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zulu1

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Posts posted by zulu1


  1. Try the link in the first post.

     

    Playing as Zeus you basicly build a mission for other players in real time. Its a take off of AMRA2 MCC Sandbox and Zeus


  2. Assign player numbers in the init.sqs or unit names in editor. (P1, P2, P3...etc)

     

    Then P3 addaction XXX in your trigger or where ever.

     

    If no one slots in P3 then addaction won't work.

     

    You could put addaction in a trigger that fires once so who ever triggers it will have the action added.

     

    Or if you want the leader to get the action, assign a group name (ID) and use:

     

    Leader group alpha addaction xxx...

     


  3. I have a large collection of OFP missions (maps) but many of them use OFP addons which will not work with arma. You're looking at massive editing which may not be worth the effort. I could put together some non-addon classic missions, but I think you'd be better off just making new missions using Arma3.


  4. Hi Guys,

     

    Been a long time since we were all together. Zwobot has also been lurking around here from time to time.

     

    Still play OFP with a small group of regulars. I was playing Arma2 off and on, but something happened with my Steam installation. I had a mix of retail and DLC and somehow serial numbers got scrambled and nothing works, need a complete reinstall I guess.

     

    I also have Arma3 but I don't play it much. Control setup is a real headache.


  5. By default in MP the VD is set to 800-900. If you want to override this it must be done in the mission editor folder.

    In the init.sqs file add a line:

     

    setViewDistance 1200          ~(1500, 2000 or what ever you like)~.

     

    There are also View Distance negotiation scripts that benchmark all clients and sets VD for lowest machine.

    Also there is a script scheme you attach to an object that allows players to set custom VDs for each player.

    • Like 1

  6. To create the list you must use this in a trigger that encompasses the units that you want this to work on.

     

    Activation: the side you want effect on (east, west, res) or anybody and  "Present".

     

    Put the line of code in the triggers "On Activation" field and it will work.

     

    Setskill and AllowFleeing can be anything between 0 and 1 (.1, .25, .5, .75 etc.)

     

    To randomize setskill you can also try this:

    {_x setSkill (0.4+random 0.4)} forEach thislist;

     

    It will randomly add .4 to the .4 skill setting.

    • Like 1

  7. Skiptime maybe the whole problem, but aside from that these are the obvious answers which it sounds like you're using some.

     

    1. The most simplest  thing is place AI groups at different distances from the target.

    2. Or in the waypoint window set the speed to limited or fast for some groups.

    3. Use the Timeout Boxes in the waypoint screen to create a delay.

    4. You can also use triggers syncronized to waypoints. (Use F5 key and drag a line from a trigger to a waypoint.)

    5. You can put conditional statements in a waypoint and when condition is true the waypoint is active.

     

    Also different options in the CombatMode box in the waypoint window will produce different AI behaviour as well as the waypoint type.

     

    Hold, Sentry or Guard waypoints will cause AI to hold at waypoint until enemy is detected.

     

    When enemy is detected AI will move a given distance and attack, when enemy is dead AI will return to waypoint.

     

    CombatMode Open Fire, Engage At Will AI will hunt down enemy as soon as spotted.

     

    A Guard waypoint with Open Fire, Engage at will create the most challenging AI.

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