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10 GoodAbout dbeaty2
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FOG at 44
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Combat Mode change Never Fire to Fire when engaged
dbeaty2 replied to dbeaty2's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think I have it figured out using the SetMode modules and triggers using a "Damage" as condition. But need some help with making it consider the groups versus units. Since I don't know how to do groups I have to create a trigger and a setMode for every unit. It works but is clunky. This is what I do. Place an OPFOR Fire Team. They are to not fire unless fired upon. The OPFOR are AI the BLUFOR are players. So, I add a Module to setMode NEVER FIRE synced to each OPFOR. BLUFOR can walk right up and OPFOR aims their guns but does not fire.... OK next I add a trigger for OPFOR present and a condition of: damage unit1 >0.1; and sync this to a new Module with setMode FIRE synced to an OPFOR who I name unit1. Repeat for all OPFOR units. So one trigger for each AI and one setMode for each unit. The triggers look at every OPFOR unit continuously checking damage. it does work and now when BLUFOR shoots an OPFOR with this script first, the damage is seen in the trigger which touches off the FIRE mode and OPFOR opens up. But I wish I knew scripting enough to have only one trigger, and two setModes that look at all OPFOR troops, considering damage on any one of them. The condition code only works with a unit name. I can't figure out how to make OPFOR a group and then have the damage code look at the group's damage. Tried everything I can think of. I just don't know the scripting well enough. -
Combat Mode change Never Fire to Fire when engaged
dbeaty2 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am building a mission with BLUFOR and OPFOR in a cease fire. BLUFOR is Mplayers, OPFOR AI. My goal is to have BLUFOR approach OPFOR, ROE is do not shoot OPFOR. OPFOR has the same ROE. But a player may make a mistake and shoot OPFOR, thus causing OPFOR to fire back breaking the cease fire. "Don't fire unless fired upon logic" Combat Modes sort of work. NEVER fire works and OPFOR can be gunned down without them defending or returning fire. They just fall over. HOLD fire does not work, if armed BLUFOR approaches OPFOR which is in HOLD mode, OPFOR will engage. I tested that one. I need to figure out how to create a script or triggered module to switch from Never Fire to Hold Fire or Fire only when BLUFOR fires on OPFOR. I was thinking what kind of trigger would detect that? Perhaps code that detects if OPFOR is damaged or takes hits? Not sure how to do that. Anyone think of the trigger to detect this or another clever logic? -
Using trigger to give AI Weapons Ammo and Select
dbeaty2 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to have an enemy group that does not act hostile to BLUFOR. Then on a trigger they pull out weapons and become Hostile. BLUFOR is Multiplayers. So BLUFOR will not attack until fired upon. So far I have figured out I can use INIT to remove weapons from OPFOR, so they arrive without guns drawn. allowfleeing=0 prevents them from running when BLUFOR is spotted. Now I want to use a trigger to addWeapons and ammo to the entire AI group, and have them selectweapon to go hot. So far my scripts and triggers do not work. I've tried using examples from here, but none I could find show using an .sqf and a call from the trigger to fire it. Any help would be appreciated. I think calling the script from the trigger, and syncing the trigger to the AI units is the first set and using: addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addWeapon "arifle_Katiba_ACO_F"; selectweapon "arifle_Katiba_ACO_F"; -
Hi Always use the Arrow Keys for Movement. I want to bind the Adjust key so it will work with Arrow Key Back. So I can adjust new stance mode. (Which is also Default S). If I use Arrow Key Back combo with Adjust Key it does not work. If I use Adjust Key with S it does work. I tried binding Back to other keys and they all work. FYI, Arrow Key left and right DO work with Adjust to move weapon left and right. So either I have a strange keyboard or there is something about the back arrow that will not work. Thanks!
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I finally completed aviation. What I did was find a good sniping spot, go into auto hover, go down to 50 feet or so and aimed the left front quarter towards the enemy. Seems like the gunner would fire only when aimed slightly with the left side facing forward. But I did take a lot of incoming damage. Not sure if it mattered in the scripted mission.
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Oh man, I couldn't figure out what that sound was. I had no idea he was shooting grenades as I was too busy trying to fly and get into a good position to rain down rockets. In other missions like this in the past, I'd land and use a rifle to take on the bad dudes.
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In the mission where you fly the Ka-60 close air support, I cannot get the gunner to shoot anything other than flares. Is there a trick here or is the only weapon the rocket launcher which makes completing the objective of clearing the town of dozens of enemy soldiers very difficult without running out of ammo. Plus I can't land and disembark to take care of things with my rifle. Anyone complete this section?
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Agreed, they should have locked the doors in the editor. But, in my mind, I just assume they have a booby trap that is tripped when we exit. LOL. Other than that, the gunners should really turn in when the first armor suddenly erupts into a fireball. That way I wouldn't be tempted to take a head shot.
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Hi, in the campaign game, I am on mission 5, with the tanks. One strategy I had was to find a tank with the crew turned out. They really don't have any security. Then take them out from about 300 meters. From there we sneak up and steal their armor. This works fine and gives me a great ride. But, and here's the oddity, if we exit the tank. BAM! it explodes. No matter when or where. Could be an hour later, if we exit, BAM! I even tried running full speed into the crater, and ejecting right at the edge. No luck. Kaboom! PMC kabobs. I know this strategy wasn't intended and we are supposed to take out the engine blocks, but hey, those crew dudes were soft targets, as Charlie Sheen would say here in the states!
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I just posted a version that required no addons...see the original post links...but I'd play with those sound and particles if you can. I think it's better. @MMA or @aircraftHUD would make it better too.
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Yeah, see how you like it, remember it's my first go round. I had ACE2 on when I was making it and I must have used an ACE object or something. I'll try to find that and delete it. Plus the FFAA Terrorists. I can just swap those with insurgents. I'll see what I can do to make it non-addon friendly. It's a really basic mission without a lot of scripting or anything. I love switching to the top of the mountain to watch the fireworks! Some of those fire and smoke addons make it so realistic. And the @HiFi sounds too. @SLX, @WarFXparticles...worth it for the solo player. @aircraftHUD is great too for those really into the AH64. But the keys need to be remapped...as they are the same as team commands. 1-0 I think.
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Operation Dagger Skull SP Mission for ARMA 2 OA by Beatnik - First SP Mission Description: We have an OP - "Hawkeye 10" compromised on GurDur mountain. They are in danger of being overrun by an enemy unit. One of the men is injured. They are low on ammo. You are tasked to fly an AH-64 to destroy any enemy threat in that area. As you enter area of suspected enemy activity, keep an eye out for any AA threats and eliminate this ASAP. Reports of MANPAD SAMS have been recieved lately. Apparently an advisor with the skill to maintain and opperate these SAMS has been received by intel. Keep a sharp lookout. Do not engage the civilian population. While many have fled the area, there are towns with women and children. Finally, a rapid deployment force will enter the area via Blackhawk once we determine where the enemy are dug in. Board AH-64 as Pilot or Gunner Features: Flight of AH-64 Longbow Apache's - command 2nd helo, Air insertion of quick reaction force Installation: Put .pbo in mission folder Included files: SP Mission and Briefing Usage: SP mission. Put .pbo in mission folder Operation_Daggerskull.Takistan Requires: @ACE @ACEX @CBA @FFAA_Terrorista - Better with @HiFi_AIR @WarFXparticles @SLX Operation_Daggerskull.TakistanOA Requires: No Addons Change log:VERSION 1.1 Notes: I wanted to have a night mission with a flight of Longbows, were you can play as gunner or pilot and simulate some of the engagements seen in Afghanistan. LINK Operation_Daggerskull.Takistan http://rapidshare.com/files/427533605/Operation_Daggerskull.Takistan.rar LINK Operation_Daggerskull.TakistanAO http://rapidshare.com/files/427699873/Operation_DaggerskullOA.Takistan.rar
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Mando Missile ArmA for ArmA 2
dbeaty2 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks! That will help. One other question, I am using ACE2 MMA and BAF, in some senarios with the F35, I am unable to lock on using MMA modes for AIM9 or Mavs. I can lock on with the special AGM-65 full screen mode using optical. But pressing tab does nothing. I have ARMA2 controls set to the default TAB = Lock, but I am unclear on using MMA. There seems to be some interaction between MMA's Modes - pressing the L-CNTRL key, like AGM-65 and when the top right corner shows the traditionally selected GAU cannon or bombs when pressing the "F" key. Is there a guide that walks through the proper usage? -
Mando Missile ArmA for ArmA 2
dbeaty2 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Quick question, in the UH-60 I get the "z" Camera display (looking straight down). I think this is MM, as it appeared right after installing the mod and if I remove the mod it goes away. This z key assignment is conflicting with my key bindings for aircraft control as in Z decrease thrust. I don't see a "z" key mapping in the docs or Custom controls, so perhaps this is not MM adding this. Any suggestions? Thanks -
I created a new profile and indeed, you start with 8 lancer reds...so, if you complete the campaign and say have 6 guys remaining, then restart or revert to the beginning of Crimson Lance with the same profile, you'll begin with the number you left off with in the previous campaign. Not sure if that is a feature of time travel...some kind of future / past vortex at work.