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arthur666

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Everything posted by arthur666

  1. Seems to work fine for me. I clicked the file patching box in the launch menu, enabled the mod by clicking the YQ box in the "esc" screen in-game. Is there a way to have enemies that "you" see highlighted in the same way your teams' targets are reported?
  2. Hi all. It's been a while. Finally picked up Arma3 this weekend with the Steam sale. I have been thinking about a new build for a while, but haven't really been following the hardware advances. I built my current rig specifically for Arma2 the month it was released, so it's five years old (I did upgrade the GPU 2 years ago). Runs ok for some small skirmishes, but I really like setting up large battles to observe, command, or just jump into the boots of a random soldier and fight. My question: I noticed that an i7 is about $100 more than an i5. Worth it for Arma3? I was thinking of a new build, adding more and faster RAM, and keeping my 560GTX. But, if I go with a i5, I will bank that $100 towards a new video card later. Thoughts?
  3. arthur666

    Predator Animals

    I am terrified of donkeys. Please, no donkeys. I support the idea as a module like the OP stated, but not in vanilla gameplay. I think most animals are smart enough to be terrified of people, especially groups of people.
  4. Hmmm.... I was hoping that this would adjust the movement of the aim point after the gun fires, and not the "kick" of the gun. Oh well.
  5. arthur666

    Sahrani Rearmed

    Nice, but some soldiers have mis-matched skin tones faces/arms.
  6. This has been my #1 peeve since June 2009. Thank you. Now I have alot of homebrew mechanized squad missions to revisit.
  7. I need a civ helo to turn INDEPENDENT after passing a certain waypoint, so that OPFOR will consider it hostile. What should I type into the waypoint "on activation" box? The chopper is called hip1 This doesn't work: {_x setside INDEPENDENT;} foreach crew hip1
  8. Is it possible to do this without the helicopter joining another group?
  9. I am running ARMA2+OA+BAF+PMC. I just switched to Windows 7 not long ago. My singleplayer missions used to be saved in the appropriate folder in the main directory. I just tried saving a new mission from the editor, and I don't know where it is. That folder is now empty. What gives?
  10. So, obviously AI gunners are lacking. When piloting the Apache, I'ld like to at least be able to come to a hover, switch to gunner position and use the gun and its optics myself, like in Longbow2. But when I do this, the pilot dumps the collective and the chopper crashes. If I have waypoints set up for the mission, the pilot just starts moving towards the next waypoint. Any easy way to keep the chopper from doing either of these things? I tried - this disableAI "MOVE" - for the pilot when using no waypoints, but didn't help. ALso, I was using teamswitch key "U", not the swap gunner which only works for tanks.
  11. I have it set up with the init.spf and it works, but I want to use my ACM to spawn random foot patrols only after a trigger initiates. How would I do this? // BIS_ACM is module name. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [0.8, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 300, 800] call BIS_ACM_setSpawnDistanceFunc; [["GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.1, 0.7, BIS_ACM] call BIS_ACM_setSkillFunc; [0.5, 0.95, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["GUE_InfSquad", "GUE_InfTeam_1", "GUE_InfTeam_2", "GUE_MilitiaSquad"]] call BIS_ACM_addGroupClassesFunc; BIS_ACM_removeGroupClassesFunc;
  12. Doesn't seem to work. I think I'll just change the sleep to a few minutes so that the ACM activates later, just not at the beginning of my mission.
  13. Thanks, I will test it tonite.
  14. arthur666

    ArmA 2 OA Beta Build 83015

    I think we're on the right track here. Missions on Chernarus seem to play out better now. When assaulting thru forests, my squad is not getting pinned down by unseen enemies as much as before. I like this beta, though I have no hard data. Just has a better feel. Hopefully not just a placebo effect. :rolleyes:
  15. arthur666

    ArmA 2 OA Beta Build 83015

    Coincidence! Here I was, just pondering a large forest battle. Back to my Chernarussian roots. :) I will build a mission tonite and try beta vs vanilla.
  16. I searched a little but am still not sure how to do this. I want a switch trigger to activate when any of a group of units enter it. Lets say I have units named BTR1, BTR2, and BTR3. What would I type in the conditions box if I wanted any of these to activate the trigger if the entered it? And what other settings up top should I use?
  17. Making missions, and then playing them from different perspectives, tweaking, then playing again.
  18. Hello. My name is arthur666 S, and I'm an Armaholic. Nice thread! It's hard to really play Arma2 enough while working, husbanding and fathering, but I get to work on my missions and check out new betas once in a while. My son (1yr 8month) really loves helicopters and trucks. I set up a scene where you are just standing on a hill, watching about 4 helicopters fly around. He loves it. Often he'll point at my computer and give me sign language for "helicopter" while saying something in toddlerspeak that starts with an h. I don't know how long I'll be able to keep him uninterested in the guns. I hope I don't slip up soon.
  19. arthur666

    ARMA 2: OA beta build 77159

    Oh wow. This beta is really good. Fire-fights just got more interesting! Played an old mission of mine in Zargabad. CDF patrol is ambushed by large number of enemies. It was noticeably more intense than before. Enemies were certainly using cover better as they came down the street. More peeking from behind corners etc. My group did not want to leave danger mode after way too long, and I did notice the aforementioned "machinegunner firing until empty" problem a few times. Fix that, and we'll have a winner.
  20. arthur666

    ARMA 2: OA beta build 77159

    I have always noticed these issues in every build. I guess I play under AI leadership more than most players, but I usually am doing it just to see how one of my missions runs on its own. I think that tweaking these would benefit the game alot.
  21. ...so it would be easy for someone to retexture the BIS models now? Could they just create an addon that lets you use the original desert M2 and change it's color with 1 init line? I really want a green woodland Bradley and Stryker.
  22. Works great! For anyone interested, I'll write a quick "how to" here to add AI controlled mortar support to a mission that will try to avoid shelling friendlies. This is from a CDF vs OPFOR in a large battle setting with multiple assaults on different towns. 1. Put a "Game Logic\Object" on your map. In the init add oldtime = 0; 2. Put down some manned friendly artillery pieces in a group, in a nice open area, like a field. I used Podnos mortars. Then put down a regular Artillery module and in the name field, put CDF_mortar. Sync the module to the group leader. Add extra ammo in the init field of each mortar this addMagazine "ARTY_8Rnd_82mmHE_2B14"; (use correct ammo depending on unit used, add more as desired). 3. Add a trigger to your map. Make it as big as the area you want to be covered by mortar support. Set activation to OPFOR and detected by BLUFOR. Set as "repeatedly". Set to "countdown" to whatever time. I used 10, 20 and 30 seconds. In condition field add this and oldtime != time in init field add firemission = ["IMMEDIATE","HE",0,5]; nul=[getPosASL (thisList select 0)] execVM "CDF mort.sqf";oldtime = time (I think 5 is the number of shots fired or time that shots are fired. Not sure). 4. Make a file called CDF Mort.sqf that contains #define __debug false _mortarTgtPos = _this select 0; if (__debug) then { player sideChat "Executing mortar.sqf" }; _radius = 250; _friendlyInArea = if ((west countSide (_mortarTgtPos nearEntities _radius)) > 0) then {true} else {false}; if (([CDF_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) && !_friendlyInArea) then { [CDF_mortar, 150] call BIS_ARTY_F_SetDispersion; [CDF_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; _mrk = createMarker ["MortarTarget", _mortarTgtPos]; _mrk setMarkerColor "ColorBlack"; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_objective"; waitUntil {CDF_mortar getVariable "ARTY_ONMISSION"}; if (__debug) then { player sideChat "mortars are on a mission" }; if (__debug) then { player sideChat format["ammo used: %1", CDF_mortar getVariable "ARTY_AMMO"] }; waitUntil {CDF_mortar getVariable "ARTY_COMPLETE"}; if (__debug) then { player sideChat "mortars have finished fire mission" }; waitUntil {CDF_mortar getVariable "ARTY_SPLASH"}; if (__debug) then { player sideChat "mortars about to splash!" }; sleep 10; deleteMarker _mrk; } else { hint "Firemission Denied"; }; if (__debug) then { player sideChat "Exiting mortar.sqf" }; and drop it into your mission folder. Take it out for a spin.
  23. I can't remember who gave me this, but I'ld like to make it so a fire mission won't be called if there are friendlies within a certain distance of the enemies being engaged. Is there a line I could add? #define __debug false _mortarTgtPos = _this select 0; if (__debug) then { player sideChat "Executing mortar.sqf" }; if ([CDF_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) then { [CDF_mortar, 200] call BIS_ARTY_F_SetDispersion; [CDF_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; _mrk = createMarker ["MortarTarget", _mortarTgtPos]; _mrk setMarkerColor "ColorBlack"; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_objective"; waitUntil {CDF_mortar getVariable "ARTY_ONMISSION"}; if (__debug) then { player sideChat "mortars are on a mission" }; if (__debug) then { player sideChat format["ammo used: %1", CDF_mortar getVariable "ARTY_AMMO"] }; waitUntil {CDF_mortar getVariable "ARTY_COMPLETE"}; if (__debug) then { player sideChat "mortars have finished fire mission" }; waitUntil {CDF_mortar getVariable "ARTY_SPLASH"}; if (__debug) then { player sideChat "mortars about to splash!" }; sleep 10; deleteMarker _mrk; } else { hint "W Guns"; }; if (__debug) then { player sideChat "Exiting mortar.sqf" };
  24. Thanks Benny, can't wait to try it. As it was, a town would be full of my troops, one straggler OPFOR would be found amongst them and a mortar strike would get called in on their own position. I'll run it tonite and tell you how it works. I think 200m seems like a good minimal distance. EDIT: in your line [CDF_mortar, _radius] call BIS_ARTY_F_SetDispersion; can I put in a number instead of _radius to set the fireing radius, or does it have to use the aformentioned 200 or whatever?
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