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vitaliy0001

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Posts posted by vitaliy0001


  1. I'm stumped again...

    I am trying to get a BLUFOR unit (HUMVEE) to move to a position upon another BLUFOR unit detecting an OPFOR unit. My attempt so far:

    Create Trigger (Activation:OPFOR, Detected By:BLUFOR).

    Create HUMVEE and add two waypoints. Sync second waypoint with trigger.

    Add OPFOR unit which will run into field of view of BLUFOR unit from outside the Trigger area (from behind a building about 50m away).

    Place BLUFOR unit within Trigger area.

    Result: HUMVEE just drives to second waypoint before OPFOR is detected by BLUFOR.

    Would anyone have any suggestions for this? Do I have to utilise knowsabout commands?


  2. So... I've been reading a few threads but none of the information contained in them answers my question:

    I'm trying to create a mission which includes un-grouped soldiers positioned randomly. I want them to automatically join me (my group) when I come within 5m of them.

    My attempts so far have not worked:

    Attempt 1)

    Having placed a unit (LostSoldier1) approx. 20m away from me (Myself), I entered the following in LostSoldier1's init field:

    meters = LostSoldier1 distance Myself;if (meters<5) then {LostSoldier1 join Myself};

    Upon myself approaching LostSoldier1, nothing happened.

    Attempt 2)

    In the init field of Myself I entered:

    grp_ALPHA = group this;

    I created a trigger of radius 50 next to LostSoldier1. Activation=BLUFOR, Type=None, Activation=

    m = LostSoldier1 distance Myself; if (m<5) then {};

    On Act=

    [LostSoldier1] join grp_ALPHA;

    Does nothing as above.

    Would anyone have any suggestions?


  3. Greetings all,

    I'm new here and I have a fantasy about a mod... a REALISM MOD!

    I don't know how difficult it is to make such (i'm guessing it will involve a fair bit of work... ), nor whether or not it has been suggested yet, but in my opinion, as something advertised as a simulator...

    Building on 10 years of constant engine development, ArmA 2 boasts the most realistic combat environment in the world. It models real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects. The simulation of a combat environment is so effective, the engine forms the basis for training simulators used by real armies the world over.

    ...it would be nice if the game had more realism.

    First thing that comes to mind is the T-90 and it's counter measures... the incorporation of new generation ERA and passive and active countermeasures significantly reduces the tanks vulnerability to ATGMs (eg. Javelin).

    Some of the features the T-90 has...

    – a laser beam riding weapons system which makes it possible to fire a guided missile through the gun barrel on the move and at halt against fixed and moving targets at a distance of 100 to 5,000 m and kill the most sophisticated tank long before it comes within the effective range of its weapons systems;

    – an optronic suppression system protecting the vehicle against semiautomatically guided antitank missiles;

    – an automatic all-round surveillance and detection system used to protect the tank against antitank projectiles fitted with laser homing heads. The system automatically jams laser range finders and target designators of antitank weapons control systems;

    – an antiaircraft machine-gun mount enabling the commander, using the remote control drives and remaining under the protection of armor, to deliver aimed fire at air targets, and in stabilized mode – at ground targets;

    – reactive armor protection effective against armor-piercing discarding sabot and shaped-charge projectiles. The combination of the reactive armor protection with the laminated armor expands the tank's combat capabilities and enhances its ability to survive in extreme combat environments;

    T-90 on warfare.ru

    Federation of American Scientists describes T-90

    Additionally, active countermeasures systems such as Drozd-2 further increase performance of the tank, as it provides at least a 0.7 chance of successful protection from ATGM munitions...

    Drozd-2 on warfare.ru

    This system intercepts incoming projectiles and destroys them before they hit the tank.

    Thus, to successfully engage such a tank, special tactics must be used. Not only that, but the tank itself can be used in more situations than the game currently allows.

    And make ERA actually do something other than just being a waste of polygons in game. Perhaps make it so that if a projectile hits a block of ERA, chance of kill or damage taken is less... ? Would that be too hard to incorporate into a mod?

    Countermeasures for aircraft also come to mind. Flares/chaff would be very pleasant to have...

    Additional units would also be nice to have - such as the air-droppable BMD as someone has already requested...

    This was a kind of 'spur of the moment' post, but I will be sure to post more later, with a proper, detailed request...

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