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near_blind_sniper

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Everything posted by near_blind_sniper

  1. Howdy All. I'm currently trying to make a scenario where an AI mechanized infantry unit embarked in BMPs (infantry is in the BMP as cargo, the BMP is part of the infantry group) is assaulting across a valley to a dismount waypoint, where they dismount and charge up a ridge that is held by a mixed force of dismounted player controlled infantry and tanks. Problem I'm having is that as soon as the BMPs detect the tanks, they disembark their infantry. This is unsatisfactory as they usually do this at a range that is outside the maximum effective range of the player's rifle, and that leads to a boring experience for the infantry as they watch the tanks slaughter everything. I know that you can use careless waypoints for the AI to ignore things like this, but it looks extremely odd to see IFVs rolling into enemy fire with their crew turned out. So my question to you all is: A) is there a way to keep the infantry from dismounting their vehicles underfire. or failing that B) is there a way to keep vehicle crew from turning out while careless? Thanks.
  2. //create group for the module, I don't know if this is necessary/which side it should be, so I use the side that will be re-spawning _logicGroup = createGroup _side; respawnPoint= _logicGroup createUnit ["ModuleRespawnPosition_F",_pos, [], 0, "FORM"]; //name that appears on the map respawnPoint setVariable ["Name","Reinforcement Helicopter"]; //Set the side of that can respawn here //0 = opfor 1 = blufor 2 = Independent 3 = Civ respawnPoint setVariable ["Side", 1]; //synchronize the module to a vehicle to respawn troops inside the vehicle respawnPoint synchronizeObjectsAdd [_veh]; I was fooling around with this concept over the weekend. I didn't have any luck with the function either, but I have gotten it to work via spawning the module, and then editing its attributes.
  3. Hello all. I'm trying to throw together a script for MP that allows a mission commander to force players in spectator to respawn and be placed in a spawned helicopter that will then deposit them at a location of the commander's choosing. So far I've got everything working except when the player respawns. They spawn on respawn_west marker, but aren't moved to the chopper. I'm using the "BASE" type respawning, and I've tried using both a respawn event handler and onPlayerRespawn.sqf to no avail. I'm at work so I can't post my code, but I can once I get home if that helps. Thanks. EDIT: Figured it out. The command to respawn was firing before clients computers were aware the server spawned vehicle existed.
  4. near_blind_sniper

    RHS Escalation (AFRF and USAF)

    That ACOG looks excellent! Is there any chance we could see a demonstration of targets look like at like 300-400 meters through the scope?
  5. True Velocity Vector or Flight Path Marker (I think)
  6. I have a question regarding the launchers. The AT-4, SMAW, MAAWS, RPG-18 and RPG-7 all don't have the option to be zeroed. Is this to keep them functioning the same as they did in Arma 2? Also the M-47 Dragon should have a Thermal rather than NVG scope. If you guys are interested, I've got documentation on the SMAW, Dragon, and other LAWs/ATGMs, and I'm more than willing to share.
  7. near_blind_sniper

    Tyco's USMC Reskins

    Are you? I'm not, but everything I have read reflects a Marine Corps that not only uses the M-16 as it's primary service rifle, but is A) Seeking to upgrade the M-16 to the A5 variant, and B) Actively resisting any movement to the M4A1 or M4 PIP. If you've got solid proof to the contrary, I'd love to see it.
  8. near_blind_sniper

    How to keep AI in their vehicles under fire?

    I've been fooling around with setVehicleLock. I've found if a squad is placed via the editor, the units in cargo won't disembark under fire. However if I try to use the command on a group spawned via script, the the units will disembark under fire. Strange. EDIT I've got the lock vehicle method to work by making the infantry dismounts a separate group from the vehicle crew. By some black magic this stops the AI from trying to dismount, and they stay in the vehicle until it is unlocked.
  9. near_blind_sniper

    A3A (Arma 3 Actual)

    I'd just like to point out that is not a reason, explanation or justification. That is just an announcement.
  10. This is now by far my favorite mod. If I may be so bold to make a suggestion, I feel a vault animation would make it awesome-er. Either way, Keep up the good work!
  11. near_blind_sniper

    Improve the Medical System - Bleeding Out?

    Could you post a link to where it was busted? I'm not doubting you, I'm just genuinely curious as this is a complaint I hear alot when I play. Also I couldn't agree more with the rest of your post.
  12. near_blind_sniper

    On the spot ambushes possible?

    like DarksideSideSixOfficial said, in that situation it doesn't make sense for the vehicle crew to try and approach you: you've got nothing that can hurt them at range and they've got all the tools they need to kill you. It would probably be a better idea to observe the Gorgon's patrol pattern and plant your explosives along a route it is likely to use, and detonate when it passes by. If all else fails, try to approach it from a blind spot and do it the old fashioned way.
  13. You had me at ODSTs... I can't wait to see what this develops into, good luck!
  14. near_blind_sniper

    ArmA 2 C-130J and MV-22 Redux

    Did you notice the 6-10 Chemlights that were surrounding the Osprey? That blur was glare from them reflecting on a glass surface (the windscreen). Here's a similar glare on an AH-9 hovering over some chem lights at night. http://i.imgur.com/dfaBgja.jpg Again, I don't think that's something Sakura can fix. Instrument panels on BI aircraft have always been easy to wash out, especially while flying into the sun. Compare the Osprey to the Hellcat flying at a similar time of day/location. Osprey http://imgur.com/RCsyMTg,JVxhfOE Hellcat http://imgur.com/RCsyMTg,JVxhfOE#1
  15. near_blind_sniper

    Tyco's USMC Reskins

    congrats dude, they look good!
  16. near_blind_sniper

    TMR Modular Realism

    It might be more helpful if you post the exact error text your getting, and the exact list of pbos you've removed.
  17. near_blind_sniper

    ArmA 2 C-130J and MV-22 Redux

    That is one mighty sexy looking aeronautical abomination, excellent work! I am really looking forward to flying the improved MV-22, thank you for all of your work Sakura!
  18. near_blind_sniper

    NATO-Pact Realism Mod

    Very cool! The later period of the Cold War has always been interest to me. I'll be keeping an eye on this for sure.
  19. near_blind_sniper

    ArmA 2 C-130J and MV-22 Redux

    Not exactly. CV-22 is the USAF's variant of the V-22 tailored for special forces missions and was purchased as a replacement for their aging fleet of MH-53 Pavelows. It has extra fuel tanks and a great deal of extra sensor equipment. The MV-22 is the USMC's variant which was purchased to replace the CH-46E Sea Knight as a general utility aircraft. It does not have the CV-22's special equipment. Installing an IDWS does not change the name of the aircraft: An MV-22 will not suddenly become a CV-22 when they slap a minigun on it, or vice versa. That said I am super excited to see the Osprey returning, I've always had a soft spot for tilt-rotors.
  20. near_blind_sniper

    PUNCH OUT! Maybe somewhere down the line.

    ... and so does modded Arma 3.
  21. Negatory The seat blasts the pilot out of the cockpit and clear of the aircraft, then separates from the pilot.
  22. Is it possible to remove an ai's ability to move from a position while still allowing them to rotate and engage?
  23. Thanks for the response, it worked like a charm.
  24. Due to the sensitivity of it's seeker, the AIM-9X does in fact have a limited air to ground capability. However the small size of the warhead limits it's effectiveness to light armor / trucks. The sidewinder also costs 6x as much as an AGM-65. However, I totally agree that it's frustrating when your missiles seem intend on locking onto ground targets in the middle of a dogfight. The AIM-120 has no ability to engage ground targets.
  25. near_blind_sniper

    Why do I keep losing control of my AI squad?

    That is some pretty odd behavior. The only things I can think that would cause it are: A) Your squad mates are dead, and your unit hasn't seen them yet (think's they're still alive). B) Some sort of mod is causing this behavior. I know for instance the Firefight Enhancement Mod attempts to emulate confusion, shock, and panic by having AI group members temporarily drop out and rejoin your group. C) Losing control of your group is scripted in the mission you're playing.
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