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nickmow

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Everything posted by nickmow

  1. Simple question, Via a trigger how do I get an AI unit not under my command to report its co-ordinates ? By voice would be a bonus but not essential. Searched like crazy !
  2. Excellent work with the Static Parachutes, been after this in ARMA 3 for so long, have lobbed out all over the place, very satisfying. I think it been asked but is there a way to trigger and AI section to jump ? Not clever enough to work out the functions and stuff myself. Keep up the excellent work, me and my online mate have been using your MODs to great effect in our ongoing (10 years or more now) ARMA get togethers cheers Nick
  3. As per the title, my latest editor challenge (10 years of mission editing frys the brain ). What I want to achieve, A mortar team under High Command control that can be moved deployed and used via artillery support requester. So far, Three Man mortar team with back packs will happily trot around the field using HC and deploy mortar using unpackstaticweapon function via a trigger. If you havn't tried this its pretty cool, They deploy and man the mortar. So that bit works. Problem I have is I cant seem to gain control of them using the support requester. i have linked the Artillery requester to each of the team in turn but it dosn't appear like a static mortar would. So as much as they are mobile they are autonomous when it comes to firing. Anyone any ideas as to how I could get the mortar under control of the requester. I suspect that as they are not an artillery piece at the start the requester dosn' t recognise them as one. Once setup I used the packstaticweapon function which they do but that leaves two backpacks on the ground rather than on the blokes so they cant move on. Which I think would screw up using a static mortar at the start instead of a backpack equipped team. In summary, mobile mortar team under HC and artillery requester to charge around the battle at my disposal, Cheers all Nick
  4. Thanks ceeeb, thats worth a try too
  5. Thanks mate I'll go with what Ive got, really useful scripting that you gave me, much appreciated
  6. Thanks chaps, marker would sort of defeat the purpose initially Johnny, but I already have the marker thing sorted. Thanks Grumpy just what I was after. Scenario is basically CSAR mission, initial search based on pilot reporting position. I have a marker appear when within a certain range of the downed bird which has worked well in previous efforts and dissapears once out of range (by changing marker size to 0,0) but didnt want a fly to marker, far too easy for the Rescue dudes :cool: Will report results Cheers Nick ---------- Post added at 03:08 PM ---------- Previous post was at 02:35 PM ---------- Works copied and pasted Grumpy's text to a trigger an trialled it using a repeatable radio trigger. Unit (An MH9 called Helo) reports its grid reference in side chat. Perfect, and will do the job. Don't suppose there's anyway you can get them to say it out loud ? or is that a script nightmare lol thanks very much Nick
  7. Anywhere Johnny, using an area trigger would be easy, I just want a grid reference same as if you interogate a member of your own squad with 5,5
  8. Whats the outlook on getting a functional round static line chute ? If I had any kind of skill with mods Id try. Seems a shame its kind of there but we cant reap the benefit of Ohallys efforts.
  9. 22 year British Army Veteran. In my gazelle like youth I could run and Tab (forced march with bergan) with the best of them. Passed P-company and went on to become a Paratrooper. I have also had all the Flashpoint/Arma series and am a tremendous fan, even helped with integration of VBS to the Army before I left, hopefully giving me a bit of credibility. Is the fatigue system accurate ? Is that a fair question ? I think of it positively though, it provides a measure of reality in that your troops are not Robots and constrains them from super human abilities (mostly). I guess it depends on how you percieve ARMA, Game, sim, RTS, and your opinion will be based on that. Definetly a step in the right direction in my opinion. Caught me out when I first fired it up and was messing in Editor, advancing a section to contact and my dude is blowing like he smokes 40 a day, which if you have ever tanked around in full rig is pretty much how you feel. I think they should up the stakes a little and have troops with different body mass index (Im being polite) so there always a PT and Salad dodger at the back you can tear into for being a waste of rations and oxygen. If it needs tweaking they could factor in hydration, fatigue, morale etc. The Medical systems needs to be overhauled if they are going that way too. All in All, fatigue is another factor in the fight and is well done.
  10. Yep same here got the ebu c130 but no go on a jump command. Any heads up and how I would get an AI stick to drop using your chute mate ?
  11. Yeah don't listen to the moaners your doing a great great job ! Thanks for all your efforts mate
  12. Seems I have found out I made an error in that I had two support requester modules and linked to both. If I put in the trigger to synchronizeObjectsAdd the unit that mans the mortar and the artillery requester, I get the support function. So now I can move the team around, deploy them and call on them to fire a mission ! Sweet. Just got to work on the pack up now
  13. nickmow

    High Command Transport

    Ok so set up an MP session with myself and my normal online mate/opponent. Set up two HC modules so we both had a command team and two squads and 1 helo each. Mostly worked. I as the host got full functionality but Mate as client could direct his troops and chopper and when he gave a load command having selected a squad and a chopper, the squad went to the Helo's location but the Helo stayed in the high hover and didnt descend to land/hover. So partial success. Second go. I had control with HC of my command team and two choppers. He had a squad. I could transport us both around the battlefield using the Land/Hover function and getting the mark using voice from him when his own squad was on board one Helo and of course I mounted mine on the other. With a bit of Map watching managed to get us both into a couple of interesting LZ's, takes a bit of patience and "fingerology" but definetly a useable tool. If only it would of functioned fully for both of us, Im guess its a global thing or needs me to add a command ? to get the transport to work in MP for each Commander. Regardless a great Mod and makes Air Mobility ops much easier than before ! Thanks again
  14. nickmow

    High Command Transport

    Dream Mod Been wanting this since ARMA 2
  15. Any further with this chap ? Itching to get a stick out in good order.
  16. I have lost count of the times I have re-learned editing in the Arma series. However with age and the onset of short term memory loss, I am extending a request. Scene. Multiplayer mission. two or more squads, each lead by a player online. The module based support requester/Transport Helo combination works well in single player. I think its a known bug that in MP anyone but the server host can call a chopper get on it but then gets dumped out......annoying. All I want is for squad leaders in MP to be able to be inserted and extracted at will by Rotary wing assets. This needs to be flexible, so the standard linked waypoint mission edit is not what I need, works well for a scripted insert but theres not much flexibility when it comes to dust off. Any thoughts chaps ? Has someone cracked this ? I have Norrins excellent script but again that only accomodates 1 heli for 1 player. I want to fill the skys with the sound of rotor blades and happy squad leaders all suggestions gratefully appreciated Nick (OFP vet)
  17. Splendid explanation and efforts Cameroon. Thanks. How hard would it be for BI to "fix" the modules....I read all the details of the latest patch only to find......no love for helo supports. Ah well back to re--re-learning !
  18. thanks Urban, yep but that would (as far as I know) would still need preset wp's
  19. Very very annoying, I just paid for this. i've had all the Arma's from OFP on and one simple thing. Move squads with Helicopters in MP has never worked without clumsy work arounds. Playing on a LAN at home Host player works fine, client player same problem as described by OP. I really thought ARMA3 might of addressed this, really dissapointed ! Grrrrrrr
  20. That Video is a work of Art in itself. GLIDERS GLIDERS GLIDERS I ported an old Horsa in from another mod (cant remember which one) and got it to sort of function and had a bit of fun with it. Trying to get them to land in roughly the same area of the map proved hard. Which I suppose has an historical context. But the ones in the Vid the Waco and the Horsa look great. Can't wait for this one. Your continued efforts are very much appreciated certainly by this Flashpoint Veteran. Nick
  21. Thanks I just unpacked one of the I44 coop missions and took it from there, Now my Troop of Cromwells is roaming the Norman countryside dealing with whatever shows up, fantastic Armour sim and random enemy's. ARMA reborn Happy tanker. P.S. I have Notepad++ use it for editing DCS stuff and more good tip though.
  22. Ok thanks so more read the read me and unpack to have a look at a mission, make sense. Thanks
  23. Dumb question, just started fooling around with DAC and can get a zone up and troops in it. Only problem is following the epic readme I only seem to be able to get modern Arma units to spawn. So obvious question how do I get the I44 guys to spawn into the fight ?
  24. Can't deny the physics obviously, you just have to but all the factors into context. A direct hit by a Free Flight rocket from a high speed fighter is unlikely but the secondary and tertiary physical, psychological and logistic effects are undeniable. You don't have to destroy a tank to put it out of action...that was my point. Price of Fish is extortionate ! :D
  25. Given this a rigourous workout the last few days, my mate was visiting. So fired up the LAN and set about the Wermacht in a squadron of Cromwells etc. I used to drive Armour for a living and he's doing a Masters in AFV design (which appears to be a lame excuse for going to Bovington a lot). Sooooo I guess we are a difficult to please. Verdict, for what it worth, excellent ! Our tip for small scale actions is to make each individual tank in your troop of 3, 4 or 5 a subordinate in High Command. Disconcerting as it is to see your AP ricochet off a Panther or Tiger it makes for great immersion, Got to get to a flank. The different effects also lead to tactical problems......i.e. Is it killed ? Do I keep on engaging etc ? The forward observer Module given to enemy mortars works well, My mate "F@&k we're being stonked ! How did they do that ?" It's made a whole new Armour Sim game really. Only thing that I find frustrating is the ability of the AI to engage through cover trees etc, did I read about a module or Mod to prevent this ? Horsa ! Damn after an age porting in the 31st Normandy Mods ancient Horsa and trying to get them to land somewhere on the map, (it worked eventually, you have to give them a sip of fuel and ever so gently descending flyinheight commands at waypoints or they stall and wallop in. Quick set of triggers in proximity to discharge the troops jeeps guns etc) there's gliders coming. YAY ! Oh and I borrowed HIP's LVT for a bit of river crossing, I know it's not the Rhine but needed my amphibious fix :cool: Thanks again for the magnificent effort and work you lads are doing. Your keeping a couple of old soldiers very happy ! The "Science" of armoured warfare is always tempered with the "anecdote". A 60lb Rocket may not "knock out" a Tiger with a proximity hit (well aside from damaging electrics, fuel and coolant lines, periscopes, teeth and frayed nerves) but Id challenge any scientist to sit in one and have it happen then ask them if they want to continue with the experiment ?
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