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Imperator[TFD]

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Everything posted by Imperator[TFD]

  1. Imperator[TFD]

    Development Blog & Reveals

    https://www.facebook.com/arma3official Two new images of the 3D editor.
  2. Imperator[TFD]

    CO-9 Wild Waves

    Steam Workshop: Link Direct file zip: Link A small CSAT team with assault boat support must clear out Makrynisi island after FIA have used it as a base of operations against shipping in Pyrgos Gulf. Built for new team leaders to learn the ropes of squad commanding. Utilise an assault boat to help clear the island while eliminating all hostiles on the island. No respawn. Mods required: ACE3 TaskForce Arrowhead Radio Briefing below: ================================ Situation: A small band of FIA guerilla fighters have established a firing position on Makrynisi island and have begun launching missile attacks on shipping heading into Pyrgos Gulf. Alpha squad detached from Gryphon Regt has been dispatched to destroy the guerillas on the island. Intercepted communications (ICOM) indicates at least 20 possible hostile fighters on the island. It is unlikely there will be any civilian presence due to strong-arm tactics from the guerillas. Mission: 1: Clear the island of FIA Execution: Alpha to utilise assault boat (Callsign Trident) to land on the island and conduct a foot sweep for enemy fighters. Trident to assist in the landing of Alpha followed up by coastal patrol and fire support Logisitcs: x1 Assault boat Callsign: Trident Alpha - 6 man squad No further friendly support available SOP on casualty: blue smoke
  3. Imperator[TFD]

    CO-42 Za Rodinu

    Steam Workshop: Link Direct ZIP file containing PBO: Link Comrades! Today we liberate Chernagorsk from Chedaki forces. Za Rodinu is a large Coop scenario designed for clans/groups that value high levels of teamwork and organisation. The mission features a motorised CDF platoon with artillery support assaulting several insurgent positions in and around the city of Chernagorsk. Players will be tasked with fighting through multiple layers of fortified bunkers and should utilise combined arms tactics to successfully clear out each objective. A small 2 man recon team is pre-inserted ahead of the main force for players who like a behind-enemy-lines style of play where proper recon tactics are a must to survive. No respawn. Features DAC ai patrol zones with Headless Client support for dedicated servers. Mods required: RHS ACE3 TaskForce Arrowhead Radio RDS static weapons Leights OpFor pack All in Arma terrain pack Briefing below: -============================- Situation: Chedaki forces have been using the security of Chernogorsk to launch artillery attacks on CDF forces located in South Zagoria. BM-21 GRAD launchers have been hammering Mogilevka through the night. Yesterday afternoon CDF armour command attempted a direct armoured assault and was halted at Prigorodki by determined anti-tank defenses. It has now fallen on the 23rd Motor Rifles to attempt an infantry break through to liberate Chernogorks and halt the artillery attacks. ChDkz Forces consist of mostly dismounted trained infantry occupying fortified positions with small arms and light vehicles. Expect ambushes and well concealed emplacements. Our scout team (Callsign Shadow) infiltrated past the front lines last night and have reported on observed enemy fortification positions near Prigorodki. -============================- Mission: The 23rd Motor Rifles are to break through the enemy fortifications at Prigorodki and push into Chernogorsk. Capture the transmitter tower at Vysota Capture the electrical substation Capture the Balota airfield Capture the town hall in the city intself Destroy any BM-21 GRAD launchers in the area -============================- Execution: Alpha, Bravo, Charlie, Delta squads should utilise the vehicles provided to advance towards Prigorodki and break through the ChDkz lines in our push to Chernogorsk. Clear out enemy fortifications and capture your objectives. Bear and Vodka should provide rapid armored mobility and firepower. Thunder should be provided to destroy, suppress or smoke enemy positions. Shadow should continue infiltrating and providing reconnaissance on enemy positions and strengths. -============================- Logistics/Administration: x2 D30 122mm howitzers Callsign: Thunder 1 and 2 x2 BTR-60s Callsign: Bear 1 and 2 x1 Zsu-23-4 Shika Callsign: Vodka 1 x2 Transport trucks x1 UAZ x1 Recon team Callsign: Shadow Once the attack has commenced there will be no resupply available except what is in the vehicles. The enemy use similar weapons and may have stashes located near fortifications.
  4. Imperator[TFD]

    Werthles' Headless Module

    When transferring a unit to HC what would happen to an editor placed module that is sync'd to it?
  5. Imperator[TFD]

    AI much tougher since update

    Moving under fire without suppressing fire is usually going to be fatal. Why would you even do this?
  6. Easiest way to do what you're looking for is to simply just Group the object/vehicle to each marker using the F2 option. So push F2 - drag a line from the vehicle to each marker. Done. Keep in mind that the location of the vehicle to start with will also count as a spawn position.
  7. I can't remember if LZ Baldy has an actual helicopter landing pad at it; if not you will need to place one down using the editor (there's an invisible one if you don't want the H-pattern on the ground.) helo1 land ""GET IN""; Place this in the activation field of the waypoint where you want the helo to land and make sure it's near your landing pad. Then have a trigger with the code that F2kSel posted "{_x in vehicle this } count units bluegrp == {alive _x} count units bluegrp;" so that the helocopter does not leave until every living member of bluegrp has boarded the helo. You can then either sync that trigger to a waypoint far away or use the moveto command and create a marker far away so that the helicopter flies there. Additionally you should consider disabling the targeting mode of the AI just so that it doesn't do anything silly. This can be done by either using script commands or you can use the module for it listed under (im at work so this might not be 100% accurate): Modules (F7) - Object Modifiers - Set AI mode If you get really stuck send me a PM and I will send you an example mission that does exactly what you're looking for and can be pretty much copy+pasted into your mission.
  8. Accuracy is entirely up to you as the pilot; I can land on a dime while sliding into the LZ sideways. What landing with lateral movement does however is allows for much faster landings which reduces your exposure towards opposing forces.
  9. Imperator[TFD]

    Challenges of Jungle/Marine Warfare in Tanoa

    Well that depends on your opponent. Some back-water 3rd world country might not neccessarily have access to a steady supply of ATGMs. As Chortles mentioned however if you're landing at a beach that hasn't been hammered to hell and back you're doing it wrong. Heck just look at Talisman Sabre here in Aus recently, beaches were pounded before landing.
  10. Imperator[TFD]

    Weapon tests

    Have you watched Dsylexci's bullet penetration video?
  11. Imperator[TFD]

    Challenges of Jungle/Marine Warfare in Tanoa

    If you're landing on a beach protected by ATGM's you're doing it wrong. At least in Arma that is.
  12. Imperator[TFD]

    Disable futuristic weapons, vehicles

    You're assuming that the Afghanistan invasion happened at all in the Armaverse. It may not have.
  13. Imperator[TFD]

    AI can see through tree tops?

    Smoke definitely obscurs enemy AI vision however if they see you run into it they will still continue to fire into it. It's a great tool for covering movements and I always try to carry at least 3-6 smoke grenades if possible.
  14. Imperator[TFD]

    AMS and Kahala Scope reflection static TAKE 2

    Take a screenshot and create a ticket at the official feedback tracker so that the developers can have a look into it. Easiest way to get it looked at.
  15. Imperator[TFD]

    Disable futuristic weapons, vehicles

    At the end of the day people just need to remember that the Arma-verse is in a seperate time line to our own so BI have the creative liberty to make changes to factional equipment (thank fark for that because I am so freaking sick of the AR-15 and it's derivatives.) Personally I love the concept of CSAT as a counter to NATO and it's really not that far fetch for 20 years in the future. Heck, imagine if this recent Iran deal passes US Congress and Iran's sanctions are lifted leading to an economical and societal upheaval in Iran resulting in the removal of Islamic hardliners and a period of great development. Throw in support from China/Russia and you'd have a world player in a very very short period of time. I can't wait to see what faction reveals we get for Tanoa.
  16. Imperator[TFD]

    Can't hear other player's weapons in MP.

    I wasn't aware mod load order was even a thing in Arma?
  17. Imperator[TFD]

    A "heli dlc" fix plea

    Does that mod just use the AttachTo command? If so I believe the AttachTo command ignores the weight of the attached object so that would have no impact on the flight model of the Taru with the pod it just lifted.
  18. Imperator[TFD]

    Disable futuristic weapons, vehicles

    This man wins this thread. I imagine that the 2035 date is to allow a story time line where economical collapse and its associated effects have impacted the globe allowing the rise of CSAT.
  19. Imperator[TFD]

    AI much tougher since update

    That makes perfect logical sense to me. If i see someone and then that someone ducks down into the grass, where do you think I'm going to shoot? The very first thing you should do after going prone in grass is use the Evade Left/Right key to roll a few times so that the AI slightly loses track of your lateral movement. It most likely won't help much depending on their height difference to you but hey every second counts right? Do me a favour, go lie down in the middle of a patch of long grass and then try to see far infront of you. Not going to happen very well is it? The AI are affected to some degree by the grass but at the end of the day grass isn't going to stop bullets and the AI will just shoot where they last saw you.
  20. Imperator[TFD]

    UAVs: Feedback and wishes

    If/when I get some good solid free time (with kids? HA!) I might actually remake this anyway as there's a few things he mentions or does that are tickling my OCD. Plus I can also cover their usage in scneario creation as well if there's enough interest.
  21. Imperator[TFD]

    Restrict UAV Controls

    http://community.bistudio.com/wiki/enableUAVWaypoints uav enableuavwaypoints false; Try that.
  22. Imperator[TFD]

    Weapon tests

    Use the UAV "Turret Lock" keybind to lock the Darter turret to your target. Simply de-selecting Autonomous mode will not keep the laser pointed at the correct spot. This is Vanilla/no mods though. If you are using ACE3 you cannot lock onto laser targets with GBUs yet; for some wierd arse reason they've disabled it O_o
  23. Do not land from a hover. What you are experiencing on the Advanced Flight Model is called Vortex Ring State and this occurs when you are descending too fast with no lateral movement. Keep an eye on your vertical speed indicator to make sure that it's not going too far into the negative while landing. There is a camera shake indication when you are entering VRS and you have only a few seconds to react before you lose control. What happens if you don't is essentially as you describe; the helicopter falls like a rock and this is very very hard to recover from (even more so at low altitude.) Just putting in more collective will not help you. Only increasing lateral speed will help.
  24. Imperator[TFD]

    AI Discussion (dev branch)

    Speaking of AI vehicle movement commands; the key binds for these appear to be hardcoded unlike Arma 2. Is there a possibility that these can be opened up to rebinding for those of us who use alternative key binds?
  25. Imperator[TFD]

    New update - 1.48 - Experience? FPS loss

    I lead a mission night just this past Saturday with 32 people against upwards of 60-70 AI with no performance loss. Take from that what you will.
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