djdodo
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10 GoodAbout djdodo
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United States Air Force( 2015)
djdodo replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, what are the exact class names of the new bombs in the loadout? I try to use these in NeKy's Bombing Run Script. Tried USAF_MK84, but this doesn't work. Greets, Dodo -
Enemy troops always flee and don't shoot
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, thanks for the script. The custom loadout will not be the mass. I'll also try to keep my script universal. For example I did not care for the flashlight.... lol I'l try putting this code in my triggers radius 650m with activation set to BLUEFOR present: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; Would this work? And what about the loadout for the night? Will the flashlight be automatically added if spawn is at night? Or should I adapt your script for my units? That means: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit1 exec "ConfigAI.sqf" _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _Unit2 exec "ConfigAI.sqf" _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; with the script changed to first line _unit = _this select 0; And deleted the loops for allUnits and the Uniform config. Greets, Dodo -
Enemy troops always flee and don't shoot
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm not using AI mods. I read, that the AI is disabled, when there are too many AI-Units on the map, or better to say if the percentage of computing power for each AI is too low. But I think nowadays with actual hardware there can't be an issue with computing power... I'll try using the module for Disabling/Enabling AI with trigger set to 650m distance. When Bluefor is present within this trigger, AI is re-enabled. Otherwise I really neet to make spawn triggers. But that means I can't use custom-made groups (loadout etc.). It's a whole lotta code to write... Greets, Dodo -
Enemy troops always flee and don't shoot
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh my Gosh! I just read, that some people also experience this problem, "When there are too many units on the map". Damn! I filled Stratis with enemies. I don't like missions, where you are not allowed to leave an area, or if you are allowed you find an empty island. I want to have Stratis filled with every soldier, tank, roadblock, simply a military island! Is there any other way (e.g. a mod that makes AI work) than spawning in these units afterwards? Greets, Dodo -
Enemy troops always flee and don't shoot
djdodo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I had to realize, that in my mission enemy soldiers are always fleeing instead of shooting at me. Only vehicles do their job. No matter what type of soldier it is. I even can put myself in front of them, and the are running away! WTF? I will try denying all unit to flee via init.sqf, but that should not be the solution for all times. Do you have any ideas? Greets, Dodo -
What do you mean? I don't want to delete the trigger. I want it to activate on the way back...
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Hi, i have my Win and Loose triggers set in the location where the extraction point is. But on my way to the objective I also comt to that location. So how do I set the trigger to activated when I really extract? I tried: I set a "present" trigger named tr001 to the objective just outside the win and loose triggers I set a variable "destoyed" when the objective is complete (static object which I can't really destroy, the submarine) In the win trigger "player present" condition : "this && !isNil {destroyed} && TriggerActivated tr001;" In the loose trigger "player present" condition: "this && isNil {destroyed} && TriggerActivated tr001;" So if I pass the win/loose triggers, their "this"-Condition comes true and it seems that this condition stays true, because just when I enter tr001-area I get the loose-condition. Greets, Dodo
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Making vehicle wait for the player to enter
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So the SDV is Variable Name _vehicle or is _vehicle automatically because it is its waypoint? And when I want the SDV to wait for the player to return from his mission, I need to make a wait waypoint long enough for the player to exit and the next move again with the code above, right? -
Making vehicle wait for the player to enter
djdodo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I want to make a waypoint "Get In" with the SDV. But even when I sync the players "Get In" to the SDVs "Load" waypoint, the SDV does not move to its next waypoint. I saw a tutorial on yt, but I can't find it anymore. Only old ones with old editor and menus.... What am I doing wrong? Greets, Dodo -
Destructable static object HMS Proteus or Mod
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, found this already. I added SetCenterOfMass and SetMass to the script. Works for me. -
Destructable static object HMS Proteus or Mod
djdodo replied to djdodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But how can I place an explosive underwater? -
I did find a solution. I need to place the aircraft and set the name to e.g. "plane1". And in the init-Field plane1 setfuel 0; And by trigger activation plane1 setfuel 1; Works for me.
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Destructable static object HMS Proteus or Mod
djdodo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! Im trying to do a SEAL mission which needs me to destroy a submarine towed in the harbor. First I can't place explosives in the water, second is that HMS Proteus can't be destroyed. I wonder why there is no destruction possibilty, although you can adjust the health in the editor and set the "Allow"-option. Is there any mod for underwater explosives and a destructable submarine? Greets, Dodo -
Hi, I tried to create a patrol route for an Ifrit. But at the crossing it tries tu turn in the direction that I want it to, but then nothing. When changeing the vehicle type to Quadbike, it works. The crossing is a 45 degree, so a very tight turning is required. How do I make this work? I simply want some Ifrits patrol a road back and forth with an U-turn at each end.... Greets, Dodo
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Hi! I'm trying to create a reusable trigger like that: When player is detected by Opfor launch the Helo, send it to kill the player. Thats the simple desciption of what I'd like to do. I inserted a trigger which sets variable "Found" to true if BLUFOR is detected by OPFOR. I inserted a waypoint for each of these units of type "Hold" even tried "Loiter". Waypoint Condition is "Found". Second waypoint is "Seek and Destroy" Jets start circling on the ground, then take-off even if I'm not detected. Helos do nothing.... How do I create a scenario like that? Greets, Dodo