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Hinds

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  1. Hinds

    Arma 3 Units - Feedback thread

    The dimensions of the image I have uploaded are 512x512. In the past, that has worked fine for XMLs. Does Units have an issue with dimensions that high? I will try a smaller image and see if that helps. EDIT: The minimum is 400x400 (which my original image already surpassed). I tried a 1024x1024 instead and it still isn't working.
  2. Hinds

    Arma 3 Units - Feedback thread

    I tried this. I can see the tag next to my name, but the insignia does not show up in the player menu on the map OR on my character's shoulder in-game.
  3. Hinds

    Arma 3 Units - Feedback thread

    It's just two capital letters and a single number (no spaces). So, I don't think that's the problem. Thanks for the reply, though! Any other thoughts?
  4. Hinds

    Arma 3 Units - Feedback thread

    Hi, I've recently set up my Arma 3 Units page. Everything is functional EXCEPT displaying the unit insignia in-game. I've tested on locally-hosted multiplayer servers in the past using the traditional Squad XML method, and that works fine. I just can't get Arma 3 Units to show my unit's insignia. In-game, it indicates that I am in the unit e.g. Hinds [CLANTAG]. The insignia is a PNG, <300 KB, and 512x512px dimensions. I don't think there are any issues with the file itself. Thoughts on what the problem might be? Thanks!
  5. Greetings. This'll be the first post in a while, as well as my first post in the Arma 2 forums. My shiny new PC can run the game pretty well, although the 70km^2 definitely makes her chug now and then. And those smoke/dust effects... yeesh. Anyways, my question pertains to how to set up my assault encounter in this mission I'm working on. Currently, I have 3 Humvees: two AI and one player. Each has a full compliment of troops. For the AI squads, the driver and gunner are never intended to get out (so it's a vehicle unit + cargo'd infantry squad of 3). What I am doing is having the player Humvee peel off the back of the convoy near the start of the mission to clear out a group of insurgents in a stand of trees. That's easy enough. I have a switch trigger set up to toggle the insurgents to hostile once the BLUFOR convoy passes by. Here is where the question really begins. The AI portion of the convoy continues on to a position further down the road, then the 2 infantry squads dismount. They are supposed to rush over to positions in the bushes on the riverbank opposite the insurgent compound and wait for Radio Alpha. The intention is for the player's squad to deal with the insurgents in the stand of trees I mentioned before, then link up with the AI squads, get in position, and initiate the attack. But it seems like the AI wants to shoot even when told not to, and they continuously do bounding maneuvers instead of just flat-out running in to positions as I'd like. I only have two insurgents in view, on a hilltop, but they are scripted such that they won't do anything until Radio Alpha is activated. Regardless, the AI squads will often engage them for no reason... which kinda spoils the fun of Radio Alpha. In essence, I just want them to run (not bound) over to the bushes on the riverbank, and hang out there until told to start shooting with Radio Alpha. What can I do to ensure they move quickly and don't starting shooting before they're supposed to? I apologize for the long-windedness and thank you in advance for any help you can offer. :D
  6. Thank you. I'll throw that in there and see if I can make it work (tying it to a radio call would be pretty awesome for this kind of mission). Would the AI maybe be messing up my landing/takeoff issue as well? Like I've mentioned, it seems to ignore the conditions I set for taking off (checking number of occupants, if everyone is either dead or in the helicopter, etc).
  7. I will try your suggestions either today or tomorrow. Thanks! At this point, I'm thinking of scrapping the helicopter idea in favor of a much simpler manual (player drives) boat insertion, just for sake of finishing the mission and having it complete and playable. I'd still like a helicopter to factor in somehow, though... So, in the mean time, is there any way to force a helicopter, such as the UH-60, to circle the island (I'm using Rahmadi) and fire at enemy targets for a set amount of time, and then fly away? Basically, come in for a minute, shoot at stuff with the door guns, and then leave. Might be a way to incorporate helicopters in to the mission without all the complicated landing stuff... although this could be just as bad. Haha. Thanks again.
  8. Alright, I've been playing with this for about two hours now. The mission is about 2/3 done, but I'm trying to nail this helicopter thing down. Once I learn how to make it work right, I should be able to add as many conditions as I want... but here's the problem: Originally, I had it set to test whether player (SF1) were in the helicopter as well as referencing an objectives checker (which turns "true" when an artillery piece, truck, and plane are all destroyed - I know this trigger works; it used to end the mission) BEFORE taking off. I would do a run through, destroy everything, and then get in the helicopter. It would just sit there and do nothing. So, I made another helicopter and started playing around with triggers on the other side of the map. You know, to see if I could nail it down over there and then transfer what worked to the actual landing zone and such. I can't get a single thing to do what I want it to do. It seems to drop me and my squad off and then ascend probably 50m above the ground and wait for a random civilian to be killed (I'm using him as a generic placeholder for the trigger), regardless of how I set it up. I've tried synchronizing the triggers by themselves or together to the LZ waypoint, using conditions IN the waypoint itself, referencing the triggers IN the waypoint, etc... nothing seems to accomplish what I'm trying to do. Any ideas? And to restate what I'm trying to do: *Player must complete objective for helicopter to take off *Player must be in helicopter to take off Here is my current setup for the helicopter I want to use: *Transport Unload Waypoint [centered on H (Invisible)] Condition: ExtractChecker On Act: -where ExtractChecker is the following; **ExtractChecker Condition: Boolean = SF1 in Ins1 AND Complete On Act: ExtractChecker=true -where SF1 is the player, Ins1 is the helicopter, and Complete is the following; ***Complete Condition:! (alive Plane1) AND ! (alive Arty1) AND ! (alive Truck1) On Act: Complete=true -where Plane1, Arty1, and Truck1 are all empty vehicles Then, once ExtractChecker gives permission, it's supposed to take off and fly to a mission-ending script. ^ I organized that as best I could to provide the most information. Please ask if you're confused... I've tried combining them or taking out the Boolean command or all manner of other combinations that should provide the same effect... problem has always been that it simply won't take off. As far as my test helicopter, I can't get it to stay on the ground, like I said. So... kind of at a loss here. Hopefully someone can help me out. Thanks! EDIT: Needed to provide OnAct information and reorganize a bit.
  9. Thanks for the reply! I think it'll be easier if I just have the player start in the helicopter while it's flying. That's fine; doesn't mess anything up. The second/exit trigger seems straightforward enough, though. I should be able to have it check another trigger that returns "true" when all the objectives are completed, right? That already exists, so I may as well just modify and reference it (for tests purposes the game ends after objectives are complete, but I'll switch that for the helicopter extraction). Now, which waypoint do I synchronize the trigger with? The one I want it to go to (once I'm in the helicopter and the objectives are complete), correct? Thanks again! :D EDIT: Noticed where to attach the second trigger to. Sorry! I'm trying it out now. I'll report back on how it turns out.
  10. Hello all. This'll be my first public question here. Here it is: I want a helicoptor to start the mission sitting on the ground and wait until I am in it for it to begin following its waypoints. There's a little catch: once it lands at the destination, I want it to wait until I get BACK in the helicopter AND for it to check the objective is completed (i.e. - both are necessary to leave) before it takes off for its last waypoint (which will end the mission). How would I go about this? Thanks!
  11. Fair enough; was just pitching it as a project and indicating the nature of the task. Thanks. =) Alright, will do. Thanks for the reply. :D I'll end up hitting both the forum and using PM's. I suppose it'll depend on the question. We'll see! Thanks again, guys.
  12. Hello, guys. This seemed to be the most active ArmA editor forum out there, so here we are. Anyhoo, I got back in to ArmA recently and have always liked the editor. It's fun to just make random scenarios and play them out... But now for why I am specifically here: two things, (1) I would like it if I could get a hold of one or more people to answer various questions about editing over a period of time. I'd like to start working on actual missions, so being able to say what I want to do and then learning how to do that seems a good way to go. As far as the editor goes, I have what I would consider a basic grasp of it. I can generally find the various boxes, drop-downs, etc. I know a bit about the Initialization line, can drop varying waypoints, etc. I've read Mr. Murray's guide but that left me with questions, particularly on the out-of-game file-keeping. Things such as... the actual making of the mission like win/lose, triggers (for the most part), and that kind of stuff? I could sure use direction. Now, I'm not sure how we'd keep in touch. This forum is perfectly fine, or we can use e-mail or somebody's Ventrilo/TS server (if you prefer voice). Whatever works.****** So is anyone here interested in this? Let me know. You'd be much appreciated! (Part 2): If not, that's okay. I have a first question to pose for any who want to answer. Here it is: I want my first mission to be an open-combat mission focused on killing an enemy officer in a small city. I'm trying to keep it simple to start, but I think I want the player and one NPC (plus a support squad of 2 - they'll hang out by the chopper) to be dropped by an MH6 in a flat space in the city and then directed across a few streets to the officer (I'm thinking the Porto map for now). The player kills the officer, and gets back on the MH6. Then the 2 support NPCs board the chopper AFTER the player's squad, the chopper takes off and flies towards a certain location, triggering the end of the mission. I know that's a lot, but does anyone have any tips for me that may help me complete some of those tasks above? It seems like a lot of triggers and synchronizing that I am unsure how to do. At any rate, thanks for your time, guys! :D
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