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dogjones

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About dogjones

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  1. Can anyone help me out with this? Also I noticed that the defending OPCOM in the mission I'm working with tends to just send units into the center of objectives, massing infantry to just stand about in a field. Is there something I can tweak to have the AI actually take defensive positions? Or is an upgrade to the AI in works currently? Thanks.
  2. Is there any way to add a profile for a single group, so it can be available for tasking by an OPCOM? I'd like to have some soldiers in an amphibious vehicle come ashore, get out, then be added assigned profiles so the OPCOM can assign them objectives to attack and manage them down the line. I Tried to refactor out the code in ALIVE_fnc_createProfilesFromUnitsRuntime to work for an individual group, but it didn't work.
  3. dogjones

    Arma3 - AGGRESSORS

    Good tip, thanks.
  4. dogjones

    Arma3 - AGGRESSORS

    Great work on this mod, total necessity for making real world scenarios. A few questions: The animations for the weapons had a few issues when I tested (ejection port of ak-47 jumping back and forth, when reloading ak-47 the magazine stays in the gun). Are there plans to refine the animations for the weapons? Could the makers add the new units to the independents faction, and possibly even BLUFOR? If the irregular units are only on OPFOR, there is no way to have CSAT battle against them. Furthermore scenarios which might pit two irregular factions against one another are also impossible. It would be nice to not have to get into any scripting to set up these kinds of scenarios. Sorry if any of these questions have been asked, only did a brief scan back a few pages.
  5. Thanks for this tool, its indispensable.
  6. dogjones

    VTS Simple weapon resting

    L etranger, I believe I found a possible bug: I had begun work on a mission, and place several static bag fences. They were on a hill so I added calls to the setvectorup function in the init of the fortifications like so: this setvectorup [0,0,1]; I think this caused issues with the weapon resting system, as I could not deploy my weapon on the bag fences (or anywhere else for that matter). They bag fences with the calls to setvectorup were the only static objects on the map initially. Very infrequently, weapon resting would work, so this isn't a totally reliable way to reproduce the issue. I can provide you with a mission that creates the issue very reliably if you have trouble.
  7. dogjones

    [SP] Agiagrad

    Thanks for playing, and bringing these issues to me attention. I am pretty confused about the error you received. I don't call fn_respawnNone anywhere in my scripts (not directly, anyway), and I am having a lot of trouble finding any information about this function. Perhaps it was a problem with the Alpha? If the AI stopped acting after you received this error, it might be because the script which orders them around stopped executing after it encountered that error. However, if the AI started acting again after 10 minutes, this probably wasn't the case. During my play testing, a few battles stagnated because both sides continually built up forces for awhile, and were unwilling to commit to an attack. To some extent, I am okay with this behavior. But preferably, the action should remain fluid, so hopefully this will occur less and less as I balance the mission. The reason the AI dropped the ball at the end of the mission is because both sides will keep getting reinforcements, even when backed into their spawn. The AI commander ordered those groups to take defensive positions at a random position in the control zone, resulting in them just laying there in diamond formation. The next thing I'll work on is fixing the end game, so that stupid behavior doesn't happen. Thanks again, I appreciate your help!!
  8. dogjones

    [SP] Agiagrad

    Here's the first mission I made worth sharing. There's probably a couple of bugs, and I still want to add a few features, so its a WIP. The basic premiss is that both EAST and WEST have decided they will take the small town of Agria at any cost, resulting in some old school, block-to-block, house-to-house fighting. EAST forces, having taken the bridge, are beginning an attack on WEST controlled zones. Two WEST squads have have taken defensive positions. Features: - Control zone system. - AI fights in buildings: taking defensive positions, shooting from windows, and trying to clear enemy held buildings. - AI high commander coordinates squads, aggressively tries to take the city, or holding ground against enemy attacks depending upon the strategic situation. The commander will try and launch attacks through areas of least resistance, resulting in flanking and encircling behavior. - Groups are assigned Metal Gear Solid style call signs. That's cool!! - Night operations are supported by star shells, called down by the AI commander. - Maximize profits for the corporate oligarchs who have televised the battle. Lemme know if you find any bugs, or have concerns about balance, or just have any feedback in general. Download from mediafire: - http://www.mediafire.com/?alvidkrgxkyv8gy Armaholic mirror: - Agiagrad [ALPHA]
  9. dogjones

    Team Switch bugged

    Sorry for bumping such an old thread, but me and my buddies have been encountering this bug every time we play. Is there any fix for this?
  10. dogjones

    Noob help

    Give the squad that is to be transported a "Get in" waypoint near the landing zone. Give the helicopter a "Load" waypoint near the landing zone, then synchronize the two waypoints by hitting f5, then clicking and dragging a line between the two. From there, give the helicopter a "transport unload" waypoint where you want the squad to be dropped off. I hope this helps!
  11. This is a good idea, however I can't find the classname for the UAV module. I am assuming I would use createUnit to dynamically create the UAV module?
  12. Sorry to bump this thread, but I'm still struggling with this. I can't find a solution that isn't going into the module and changing the code there (which I have no idea how to do!)
  13. I'm looking for an answer to this! I've been trying various techniques to get the UAV to respawn after it's been shot down, and I can get the UAV to respawn, but I can't get the UAV module to allow you to use it. Once the first UAV gets shot down, you can't use the ones that have respawned. I tried using SynchronizeObjectsAdd, but it didn't work. Does anyone have the solution to this problem?
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