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Joe98

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Everything posted by Joe98

  1. After trying lots of zeros as suggested I finished up using zero! Yes I set it to zero. With the spotting distance set to zero, my AI soldiers can spot enemy soldiers at 360 meters or less! The same result as in post 3 above! It seems the command has no effect. .
  2. Not yet! Good idea! I will try that and report back. .
  3. Thank you. I set the skill of each soldier to almost zero. Then in the init I used; this setskill ["spotDistance", .1]; Then I did a series of tests on a runway. I placed enemy soldiers at specific distances starting at 500 meters. I reduced the distance by a bit at a time. At 500 meters they did not spot the enemy. At 365 meters they did not spot the enemy. At 360 meters they did spot the enemy. I am disappointed that I cannot get it below 365 meters. I was trying to get it down to 200 meters. On Tanoa, we will have to get it down to 50 meters....... .
  4. Fabulous question but no I don't have a solution.
  5. I know how to export from the Virtual Arsenal to the editor. In the editor, I created a character and wish to import to the Virtual Arsenal. How do I import into the Virtual Arsenal?
  6. When I come to the page I am not automatically logged in so: - sometimes I wait a few seconds and then I am suddenly logged in or: - sometimes I wait a few seconds and then I have to log in manually.
  7. You say you spawn soldiers. I have a different solution. Place the soldier on the edge of the island somewhere out of the way. Give him the uniform and the load out you wish. Gove each soldier a name. Place triggers on the map. When the trigger fires the soldier (or soldiers) as (are) moved to another place - ready to fight. red1 setpos (getpos box1) . .
  8. I don't use mods. The smoke covers a nice broad area. . .
  9. My weapon has a bipod. I go prone. To deploy the bipod I select "CapsLock". Now that I have deployed my rifle how do I aim it? The weapon is pointing at the ground. . .
  10. Yes I have confirmed: If you are facing down a steep slope the rifle will point downhill and it can be difficult raising it again. In a further test, I got behind a boulder and deployed the weapon on top of the boulder. This is a great success in game but I think in real life this would be dangerous!
  11. You can only give a waypoint to the group leader. .
  12. Joe98

    Triggers

    Set a time limit. After say 10 seconds if the troops remain in the trigger area, the trigger deactivates. in the condition field use: time > 10 after 10 seconds the trigger should stop firing.
  13. No you can't do that. However in the editor you can, remove all the weapons of the aircraft and the add back the one weapon you are after and add plenty of ammo. . .
  14. Joe98

    UAVs: Feedback and wishes

    I too look forward to this. My ground UAVs and air UAVs get shot up easily by the enemy. . .
  15. I too have this issue from time to time. I have seen this in Arma 2 and Iron Front. It seems that freelook can get stuck "ON". My solution is to press freelook and it solves it. It took me 2 years to find the solution!. .
  16. Sometimes you need to hold the hand of your AI team mates. When I catch up I always "~ 1-1" which means: select all - return to formation.
  17. AI soldiers will never throw smoke. Even if it is the only weapon they carry. I suspect it is because smoke cannot kill. AI soldiers will throw grenades only if the enemy are in range. Remove all rifles and give the AI pistols and grenades and they choose grenades over pistols. AI soldiers will fire grenade launchers sometimes and not other times. I don't know the logic. If you remove rifle ammo from an AI soldier they will gladly fire their grenades. IF AI solders carry a mixture of smoke and frag grenades, or a mixture of smoke and frag 40mm rounds, sometimes the smoke rounds seem to appear in the eyes of the AI soldier, "at the top of the list". If smoke is at the top the AI will not throw/fire. If frags are at the top the AI will gladly throw/fire. This last point I found by error. I gave a soldier some frag and smoke grenades and tried it out. Somehow the smoke grenades were to me available first. .
  18. I place a trigger on the map. It is set to fire once only. In the On Act field I type: hint "ON ON ON"; In Deact I type: hint "OFF OFF OFF"; My soldier runs into the trigger area and I see the message ON ON ON. My soldier runs through the trigger area and out the other side. I expect the trigger to deactivate and I expect to to see the message OFF OFF OFF. Instead, after a while ON ON ON just fades. How can I cause the trigger to deactivate - without scripting. . ---------- Post added at 02:35 PM ---------- Previous post was at 02:18 PM ---------- ===================================== I found the answer! Only a Repeatable trigger can be deactivated. That is odd but solves my problem. .
  19. I confirm that AI soldiers, both friendly and enemy, throw grenades. In particular if you give them short range weapons they prefer grenades over the weapon. I cannot get AI to fire a grenade launcher so long as he has rifle ammo. In testing I stripped AI soldiers of rifle ammo provided plenty of 40mm rounds and they blow the enemy off the map! . .
  20. Place (say) 5 markers in a line. Give each marker a name. Set the size of each marker to 0,0. When a marker is that size it is invisible. Create 5 triggers. Trigger 1 will change the size of marker 1. Trigger 2 will change the size of marker 2 etc etc etc From the players point of view he fires a trigger and a marker suddenly appears on the map! ========================================================== You can create 5 more triggers that cause the size of the various markers to return to size 0,0 if you need to.
  21. It saves it to the Clipboard in Windows From within the Virtual Arsenal Select Export Then open Word or Notepad and select Paste Alternativly, open the editor place a soldier on the map, and in his init select Control V (which means Paste). ---------- Post added at 09:44 AM ---------- Previous post was at 09:41 AM ---------- . . . comment "Exported from Arsenal by Jo98"; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "U_O_OfficerUniform_ocamo"; for "_i" from 1 to 6 do {this addItemToUniform "20Rnd_556x45_UW_mag";}; this addVest "V_TacVest_khk"; for "_i" from 1 to 10 do {this addItemToVest "HandGrenade";}; this addHeadgear "H_HelmetB_desert"; comment "Add weapons"; this addWeapon "arifle_SDAR_F"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; comment "Set identity"; this setFace "GreekHead_A3_01"; this setSpeaker "Male01PER";
  22. And you can add a fireplace and add some smoke thereby giving the impression that it is burning.
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