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mikey74

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Everything posted by mikey74

  1. mikey74

    AI Discussion (dev branch)

    Sounds great!!!!! Please tell me AI will find cover, and get low at the proper times in combat now! I am drooling to think of what an expert can do that I barely even touched the surface on. :D I look forward to the updates.
  2. I think this link may be helpful. I'd have to see your configs to know for sure. https://forums.bistudio.com/topic/176889-spcoop-west-to-east-dynamic-battles/?p=2835341. Another thing if this will be on arma 3. My ai mod checks for arty this way now. _artyyes = []; { _veh = typeOf (vehicle _x); _bbua = [(configfile >> "CfgVehicles" >> _veh),"availableForSupportTypes",0] call BIS_fnc_returnConfigEntry; if (count _bbua > 0) then { if ((_bbua select 0) == "Artillery") then {_artyyes pushBack _x}; }; } forEach units _group; [(configfile >> "CfgVehicles" >> _veh),"availableForSupportTypes",0] call BIS_fnc_returnConfigEntry; will check the config to see if its an arty type unit. ;)
  3. mikey74

    The new Sector Module

    Thanks Larrow. :) You've been a big help on this thread and others. I'm actually making a new mod. I have mod made, but am currently just testing scripts in mission without mod. Then when that works I'll put scripts back into mod and release. Its getting close. Me and Dedi's really don't mix, but it seems the ones that like my mods want them to work on Dedi. So with this one I'm trying to let it sink it. Still have a long way to go. lol Anyways. What this mod will do. You will have 3 modules. 1 for init sector, 1 for base of each groups, and a location mod where you create your own location on the map. The modules init and base are basically the same except init will call the init script. They take into account side and radius of init and base module. They will search for locations within there respective radius. If 1 or more is found they will make it into a sector, and if not create a location and a sector. Then it will spawn random units based on Vanilla and what ever Unit mods you have running in Arma. Then it will randomly assign sectors to attack defend or patrol. I'm not a big fan of whole map domination. lol but you can set it up for that. Basically the point is to make the battle as realistic as possible. Say you have 2 towns and an airport. You can set it up as a meeting engagement type mission or an assault defend mission. Makes it feel more like a real battle and engagement. You don't have to wonder the map all day easily capturing sectors. You side will bash it out with enemies over 1 or 2 sectors with platoon to battalion sized forces. Anyways if you want I'll send ya the test mission. Probably after I clean scripts a bit. lol As you can imagine right now they are a mess. Thanks for the snippet I will have a look and test it and figure out what all that means. ;) Thanks again.
  4. mikey74

    The new Sector Module

    ok after about 3 weeks of google searches, reading and so on... I cannot figure out a way to get sector modules to work on a dedi server. Everything else in my scripts works fine. Units spawn and well look for uncreated sectors so its all caotic. Kinda funny they spawn basically right on top each other and fight. I guess my question is..... Drum roll please. Does the sector module work on a dedi server at all and if so what do I need to do. Here is a snippet of code This is probably edit number 50. So you will see strange things in this code. lol My 1st one worked great in sp and lan. anyways here is my code: ok Figured it out it was the way I was starting it up. Now gotta get it were only server spawns sectors and units and all will be right with the world!
  5. mikey74

    JSRS3: DragonFyre

    LOL I guess I should take note. Its very hard to figure out why things are not compatible and even harder sometimes to make them compatible. That said I havent had any issues with JSRS or RHS.
  6. mikey74

    AI discussion [Any Branch]

    #Olympi "I think the formation should be ordered by the squad leader instead of the waypoint, and he should make teams. With that AI can creates some tactics (like human do)." Yes. Sometimes certain formations are useless in certain situations, or less effective. I tried to fix this, but its either hard coded or beyond my knowledge at this point. As for creating formations which is the rout I was taking at the time of FOA. An Example: What use is a line formation in the middle of a town. Another example. Lines are great for open fields with enemies directly in front. AI should be able to issues a command to change form depending on situation. This can be coded in, but can be difficult and tedious. BUT now that an idea has formed while I write this gripe........ I may look into this if I make another AI mod. Cause this can be done.
  7. This is a mod that adds more airborne type units. I was gonna make a mission with airborne drops and well there is only one para unit in vanilla. SOOO I figure WTH I'll make one. This add 2 new vehicle classes and 2 new group classes. Airborne class is like the vanilla when you place unit in editor its on the ground. so far just Squad Leader Team Leader AT specialist AR soldier reguler soldier and medic. Air assualt is just like above EXCEPT when you place these guys on the map they spawn in the air randomly between 250 to 500 meters high. Below are pics of a squad air dropping,Airborne units next to vanilla units.... To come: more units, groups, Opfor version, and independent version. Airborne Alpha: https://www.dropbox.com/s/vxss3mfxhcpbl9d/Airborne.rar?dl=0 OOOPPS forgot to take out debugs its fixed now! lol version 1 https://www.dropbox....lease2.rar?dl=0 Verions 2 Airborne V3 Updatev4 PS when in air they have parachute back pack, but when on ground they will have there standard packs. :) Requires CBA Enjoy Mikey74
  8. mikey74

    Airborne Infantry

    @nikiforos Yes you can, but there would be coding involved. I am considering throwing in a few modules for this down the road. @McLupo NICE!!!! Next update will have UK troops. Been under the weather with some kind of flu bug so its slowed progress a bit. Plus I've had a few pleas to keep FOA going. lol
  9. mikey74

    Airborne Infantry

    WOW awesome pics!!!!!
  10. mikey74

    Airborne Infantry

    Airborne V5 Intel on V5: PapaBear "Alpha1 do you read me?" Alpha1 "copy" PapaBear " EOD has some gifts for you. copy" Alpha1 "copy that. Such as?" PapaBear "Weapons such as Cluster grenades, and throwable satchels. Airborne has also replaced the AR MX SW for the SPGMM 338.This will add more punch to help bring down Csati drones." PapaBear "Intel reports Csat government has issued upgrades for there ground drones. Grenade launchers have been replaced by a new compact 30mm autocannon, and a hidden Titan Launcher. Reports show that drones will self destruct when disabled. So watch your butts!" Alpah1 "copy that" PapaBear "PapaBear out"
  11. mikey74

    Airborne Infantry

    Thanks. Next update Ground assault drones will self destruct when disabled. The reason behind the drones is Csat is supposed to be more tech advanced than NATO. SOOO I'm going to act on it. ;)
  12. mikey74

    Airborne Infantry

    Thanks!!!! Trying to incoorperate it. Edited it a bit for units. Hope thats ok. :)
  13. mikey74

    Airborne Infantry

    Sometimes in game can be different. let me know Updatev4 changelog: Tweaked US uniforms and XM textures a tad Added Drone killer squad to US Tweak ariel attack drone.
  14. mikey74

    Airborne Infantry

    Hows that?
  15. mikey74

    Airborne Infantry

    Airborne V3 changelog: Update: Aug 23 @ 1:11pm ( edit ) Added Bluefor: Armored Assualt Vehicle Quick Reaction Vehicle Opfor Armored Assualt Vehicle Ariel Attack drone Ground Assault Drone and respective groups Bug: The drones are playable. So Basically as a drone you are the drones cpu. If you leave the vehicle you will die. Till I figure out how to make it non playable. It will most likely stay that way. Any other suggestions you may want to see. let me know. PLEASE BE EASY!!!! :P
  16. mikey74

    Airborne Infantry

    @ McLupo thanks. Hopefully you'll like next update which should be very soon. @Ayjay I think that mod is discontinued. I cannot find a link to download it. Without being able to down load it it will be hard to pin point the compatibility issue. Next update will have bluefor Quick reaction team With a truck and a team for parachuting in. Opfor Ariel Attack drones Ground assault Drone Plus teams of these. The drones will be buggy as it can be playable. So Basically as a drone you are the drones cpu. If you leave the vehicle you will die. Till I figure out how to make it non playable. It will most likely stay that way.
  17. mikey74

    Airborne Infantry

    need a list of mods put a * beside the ones u think may conflict. As soon as I get this attack drone right. I'll update what I have.
  18. mikey74

    Airborne Infantry

    Air Assault or Airborne? And do you have CBA installed?
  19. mikey74

    Airborne Infantry

    here is a small demo vid just spawning air assault groups in Zeus. Air assault will always start in the air. If you want them on the ground use Airborne. ;) Update coming soon. Gotta add more stuff and tweak few more things.
  20. mikey74

    Airborne Infantry

    New release V2 changelog: Added ammo bearer for samo gooroos :P Made unit and groups workable in Zeus Made uniforms and weapons workable in arsenal added C130 flyover sound for Air assualt few tweaks and corrections. https://www.dropbox.com/s/hvr69ur41a3srd2/AirborneRelease2.rar?dl=0
  21. mikey74

    Airborne Infantry

    Thanks guys :) @chortles here is what I have. I've tried copying one I did do that worked, but still no groups in Zeus for Airborne. Unless its how Ive defined my units. What ever Im doing wrong should be here. ​LOL you was totally right. I forgot about the ammo guy. He wasn't in the patches. lol 24 hours later that got it. Knew it would be simple. BUT good thing is I had a lot of unneeded stuff in there cleaned that out in the process of trying to figure out what I was missing. THANK MAN!!!! Update coming soon.
  22. mikey74

    Airborne Infantry

    Hey guys. Got weapons and uniforms in arsenal, Got the men in Zeus, but am having trouble with getting the groups into Zeus. Once I get that. I'll release it. so far changes are going to be: Added guns and uniforms to arsenal Added men in Zues Added Groups to Zeus HOPEFULLY ADDED C-130 plane sound to AIR ASSAULT ADDED Ammo Bearer. probably a few other nuggets. lol Its kinda neat watching the guys spawn in with zeus in the air!
  23. mikey74

    Throwable Satchel Charge!

    hmm could you send me a sample mission for mission editor.... if your manually adding them the class name is Tsachel.
  24. mikey74

    Throwable Satchel Charge!

    not sense RHS compatibility fix. ;)
  25. @ Soulis6 do not use spaces in mission name. ;) If you mission is I do not read.stratis. It will not find the sound files. So what you need is I_do_not_read.Stratis or Idonotread.Stratis. ;) lol :) Sorry for sarcasm this is the 3rd or 4th time explaining this. lol Well probably just 2 hear on the forum. But 2 extra times with team members. Love you guys!!!! :D @Phonic Battle Radius will increase random distance from which sounds get played. If its set to 100 then it will be 100 meter radius around central point or 1000 is 1000 meter Radius making it a bigger battle field. ;) Triggers only effect when you want module activated. Not battle radius. ;)
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