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Everything posted by mikey74
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Make AI turret automatically target and shoot any blufor that enter trigger?
mikey74 replied to MrYureiWolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://www.dropbox.com/s/68atxkce1t51635/annihilate.Stratis.rar?dl=0 Sorry bout that -
Make AI turret automatically target and shoot any blufor that enter trigger?
mikey74 replied to MrYureiWolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this. Place a trigger. lol It'll be easier just to look at my mission. This Arty script will work with most if not all artillery. https://www.dropbox.com/s/68atxkce1t51635/annihilate.Stratis.rar?dl=0 video -
Congrats on your release and I love your steam page script!!!! lol!!!
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release JBOY Ambient AI Interaction Framework
mikey74 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is pretty good my man! Congrats on the release. ๐ -
In my opinion. As it was during the FOA days. Dodging animation's should be a rarity. BUT Not everyone is of the same opinion. This is why I suggested maybe adding a random percentage option in the addon options. ๐ So if the player loves it. Should be anywhere between 75% to 100%, or someone like me it should be 10% to 25% of the likelihood a unit will use a dodge animation.
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@mickeymen I wasn't referring to the animation. ;) I was referring to how often they spin on the ground per bullet impact nearby. ๐
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I was wondering is there a way to tone down the AI rolling around like toddlers high on candy??? <---- I found it. lol I forgot you can configure certain mods in options. That said. Could you add a chance option of them rolling? IN FOA I randomized it a bit so they didn't roll evetime the hitnear triggered. I think it ended up around %25 of the time I would trigger it. If you can add that option. That would be pretty great. ๐ Your turret mod, and suppression mod totally complements my pinned mod. But Danger and Pinned together. lol The AI looks very silly when they are pinned for long periods of time because of the constant rolling.
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mikey74 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I definitely feel you. FOA/AISS are no where near as big as JSRS sound mod. I can tell you. I get burned out just thinking of pulling that old mod apart and making it work again. So, I started over with a very simple mod called pinned. Over time this may grow to be as big as My other mods. But I kind of like the ole motto Keep it simple stupid. Start small and slow. Take your time so you can enjoy it. Modding shouldn't be boring work. As we all do this because we enjoy it. So lets try to stay focused on the enjoying part. ๐ Other wise we will suffer the effects of our old pal burn out. ๐ Anyways incase you cant noticed. I'm excited to see you're back. ๐ -
@foxhound This sucks, but is understandable. BIS and its community owes you a debt of gratitude. Thanks for All you did sense 2006! If it weren't for you and supporting the modding community. Honestly doubt I would have made it past OFPCWC. Thanks ๐
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I don't know what changed, but why is it so hard to find my son on Arma servers to play prairie fire?????? Used to be easy. Whats changed? We have the same mods. We name our servers a unique name, but never show up anywhere. What gives??? Thanks in advance.
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In reference to the 1st part of your video. Where you were firing fairly close without a suppressor and the AI was standing around waiting to be hit. I used this in FOA/AISS I inserted this in the config using CBA_shot Event Handler. There are a ton of variables in there to which I dont recal why I used them on some of them. As to the stealth aspect. yeh lol You'd have to use a lot of forget targets. ๐
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Hi Never saw a throwable Satchel charge for arma 3. If so my apologies. lol Here it is https://steamcommunity.com/sharedfiles/filedetails/?id=2431971204 Instructions: You can find a demolitions specialist in blufor units men. You will have to scroll through grenades. Then simply throw it, and run for your life. You have approx 14 seconds to get clear. Good for clearing mine fields and good for destroying or disabling vehicles. enjoy! Future updates: Add to Opfor and Independent units. Add groups with demo spec in it. Figure out how to link throwable with bis satchel so you can set timer. Recruit some one who does animations and create an under handed through. Have no clue how to do this. ๐
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This has been updated https://steamcommunity.com/sharedfiles/filedetails/?id=2431971204 I've been asked to re-upload Throw able satchel. I redid the effects, and sounds. Got rid of the cluster grenade as it will need work. You will find a Demolition Specialist under NATO Men. The class name is B_Soldier_Demo_F who carries the throw able demo. YES AI will use this, but 70% of the time foolishly! The satchel is found in Arsenal under the name Throwable Satchel Charge. The class name is Demo_AMMO. Just put the backpack on character and start. The arming switch will automatically be added.
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Ambient battle sounds Module WIP Hi this is a new module for Arma 3. I've been using the triggers to give me some ambient combat sounds for missions. SO I create a module so I didn't have to through up several triggers to get a good back ground noise. lol Basically is a module found in the effects category of the module section. What it does is a loop of ambient battle sounds that's already built into arma 3. Its all random. You can set the size of the battle and intensity. Give it a try and let me know if you have suggestions. Ignorant and mean suggestions will be ignored! :p Thanks to Jigsor for a good script to start with. It started on this thread.:) 7/3/15 The new and improved AMBS. changes: Edited distant explosions added Categories for: Volume Pitch and Battle radius 7/14/15 This is a good video of the differences between different selections for AMBS. It still has old sounds, but GREAT presentation. :)
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map/terrain building Arma3 Map/Terrain Building Guides & Tutorials Compilation
mikey74 replied to Gunter Severloh's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks for the info. Your tops as usual. Boy that really looks intimidating! lol -
Releasing a few of my scripts SP_respawn, find true cover, and maybe few others
mikey74 replied to mikey74's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow sorry man I must have missed this. I've forgotten about this script...โฆ That said. I've edited it that may be what youre looking for if youre still looking.... Here are my edits. Got a sample mission https://steamcommunity.com/sharedfiles/filedetails/?id=1965523583 MikesSP_Respawn.sqf FOA_find_cover.sqf https://www.youtube.com/watch?v=42qCaSH_FsI Enjoy -
Hello my Arma maniac friends. Here is a few of my amaturely written scripts. My newest and still in need of some tweaking but for the most part it works. I learned some things from http://forums.bistudio.com/showthread.php?121814-Single-Player-respawn-script This script is incompatible with arma 3. but I picked up a few things from this great script. Took what I learned and combined it with my Respawn with load out script and now I came up with this : My newest find cover script: This is an edit from original respawn script in that you will respawn with weapons and load outs that you have at death. I'll edit my MP version tonight. These two respawns are for single player. may work in multiplayer but Id prefer the other one when I'm done. ;) I want to tweak up the others and add instructions to them then if enough interest is in this thread I'll release them too. Hope this can help my fellow modders. I am by no means an expert coder. If anyone wants to re write these and explain what they did. Me and others learning to code would love it. ;)
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I've got a script I'm working on based a tad bit on dead eye in Red Dead 2. This is not for realism by the way! ๐ I was wondering if there is a way to set players aim more accurately. Like a random head, torso, arms, legs. But so far I've not found a way to set players aim very accurately. It only does it when you zoom. To me zoom in Arma is unrealistic anyways. lol Why not give an edge up. Click the spoiler to see the script. Thanks in advanced.
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I like it. IMO most rifle sounds even in the best of mods are a bit weak. Very few of them have the punch like a real rifle sound. Granted we'll never get that. But lol few of them had that punch then weakened them later. idk why.
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Yeh I have it set in a while loop with a few waitUntils. It did flash gunner view once or twice this last test. Kind of figured there wasn't an easy way to control a players aim by script. lol Thanks what I have works. Just need to polish it a bit. Thanks again. ๐
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Thanks KillZone_Kid, I tried that one. When I displayed a hint while zoomed or not it always said internal view. BTW there is no way to script in a lock on FOV is there? Thanks again KZ You're probably the best coder and I've learned a lot from your site and you throughout the years in the OFP/Arma verse. I grovel at your feet. lol seriously kid your a hero. ๐
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bump.
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@nkenny yes it does do some anims. its based on morale of units within a certain range and distance. If it gets to low. They drop their weapons and surrender at this point. update: Had another mod running I over looked that does effect AI. Thanks for the compliment. ๐
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@nkenny No ACE. Just your mod, a few islands, unit mods like CUP, JSRS, CBA, and my surrender script. ๐ Thanks for the reply.