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vostov

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Everything posted by vostov

  1. I actually can't see any pbo files in the Arma 2 C:\Program Files\Bohemia Interactive\ArmA 2\Missions folder... Also... when I downloaded Eliteness2.88.rar all I got was some strange text on a notepad file. I'm afraid I do not know how to use the tools I've been given.
  2. Like there is in the first PMC mission. I have no idea how to do it. I tried to search for it but... no dice! I really like the ambient weather that the campaign missions had and wanted to add them to the stages I make.
  3. The BI wiki didn't say where to put this command The armaholic page doesn't contain what I was looking for.
  4. Thanks man. I did put it in the act box of waypoint and got that error. I've build missions but I feel like a pagan witch doctor compared to you badass scripters. I'll be watching for corrected script. Its gonna make some fights alot better.
  5. this unitsetpos up has to me my favorite command line ever. It helps the CQC battles sooooooo much in cities! However... I wish that I could setup a trigger to normalize the AI stance subroutines AFTER they leave the city or hit a certain waypoint. I'm wanting to have alot of flowing fights moving from city to countryside with the appropriate behavior within both contexts. Help? (Ideally I'd like to enable UP and MIDDLE stances in cities so there could be some variation in AI postures if ya'll can help me figure out how to make this happen it would be much appreciated!)
  6. I read that... I tried to put that into a waypoint... I don't know how lol.
  7. _null = (group this) spawn { { _stance = ["UP","Middle"] select (floor (random 2)); _x setUniPos _stance; } foreach units _this; }; I actually have no idea how to use this..... help?
  8. How embarrassing!! Yeah I did type it wrong when i made the post. I am not the most organized pro map maker... I figured out my mistake last night. this setunitpos "up" Thanks for the info. It sounds right. I will test later - I just woke up... was out all night drinking... I feel like death I just happeend to haev left the cpu on this page all night.
  9. I'm making a night mission this would kickass if I could get all the US troops to use this stuff.
  10. There are no versions of the non-flashlight weapons I want to use. The Scar-H CQCs all have flashlights. /sigh
  11. When one is a subordinate unit within an AI lead squad or even leading that squad often the player seems to have xray vision that ends up keeping the squad perpetually engaged. Is there a way to have the AIs do all the things they normally do and have the player within the squad just not see what the player would normally designate? (I want to be revived by squad mates and allow the AIs to pace movement through a mission I'm creating) Also, did anyone ever figure out how to keep the AIs from turning on the darn flashlights? this enableGunLights false This doesn't work.
  12. Is there a way to script a guard way-point like condition to a normal cycling patrol? Here is another twist I think necessary to make the AIs seem more realistic in their attempts to find the target. Can the guard way-point be made to have a randomly selected distance of 100-200 yards off of the intended target? Then randomly generate sub way-points around the general area of the disturbance maybe 100-350 yards so the patrol acts like its conducting a search? Honestly having a guard Mi-24 snooping around is cool but if the thing constantly flies straight over and straight at you its sort of obvious is knows exactly where you are just hasn't got the conditions to fire yet. With infantry its worse they kinda just roam straight towards the position marked by another unit they weren't in contact with. Another condition I wouldn't have any clue how to script would be a search termination - when the AI patrol hasn't engaged anything in combat within 5-10 min they disengage. Once the guard unit disengages it moves back to its normal patrol pattern. This will mean I can make large missions where AIs react to disturbances within their sectors collectively. I don't have to waste groups of otherwise static units as the most reactive elements. These reactive groups would be less precise than normal allowing for say... a sniper mission to be alot more about sneaking around hitting and running or a larger mission more randomized with the emergence of combat.
  13. I'm just hoping for too much out of this engine. I really wish a few things would get fixed here. I suppose this game suffices for its real purpose which is to train soldiers and police forces. I've managed to make AI behave like I want them to behave... but its very time consuming to do it with triggers manually using the default set of tools I've been given with the editor. I'm not a scripting master sadly I come here constantly as a resource for help. I LOVE this game however buggy and shitty looking as things can be from 1000m away. wtb z-fighting fix!
  14. I make tons of small missions and I wondered if there was anyway to make my own custom groups under F2? Anyone know?
  15. My AI infantry are paying too much attention to the fighter jets flying overhead. Is there a way I can get them to ignore the aircraft but then still shoot the pilot if the aircraft is shot down?
  16. great... but I want other AA units to fire... I just don't want the infantry staring up at the sky all the time. If hes a ''captive'' nobody will fire at him.
  17. What do I put into the int bar to keep a soldier who is equipped with a flashlight weapon from turning that thing on. I searched the forums and didn't find anything. Kinda hard to have a commando mission with silencers when friendly AIs want to turn on the lights lol.
  18. Long post so in case you do not wish to read fully... I've put my questions in bold and italics. I've run into the unit cap. So, until I find a way around it - I'm going to try to mix OPFOR and Independent units. (an invisible ''commander'' from the independent to keep the appearance of OPFOR) Anyway, does anyone know a way around the squad cap? FPDR Also is there a way to give a few select units unlimited ammo? I have a AV-8(LGB) that I'd like to orbit around for laser designation calls. (I also need to remove the gun ammo from this plane so it doesn't try to go A-10 on something.) Also, I needed to make the orbiting bomber invisible to select units? (so the infantry bots don't fixate on it and forget to engage ground targets - which is a problem. I'd get around this by making the bomber a civilian or something but I can't laze targets with it anymore.) I'll prolly end up using 288 squads by the end of my work. I know we can use modules ect. to generate encounters. (honestly the fights using this feel very stale. The bodies disappearing kinda nerfs the suspension of disbelief.) (Also, if anyone wants the map. I'll be happy to pass the folder along.) On that note.. has anyone done anything similar? Its exhausting work filling in these maps like this. (I've been doing this since OFP original for a collection of friends I play with locally) My scripting skills are primitive but through trial and error I've found clever ways to imbue the bots with a little extra kickass. I've glanced at armaholic and a few other sites. Didn't run into anyone just filling the map up like I've been. I like making a map so complicated you can fly a jet around shooting things up at will until you get shot down. Then after getting shot down its still fun trying to survive and fight your way out of the hole. The patrols are randomized and the guards operate within set zones. (aside from a few roving guards that have full run of the map)
  19. Great patch! But... the flashlight thing in the night missions is bugging me. Does it actually blind enemies in CQB ? It seems to get my unit spotted from far off at night so I need to know how to script in a command for them to remain off.
  20. [["supply_drop", "tactical_airstrike", "artillery_barrage", "aerial_reconnaissance"], player] call BIS_SOM_addSupportRequestFunc; these are all I know. I tried to search for a list but couldn't find anymore. I was trying to find a master list but also specifically the CAS support that sends in attack helicopters that engage on their own and aren't reliant on the laser designator.
  21. EDIT: BTW, nothing solely relies on the laser designator. When CAS is called, where your 'cursor' is, in map or in the 3D world, will determine where the 'target' is (supposedly) located. Yes, a laser designator can be used if you 'paint' before the air asset has committed to a firing solution. The main reason, to me, in this game, for having a laser designator, is to target moving vehicles, so air assets are not wasted. - Did you know you can 'paint' an air asset? :) Lol I don't know what you mean by 'paint' exactly... so if I point at something like a car driving down the road and call in a CAS it'll drop bombs on that car even if I do something else? Also, I found out thats how the planes target the hard way. I happened to be pointed at the ground the first time I called in a CAS. So, anyway I was hoping the planes would fly by and destroy the BMP that had me pinned inside this building.. ..moments later... the building and me are destroyed by a pair of LGBs lol GG? :o
  22. I've put in [["supply_drop", "tactical_airstrike", "artillery_barrage", "aerial_reconnaissance"], player] call BIS_SOM_addSupportRequestFunc; I wish I knew the support classname for the helo that flies in and engages on its own. Like the one you get for completing SecOps. Is there a master support class name list? I tried searching forums for it. I wasn't able to find it. Thanks ya'll.
  23. I've made a large map. I've filled it with OPFOR units (144) and a lot of Independent units to fill in gaps. Everything is cool until I start to put down some modules and units. Then no matter what they want to fight each other. I've got them set to be friends but for some reason this is ignored. /sigh Is this a known bug? is there anyway to fix this?
  24. I wondered what the ideal one was.. I've got a P6T Deluxe V2 Asus motherboard.
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