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yoannis1995

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Everything posted by yoannis1995

  1. How can I do so the script reveals all CSAT units who are in an area instead of just the units of one group ?
  2. ok now it's working. I reloaded the editor and change the location of the units and it's fine now. Weird... Thanks anyway :)
  3. It still doesn't work...
  4. yoannis1995

    AI HALO Jump Example Mission

    Thanks for the script ! Works well ! Just currently got a slight problem with AI, worked fine with the AI and basic loadout but now I'm using costum loadouts on my units. So I have something like that in the init.sqf: removeAllWeapons S2; removeGoggles S2; removeHeadgear S2; removeVest S2; removeUniform S2; removeBackpack S2; removeAllAssignedItems S2; S2 addHeadgear "H_Shemag_tan"; S2 addGoggles "G_Tactical_Clear"; S2 addUniform "U_B_CTRG_1"; S2 addVest "V_Chestrig_oli"; S2 addBackpack "B_AssaultPack_cbr"; S2 addMagazine "11Rnd_45ACP_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addWeapon "srifle_EBR_F"; S2 addWeapon "hgun_Pistol_heavy_01_F"; S2 addPrimaryWeaponItem "muzzle_snds_B"; S2 addPrimaryWeaponItem "acc_pointer_IR"; S2 addPrimaryWeaponItem "optic_Nightstalker"; S2 addHandgunItem "muzzle_snds_acp"; S2 addItem "FirstAidKit"; S2 addMagazine "SmokeShellGreen"; S2 addMagazine "SmokeShell"; S2 addMagazine "Chemlight_green"; S2 addMagazine "Chemlight_green"; S2 addMagazine "Chemlight_red"; S2 addMagazine "HandGrenade"; S2 addMagazine "11Rnd_45ACP_Mag"; S2 addMagazine "Chemlight_yellow"; S2 addMagazine "11Rnd_45ACP_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addMagazine "20Rnd_762x51_Mag"; S2 addItem "FirstAidKit"; S2 addMagazine "ClaymoreDirectionalMine_Remote_Mag"; S2 linkItem "ItemMap"; S2 linkItem "ItemCompass"; S2 linkItem "ItemWatch"; S2 linkItem "ItemRadio"; S2 linkItem "ItemGPS"; S2 linkItem "NVGoggles"; S2 linkItem "Rangefinder"; And then the HALO jump code. The jump works but when they arrive on the ground the AIs keep their parachute on their back and the backpacks stay on their pelvis even though it works fine with the player... Any idea ?!
  5. No, even if I place an empty bag via the editor and then attach it to the player with its name it doesn't work...
  6. Can't attach the backpack to the player anymore... Even on the ground with just that script: _unit = _this select 0; _pack = unitBackpack _unit; _pack attachTo [_unit,[0,-0.13,0],"Pelvis"]; _pack setVectorDirAndUp [[0,0,1],[0,1,0]]; //flip pack upside down Anybody knows how to fix that ?!
  7. Hi everyone ! I've been looking how to make AI halo jump in arma 3 but couldn't find anything... Does anyone know how to do that ?
  8. Hi, does anyone know what the random patrol module does exactly and how to use it ?
  9. Just wondering if there's gonna be any plane for the CSAT and the NATO faction soon ?! As we've been able to see some screenshots of an F35 and an MV-22... Are they still planned to be released or not anymore ?!
  10. HI everyone! I would like to know if there's any posibilities to take control of a UAV already flying via a command or function ?! I tried to sync a UAV operator with a flying drone but it didn't work... :/
  11. yoannis1995

    UAV control via script

    Ahh ok, that's great thank you ! :) Don't need any script now if I just connect to a UAV without beeing next to it ! :)
  12. Hi everyone ! I'm just wondering if there's any possibilities to load a mission.sqm during a mission via a script or something so that I could create several "missions" in a mission and put what I want in them with the editor and then load them depending on what the player does ?!
  13. yoannis1995

    Load different mission.sqm

    Yes thanks, I know how to spawn a group and use loops :P But I was wondering if there was any way to work with those mission.sqm files (which would be a quicker and esier way)...
  14. yoannis1995

    Load different mission.sqm

    Yeah but it's getting quite long complicated and long when you want to put choppers and groups in them and don't want them to be here when the player is not on that objective... Is there no way to copy the "class Item..." from the mission.sqm and then load then with a function or command ?
  15. yoannis1995

    Load different mission.sqm

    Yeah I know you can do that with the campaign but I wanted to use that with the Strategic Map in Arma 3 so the player can complete different objectives without having any troubles with the IA waiting on other objectives or interfering with the current objectif. So maybe there's a way I can get all the position of the object I've placed in the editor from the mission.sqm and then create or delete them with a script when needed ?!
  16. Hi, since the beta update came, I can't find the civilian settlement on the site module... Did they change it ? How can we get ambiant civilians now ?
  17. yoannis1995

    Where's the civilans settlement module ?

    Anyone knows ?!
  18. yoannis1995

    Where's the civilans settlement module ?

    Ok but what about the civilian module then ?
  19. yoannis1995

    Where's the civilans settlement module ?

    Yeah I noticed but what happened to it ? Did they plan to replace it or just completely delete it ?
  20. yoannis1995

    Where's the civilans settlement module ?

    Yes and it's not the only module that disapeared, the skirmish module is not here anymore either! Where have they gone ? And what are the new module like simulation manager ?
  21. Hi, I'd like to make IA mortars firing on random positions in a defined area (like in a marker), but I've got no clue how to do that ?! I know there are scripts to simulate artillery firing in a zone but I'd like real IAs firing and not "fake" artillery... Thanks in advance ! :)
  22. yoannis1995

    IA mortars random target

    Yeah in my mission too you're supposed to shoot at them but anyway when they fire on the position they will turn toward the position automaticly so I don't see how it changes anything ?! ---------- Post added at 12:19 PM ---------- Previous post was at 11:44 AM ---------- I've done another script where one IA is not assign as gunner of a mortar yet so I've go to move him in at some point of the mission so I use that: if (alive mor3) then { mor3 assignAsGunner mortar3; [mor3] orderGetIn true; } else { if (alive mor4) then { mor4 assignAsGunner mortar3; [mor4] orderGetIn true;}; }; where mortar3 is the empty mortar and mor3 and mor4 are the 2 possible gunners. Then I'm calling that script: _unit = _this select 0; _target = _this select 1; if (alive mor3) then { waitUntil {gunner _unit == mor3}; } else { if (alive mor4) then { waitUntil {gunner _unit == mor4};};}; while {alive gunner _unit} do { _rounds=round(random 2); _time=(round(random 15))+5; _randomPos = [[[getPos _target, 200]]] call BIS_fnc_randomPos; _unit commandArtilleryFire [_randomPos, "8Rnd_82mm_Mo_shells", _rounds]; sleep _time; if (!alive gunner _unit) exitWith {}; So the IA gets in the mortar but doesn't fire any rounds... And I can't find the problem... Any ideas ?!
  23. yoannis1995

    IA mortars random target

    Ok, thanks ! I'll try that :) ---------- Post added at 01:49 AM ---------- Previous post was at 01:21 AM ---------- I've tried a quick script and it seems to be working fine :) Here's the script //Variables _unit = _this select 0; _target = _this select 1; while {alive gunner _unit} do { _rounds=round(random 2); _time=round(random 15); _randomPos = [[[getPos _target, 100]]] call BIS_fnc_randomPos; _unit commandArtilleryFire [_randomPos, "8Rnd_82mm_Mo_shells", _rounds]; sleep _time; }; if (!alive gunner _unit) exitWith {};
  24. Hi ! I'm actually making a mission and I've got some troubles with a trigger... I'd like one objective to fail If the player does't kill all specified IA after a certain time after he got out of the chopper. So I synchronized the trigger with the failed task status module and in the conditions trigger I wrote vehicle player == player && vehicle sniper1 == sniper1 && (alive mor1 OR alive mor2 OR alive mor3 OR alive mor4) Where the sniper1 is the player spotter and the others are the targets to kill. And I put the 480 everywhere in the countdown cases but the trigger activites itself anyway even if the 4 targets are down... How can I fixe that ?!
  25. yoannis1995

    Trigger issue

    Ok I'll try ! Yeah it is because I want him to have a certain time once he landed to kill the targets before it's too late...
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