-
Content Count
944 -
Joined
-
Last visited
-
Medals
Everything posted by mikey74
-
[SP/COOP] West To East: Dynamic Battles
mikey74 replied to sttosin's topic in ARMA 3 - USER MISSIONS
FFE demo test mission for Iowa on how to get it to fire arty 2 radio triggers : Alpha shows where rhs palidin is in ffe configs and where IOWA is in FFE configs Bravo will order IOWA to shell the target. Ryd edited ur configs but you may have to rethink how ur arty is commanded to fire Vehicle _x or Vehicle _unit did the trick but not in ur script. FOA does it this way. here is a snippet of what I did you can also find it in your scrip in the sample mission in ffe.sqf lines 57 to 108.... Lines 99 to 108 can be put back as they were kept getting errors when I put anything in RydFFE_Add_Other from those lines. fixed that but forgot to fix 99 - 108. RydFFE_SPMortar = ["o_mbt_02_arty_f","b_mbt_01_arty_f"] + RydFFE_Add_SPMortar; RydFFE_Mortar = ["i_mortar_01_f","o_mortar_01_f","b_g_mortar_01_f","b_mortar_01_f"] + RydFFE_Add_Mortar; RydFFE_Rocket = ["b_mbt_01_mlrs_f"] + RydFFE_Add_Rocket; RydFFE_Other = [] + RydFFE_Add_Other; { private ["_group","_units"]; _group = _x; _units = units _group; { //private ["_unit"]; _unit = Vehicle _x; _is_art = (count getArtilleryAmmo [_unit]>0); if (_is_art) then { if !((toLower (typeOf (_unit))) in RydFFE_Rocket) then { if !((toLower (typeOf (_unit))) in RydFFE_Other) then { if !((toLower (typeOf (_unit))) in RydFFE_SPMortar) then { if !((_unit) isKindOf "StaticWeapon") then {RydFFE_SPMortar pushback (toLower (typeOf (_unit)))}; }; if !((toLower (typeOf (_unit))) in RydFFE_Mortar) then { if ((_unit) isKindOf "StaticWeapon") then {RydFFE_Mortar pushback (toLower (typeOf (_unit)))}; }; if !((toLower (typeOf (_unit))) in RydFFE_SPMortar) then { if !((toLower (typeOf (_unit))) in RydFFE_Mortar) then { //RydFFE_SPMortar = RydFFE_SPMortar + [(toLower (typeOf (_unit)))]; RydFFE_Other pushback (toLower (typeOf _unit)); }; }; }; }; }; } ForEach _units; } forEach allGroups; This is from the trigger that gets Iowa to fire arty style { _x reveal [target,1]; (vehicle _x) doArtilleryFire [getPos Target, currentMagazine (vehicle _x),4]; }forEach units group Iowa; -
[SP/COOP] West To East: Dynamic Battles
mikey74 replied to sttosin's topic in ARMA 3 - USER MISSIONS
ok didnt read everything and kinda in a hurry but wanted to share an easy way to find any Artillery in mission by script. If looking for Arty on map use this instead of iskindof. _ArtyonMap = []; { _unit = _x; _art = getArtilleryAmmo [_unit]; _is_art = (count getArtilleryAmmo [_unit]>0); If (_is_art and !(_unit in _ArtyonMap)) then {_ArtyonMap pushback _unit}; hint format ["%1 %2 %3",_unit,_art,_is_art]; sleep 1; } forEach allUnits; Btw It does have arty ammo. ;) IOWA comes up true with that script. Tanks, and other stuff that are not arty are false; BUT I wonder and will check the config in a bit to see if this: availableForSupportTypes[] = {"Artillery"}; is in there. This could be the issue for Artydofire command. Can confirm that is in there. From what I'm seeing ArtDofire works, BUT Iowa has to have direct line of site. One more edit: Iowa is firing one positions through FOA!!!!! So yup it does work. Think of Iowa as a group not a unit. So forEach units group command is in order I believe is what got it. -
1) who ever is hosting I think everyone has to use those settings, but yes you can reset all user configs by script, init or triggers. 2)yes if you sync them by script or set FOA to do all the work without modules. Everything should work fine. ;)
-
My test went fine. but i may not have the things going on that you do. Cosmic made the vid. :) He also uses ASORG. Right now something i changed broke FOA. lol gonna figure that out tonight.
-
latest video:
-
thanks CitazenMan nice feedback thanks! :) 1) not sure what to do with that yet. Everything tried so far breaks the good part. lol but am working on it 2)Not sure why. FOA doesnt change combat stances, but will look closer. 3) Do not sync Arty units to support module. Arty is synced automatically... That being said I've not added rhs vehicles yet this is on my todo list also thinking of a user config for custom made arty pieces or maybe even an arty module. Finding what unit types are is being rewitten in the future as the FOA_order was obsolete even when I 1st did it. lol Now I know what experienced coders were saying when they looked it over. lol Thanks for your feed back. Maybe by next update some of those will be improved upon. ***edit Come to think of it a seperate arty module may be even easier than my other idea
-
I think I got it. Some of my while loops have short sleep times. I increased them and I think its fine now. Just figured out how to use it really nice going to add it to showcase. So far testing its all good, but no combat or anything going on. will test that tonight after work. Thanks for the heads up. :)
-
Multiplayer yes, dedi server not sure yet. There are test for dedi coming hopefully in next few weeks/months. As to showcase mission One is in the works yes. Kinda rushed pre Alpha release and alpha release. So will Rush a showcase mission and then take my time on getting to beta. Will see on taking my time. lol I think AIM team is ready to tie me to a tree. ;) AND Yes Any test and feedback is welcome. Just keep in mind I cannot fix other mods. I can only try and make FOA work with them were possible. Thanks Foxhound and kecharles28
-
FOA left somethingout fix ASORG???? really? I'll have to dl n see, but what I need to know is how is it breaking so I know what to look for. Thanks :)
-
This is a video of how AI react differently to cover in towns. Notice they stick more closely together.
-
FOA ALPHA 1!!!!!! :)
-
Uploading new FOA now with Same User configs. Changelog will be: If FOA_Module = 1 you will need FOA module as well as Support,Garrison,Patrol, or other FOA modules for units to do those things. All other features still should work regardless. IF FOA_Module = 0 then FOA will do its thing. ;) Keep in mind this one will break some missions and campaigns. :( Patrol and supports now work together without bugs and few extra waypoints. The ones that are created are deleted once completed, and Original waypoints that mission maker gave stay put and are reassigned once Supporting or Patrolling are done. Units take consideration for cover when in towns. In towns they wont search as far for cover and out of town much further out for cover. ;) Give me few hours for upload to complete and I'll post it. :)
-
Already have that :P Needs tweaks
-
Reliable method of grabbing position of object in player's crosshair?
mikey74 replied to gossamersolid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
have you tired cursorTarget or screen to world but get object by using _cursor_obj = getPos cursorTarget nearEntities [["CAManBase","LandVehicle"], 0]; or _cursor_obj = nearestObject getPos cursorTarget; or _cursor_obj = nearestObjects [getPos cursorTarget, [], 0] The last one is probably what I'd use, and I'd probably go screen to world over cursorTarget depending on what your trying to grab. In other words I'd probably do something like this: _AIMPosA = screenToWorld [0.5,0.5]; //_xpos = _AIMPosA select 0; //_ypos = _AIMPosA select 1; //_AIMPosB = [(_xpos),( _ypos),0]; _cursor_obj = nearestObjects [_AIMPosA, [], 0]; if it gives you array has 2 elements error then un // out the center 3 and change _AIMPosA to _AIMPosB like this : _AIMPosA = screenToWorld [0.5,0.5]; _xpos = _AIMPosA select 0; _ypos = _AIMPosA select 1; _AIMPosB = [(_xpos),( _ypos),0]; _cursor_obj = nearestObjects [_AIMPosB, [], 0]; -
ok So Palm to head moment. Ok this questions is to all that have use AISS and/or FOA. Garrison and patrol breaks missions and campaign. Just discovered Support does as well. SO I'm going to make all these require the modules to be used. What do you think, and what else are you seeing that maybe breaking stuff I may have missed?
-
@plsgo modules have intructions if you click show info. ;) That being said. IF you want units excluded from FOA completely you sync them or put them in a trigger activated by there side present or anybody present. Same with patrol, Garrison, Support, and hold. I'm going to expand on these with different features inside modules such as radius. Play around with them n see what ya get. Make sure you select the right apply to in the module. Such as if you use a trigger with units in that trigger its says apply to units in triggers or something to that effect. ;) Just click on apply to and scrol through those options n you'll see. ;) @ Denco NOOO :P lol j/k I may add an option for that in next few updates, but would really prefer to add an ammo script for ammo bearers like the one in SAMO. ;)
-
Modeling and animations I've not delved into yet. What is rigging? Textures? I can barely do that. lol I can help with configs or send you my config of Rainbow to give you an example to go by for Zeus. Let me know And I'll put notes in it so you know were to look. BTW Great mod. :)
-
@serch248 That was directed at majoris. Sorry man. Its gotta be fixed in the config files of his mod. I got Rainbow to work in Zeus. I'm sure if he's not sure I can help him. But my bet is he knows how. He just got back so hasn't had time to fix that yet. ;) I probably should have sent this in a pm instead. lol That being said if he needs help the offer stands. :)
-
If its not Zeus compatible I can help with that if you'd like. Or point ya in the right direction. ;)
-
@Gunter thanks I'll look at this asap. Did notice this the other day, but FOA wasnt activiated. @Cosmic thanks @plsgo I think Cosmic said he did with both and problems was when both were active and no problems when FOA is only active. You do not need modules for FOA unless you want to use Garrison or Patrol.
-
Need some help. I've downloaded AGM which is super awesome BTW. I'm not seeing any conflict between FOA and AGM. I'm not that familiar yet with AGM. Could some one tell me what they are seeing thats a conflict? So far as far as FOA goes its working correctly. Whats breaking on AGM? So anyone that knows what its supposed to be doing and its not doing when FOA is running could ya let me know so I can see if I can fix FOA. Thanks a bunch :)
-
FOA Update PreAlpha .1 Changelog: Modules are now more like Vanilla. You can use triggers of groups rather than syncing several groups to module. Editor placed objects module is removed no longer needed. Worked on cover and support a bit. Units that are engaged should not be called for support. So far its working, but needs work. Garrisoned units should stay put a bit longer than before when being attacked. Still needs work, but slight improvement. Finding cover is based on size of unit instead of a set radius. Still needs work. Few other minor tweaks. todo: work on above mentioned DL AGM see what its about and see if possible to make compatible. Work on Any other suggestions on thread.
-
AVFC Moving off could be the find cover portion when they make contact. Him saying "Supporting" is not FOA. The being set to no fire is also not FOA. Used to be but I took that out several versions before this wip preview. I looked through all my scripts again and there is nothing in there that changes combatmode. It does change stances and they will seek cover. But thats about it. As to dubbings. There are over 100 dubs in. But yes down the road we do want to expand. Gonna pop on preview B in next day or two. SavageCDN cool beans thanks!!! :)
-
An_Armafan Does your mission delete units? IF so we need to disable FOA from doing this by setting FOA_Kill_kill to 0 in your FOA userconfigs. ahhhh nice idea MikeTim :)
-
Let me see If I understand correctly: 1) If you're in contact you the player go prone for all mission and cant stand or crouch? 2)AI never uses smoke? 3)AI never seek cover? 4)If you shoot at AI and they know your there, they dont stand up so you can shoot them? This happens only with FOA and AGM running, but works ok with only AISS?