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KCB

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Posts posted by KCB


  1. is there a script, or can some one knock one up, that will create a probability of a trigger been activated. Say for example; my insurgent unit reaches an area with a trigger that will create a mine or IED. Would it be possible to create a 50/50% chance that the IED will be created or not?

    Also is it possible to create a system that will give a unit or group 2 or more waypoint options. So that even as a mission designer, I would not know which set of waypoints a given unit will follow. Each set of waypoints would end at two very different locations and tasks.

    thanks


  2. thanks Joske,

    Had a look over the OFPEC, nice site, but did not find anything I could use. The allowfleeing command seems to have no effect on in a test mission, but then again I don’t even know if im doing it right. Im not able to script having only got into this recently. Again, seems odd there is nothing out there. Is no one playing realistic missions based on AFPAK scenarios?


  3. I agree absolutely, your not gona hit anything at 500. such distances are only for suppression tasks with HMG. But my AI will let rip at 500 and once they do I cannot get them to stop. I have realized the trick is to ensure they are given the hold fire order prier to engaging, once they have engaged, hold fire command is ignored, that’s a little annoying as you seem to lose control at this point. Doubly annoying when your riflemen AI engage on bust or auto at such ranges and by the time I have worked out an approach to the targets im already getting “out of ammo†messages. Im using ACE mod and working on largely open desert based maps. I spent twelve years as a Brit Para so I know how it works in the real world. Guess I just need to spend more time getting to know my AI buddies and their odd ways. But the key here seems to be ‘hold fire prier to the shooting’. But im surprised some one has not dealt with the hold fire command failure by 1.9 ACE.

    thanks


  4. well i looked over OFPEC but found nothing. little surprised there is nothing already dealing with, what i would have thought, was a basic requirement. as for going it alone on this one, that’s way out of my pay grade, but who knows over time. in the mean time i will look at ways to get around this, maybe a number of elements working together in some fashion.

    thanks Wipman!


  5. Anybody know how to create a situation where the AI will retreat under certain conditions? Thinking hit and run tactics like the Taliban or insurgents might use. It appears stand and fight and attack seems to be the only real options given to the enemy AI. Even GL3 has no scripting to help create such a tactic, as least non i can see. It would be ideal if you could get an AI group to put up a fight for a few min and then embark on a fall back waypoint. You then could have a pursuit style game chasing the enemy from defended position to defended position. Are there scripts or methods out there that might be used for this?


  6. Could some one explain how to implement team switch into a SP game. I have been looking over threads but they are all very complicated and refer to multiplayer scripts. As far as im aware the following should work in a Description.ext:

    addSwitchableUnit _newUnit;

    selectPlayer _newUnit;

    however there seems to be something missing. I go to the map view and look under units or playable and don’t see anything? I have one player and another unit as playable. “T†“Y†“U†have no effect. Sorry if you have had these questions before.


  7. dose smoke block AI view in ACE mod? or do i need to use another script for that?

    thanks

    ---------- Post added at 04:10 PM ---------- Previous post was at 04:09 PM ----------

    you can climb a fencs?

    ---------- Post added at 04:17 PM ---------- Previous post was at 04:10 PM ----------

    i was asking about equipment, in ArmA general thread, that can be added using RTE and how it can be best used, but it looks like this is an ACE mod question. will refrain from reposting heres the link:

    http://forums.bistudio.com/showthread.php?t=92702


  8. RTE in weapons mode, you can add weapons and equipment like backpacks you can then add extra ammo in the packs, im using ACE but that’s not an ACE thing its RTE?

    ACE lets units take weapons off the dead, but it would be sweet, as well as realistic, if living units could pass ammo around then rifle men could pack extra mg ammo etc. that’s handy as, in my last post no one replied to, you run out of ammo real fast as units engage long distance on busts rather than single shot. So been able to pack and use extra ammo is a big deal.


  9. Using RTE its possible to add backpacks and extra ammo to soldiers. I am assuming this has real value and purpose and is not just aesthetics. That the unit can use that ammo and equipment added? I have noticed that once a unit is killed the pack and its ammo disappear and cannot be used by anyone still alive.

    Is there a way that a player can exchange or take ammo from a living unit in a similar way to a dead body? Can units resupply each other is the question I guess? And could this be scripted? It seems such a basic part of live in the field in reality.

    After all this time, with all these great mods and scripts, and my units still stand up in the middle of a fire fight to change a magazine? For crying out loud people…come on!!!

    just needed to get that off my chest...


  10. Using ACE mod and I am not sure I can continue using it if I cannot stop the soldiers from using ‘bust’ fire mode for engagements out to 500 meters. The team is out of ammo in 60 sec. is there a way to force the troops to use singe shot? A script? Anything?

    I find fire control very hard to achieve. Try to use one fire team to engage at a time but the hold fire command seems to be ignored. May have to send my entire unit back to basic training.


  11. nooby questions; how can i see my fps rate? and is it possible to stop the plants from moving as im sure this is heavy on the fps? i have had a look around but not seeing anything core related. is there a general mod ie an ArmA wide solution or are they only island spersific. thanks


  12. Problem solved, RTE correctly installed. love the possabilities here. The screen shots you included where the missing part of the puzzle. I strongly suggest these become part of the missing manual as there appear to be many parts of this mod not covered making it difficult for noobes like me. In the end it turns out to be the Event handlers that had not been added as a mod folder. I would not have realized had I not seen it in the screen shots.

    Now I have an xml file? The question now is how does that equate to something I can use in a game? The manual seems to be a little ways behind as it refers to features I don’t have in this current RTE version, like "Convert to script" option. Again im stumped by this. merge with sqm? So I navigate to the mission file I want to edit or place the items in and this will create a mission file that can be used including the work from RTE? Again precious little in the way of info on this, and I have not had the time to go through 41 pages on this thread.

    thanks


  13. Day 3

    Found that even with the Capture active, It would still tell me it was not when I tried to export.

    Read your post and Installed Armalib, now the Capture status just hangs on ‘waiting to connect’ so I guess you can only use this on line, which I am not most the time. Also having installed Armalib I now find I cannot access RTE from the ArmA editor like I could before? I preview in the ArmA editor, hit Esc but do not see the RTE option. Disabled Armalib RTE option still not available. So it just seem to make things worst. I am uninstalling everything again and reinstalling now im back on line.

    This machine is at the very lower limits of this game could that be an issue? Would it be a good idea to try an earlier version of this mod?

    thanks


  14. THANKS! 7z seem to do the trick, no warning message. but now i dont seem to be able to save content (export) i get a message telling me Capture is not started? not sure how have looked over the manual, i open ArmA using the capture window. i note the manual says start ArmA first then start Capture? is there a way to start from within the game i dont see anything?

    aaarrr stupid...open in window, go back and activate capture, got it, disregard above!


  15. first error message "Addon ION_RTEV requires Addon 'CBA_main'"

    followed by "bad version 48 in p3d file 'ion_rte_dta\ion_pipe.p3d" and CTD!

    same after reinstall any body know what this might be?

    thanks

    ---------- Post added at 01:19 PM ---------- Previous post was at 01:15 PM ----------

    Is RTEV only for ArmA 2?

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