. I am currently trying to modify it to create a capture HVT mission, similar to those special forces operations in Afghanistan.

    At its most basic, all I want to mission to do is approach the enemy (who is setcaptive true), get to about 5m of him, and have the action menu pop up with "Arrest HVT" (To which case, he joinsilent my team, and we evac).

    Heres what I got so far:

    Start init.sqf

    */

    waitUntil{player == player};

    //run script that creates all triggers required for the revive script

    [] execVM "HVT_sqf\trigger_mkr.sqf";

    sleep 0.5;

    //Variables required for onConnect script and triggers

    onConnect = true;

    PublicVariable "onConnect";

    Start HVT_Join_action.sqf

    */

    if (!local player) exitWith {};

    _group = group player;

    _c = 0;

    HVT_capture = false;

    sleep 0.5;

    //Body of the script

    while {true} do

    {

    while {!HVT_capture && alive player} do

    {

    //Check to see if unit from group is within 5 metres of HVT

    _d = 0;

    {if (_x distance pow1 <= 5 && alive HVT) then {_d = _d + 1}} forEach units _group;

    //add capture action to group leader if unit from _group is within 5 metres of HVT

    if(player == leader _group && _d > 0 && _c == 0) then

    {

    call compile format ["myaction_capture_%1 = %1 addAction [""Capture HVT"", ""HVT_sqf\capture.sqf"",_group, 0, false, true]", player];

    _c = _c + 1;

    };

    //Check to see if unit from group is within 5 metres of HVT

    _e = 0;

    {if (player == leader _group && _x distance HVT <= 5 && alive HVT) then {_e = _e + 1}} forEach units _group;

    //remove capture action if unit from _group is not within 5 metres of HVT

    if(player == leader _group && _c == 1 && _e == 0) then

    {

    call compile format ["%1 removeAction myaction_capture_%1;", player];

    _c = 0;

    sleep 2;

    };

    sleep 2;

    };

    //if the group leader dies remove action

    if (!HVT_capture && !alive player) then

    {

    call compile format ["%1 removeAction myaction_capture_%1;", player];

    _c = 0;

    sleep 2;

    };

    //Exit script if HVT joins group or if HVT is dead

    if (POW1_capture || !alive pow1) exitWith

    {

    call compile format ["%1 removeAction myaction_capture_%1;", player];

    };

    };

    begin capture.sqf

    */

    _group = _this select 3;

    [HVT] joinsilent _group;

    player sideChat "WE HAVE THE HIGH VALUE TARGET. OUT.";

    HVT_capture = true;

    publicVariable "HVT_capture";

    sleep 8;

    if (true) exitWith {};

    So basically, does this work first of all? and secondly, how do you get it to work in the mission? >.< coz ive tried everything, and everytime I approach the HVT the action doesnt appear.

    Help would be really appreciated guys, thanks alot!

    Wire


  8. Ive got CO, and I threw the @SMK into my main directory, then added it into my game thru the expansion page. Ive got GL4 and ACE running at the same time, yet when i ran it with @SMK i dont notice any difference. The only thing I did, was that there wasnt an animation for the reloading of a grenade launcher and when i switch from rifle to pistol the move animation stops.

    Am i doing it right? u just gotta throw in the @SMK into the main directory and then run it when its enabled in ur game? Any other configs etc?

    UPDATE: I just realised i havent got the latest patch in my game lol, updating it now. will report back soon

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