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About beno_83au

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  1. beno_83au

    [Release] MIL_CAS

    @kibaBG Sorry, the original example I gave you would've deleted the trigger the first time it ran 🙃 I edited it.
  2. beno_83au

    [Release] MIL_CAS

    Yes. Simple way is to just declare a variable somewhere, then run a check each time you try to run the CAS and increment the variable each time it runs. Assuming this is single player (multiplayer is a bit different), and to keep it simple, in your player's Init field type: CAS_Runs = 0; You can put that variable in your init.sqf instead though if you have one. Then in the trigger you can check the variable and increment it each time the CAS runs: if (CAS_Runs < 5) then { nul = [screenToWorld [0.5,0.5],90,"RHS_A10",2] execVM "MIL_CAS.sqf"; CAS_Runs = CAS_Runs + 1; } else { deleteVehicle YourTriggerName; }; Then make sure your trigger is set to be repeatable and replace YourTriggerName with whatever you've called your trigger so that it gets deleted after it's final use.
  3. beno_83au

    HAFM NAVY (Ships) - v2.0

    That's probably how a lot of projects will be looked at now I guess, which is fair enough. Good job though 👍
  4. Yeah agreed. And I am not a fan of Discord as an information repository. Stuff gets lost in the fluff so quickly.
  5. beno_83au

    Play sound for one person.

    Probably running on all clients I assume? Where is it being executed? Considering that, try this: if (player == Y) then { []spawn { while {true} do { if (Y inArea t1) then { playSound "geiger"; uiSleep 1.6; }; }; }; };
  6. So, I don't know of a way of reliably targeting a position. I've been through a lot of this kind of thing when making a support-by-fire function, but I can get AI to reliably fire any of their weapons at a target - https://www.youtube.com/watch?v=W4j0MkmNMQE&amp;list=PLec6T_DTU707E72sxxPGIxuobvmuQcP8I&amp;index=9 To break down what I have to the bare bones of what you should need: //Create logic target and reveal. _target = "Logic" createVehicleLocal _targetPosition; _unit reveal [_target,4]; _unit doWatch objNull; _unit doWatch _target; _unit doTarget _target; //Sleep to allow everything to catch up (e.g. aiming). sleep 1; //Unit fires the weapon. _unit selectWeapon ((getArray(configFile>>"cfgWeapons" >> primaryWeapon _unit >> "muzzles")) select 1); _unit forceWeaponFire [primaryWeapon _unit,"Single"]; With _unit being the grenadier obviously, see if that works out for you. This is also assuming that the unit already has a smoke round loaded, but you can do that whenever you want or just put it in at the beginning of the code block with a short sleep after.
  7. I use the below in combination with doTarget: _unit selectWeapon ((getArray(configFile>>"cfgWeapons" >> primaryWeapon _unit >> "muzzles")) select 1); _unit forceWeaponFire [primaryWeapon _unit,"Single"]; The select 1 can be changed to whatever index number is needed, it may be different between mods/vanilla. edit: Sorry, just realised this is only a half answer. You'll also need to force the AI to reload a specific (smoke) grenade: https://community.bistudio.com/wiki/reload
  8. beno_83au

    Fix arma reforge

    Well, that's the basic idea behind Reforger. You should look into a product before you buy it next time, you might save yourself a bit of money (and it'll reduce the chance of making embarrassing posts like this one). Honestly, bot network? Imagine acting like this as an adult.
  9. Plus, these forums can already be accessed without a login. You only need a login to contribute, which shouldn't change.
  10. beno_83au

    ACES of the Sky v1.6

    Mission works well though, been a while since I've actually jumped into Arma and/or flying so was good to get re-acquainted easily.
  11. beno_83au

    ACES of the Sky v1.6

    I guess it comes down to personal preference I suppose. It would probably be enough though for just: I know that's still quite a few but that's different roles (like the Tornado variants are all different roles) and some are two-seat versions. So I guess it comes down to how much of a pain it is to incorporate them. If I had to narrow it down to my bare minimum preference though, I'd probably say A-10C, F-14D, F-15E, F/A18E. Having worked on my own style of dynamic/procedural aerial mission though I can appreciate the difficulties of making something like this (especially when you don't curb your enthusiasm 😂).
  12. beno_83au

    ACES of the Sky v1.6

    That's most of his work, and I'm not asking you to add them all (there's a lot there) but it's what I've subbed to. There's also tonnes of skinned variants but they all have their own classnames, so the above are "base models" I guess you could say. They also all/mostly require FIR AWS. All of his work can be found on his workshop though - https://steamcommunity.com/id/Firewill/myworkshopfiles/?appid=107410&amp;p=4
  13. beno_83au

    ACES of the Sky v1.6

    Snakeman has some pretty large, albeit sparse (by necessity obviously), maps - https://www.pmctactical.org/arma3/terrain.php But there's also Deniland - https://steamcommunity.com/sharedfiles/filedetails/?id=1231955722 - 40km x 40km that I've played my own air combat style mission on and it's a really nice effort for a map that large. Definitely a fan of it.
  14. beno_83au

    ACES of the Sky v1.6

    I don't think he has a "pack" but classnames would be easy enough. Stuck home with covid so I might be able to fetch a few.