cjust89
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Enemy occupation system (eos)
cjust89 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've used SHK_patrol in the past, and if i recall correctly, the script is called from an init/trigger etc. "nul = [grpA,300] execVM "shk_patrol.sqf";" "300" being the distance you would define, but how EOS works, this is not a definable variable it's fixed within shk_patrol.sqf. "// Handle parameters private ["_grp","_dst"]; _dst = 250;" //I've set mine to 250 IDk if any of that info helps or not. -
Enemy occupation system (eos)
cjust89 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Noticed in the dev branch that the patrols were only patrolling an area of about 20m. Within EOS/Functions/shk_patrol.sqf found this line, which i think is causing the problem. _slack = _dst / 5.5; if (_slack < 20) then {_slack = 20}; I changed it too _slack = _dst / 5.5; if (_slack < 50) then {_slack = 250}; and found much better results. Anyone else having the same issue? Does this solve your problem too? -
Help: If Item Is Placed/Planted Trigger Condition
cjust89 replied to Mongoose26's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a similar question. Basically I have x targets scattered across the map which have to be destroyed but, I don't want to detonate the charges until the end of the mission. (As to not alert the enemy of my presence). I have the triggers to destroy everything and this works great. However with my method you could technically bypass every object and just go to the end and detonate the targets. So I want to check that a satchel charge has been placed near each target. I'm not familiar with eventhandlers so what has been posted is beyond me. Thanks! -
Nomad awesome script! I almost exclusively use this script in all of my clans missions. Flexibility is great! I do have a question or maybe a request. In my mission i have an opfor unit spawning (SLP) on a trigger and I'd like them to "hunt" the player. However with your "hunt", the enemy goes straight to my position. I though if maybe I had a marker(ellipse 500m) that followed (refreshes every 60 seconds) my player throughout the mission, and rather than use hunt I used attack or patrol. This would simulate the enemy searching for me and not just "knowing where i am". However it appears the enemy only goes to where the marker was when your script is triggered, therefore not following me as I move across the map and the marker refreshes. Like I said I tried different options between "attack, "hunt" but the enemy didn't chase the marker I had set on me, and setting it to "hunt" the player made the enemy land right on top of our group too often. Any suggestions thanks! ---------- Post added at 08:29 AM ---------- Previous post was at 07:42 AM ---------- Not sure what I did, but managed to solve the problem, sure it was some silly error on my part! but works as I wanted!! Thanks! Keep up the great work!
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Are any of you using the dev version of ARMA 3? I haven't tested it with the dev version at all, slipped my mind completely.
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I'm not too familiar with what happens if the host uses a mod but the other clients don't (especially with CBA). If anyone is using CBA, I'd recommend all use it. With that said I've been able to play the mission with Vanilla Arma3 with up to 4 other players with no issues so far. Please let me know if you are still experiencing this issue.
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*****Mission has been updated. Many script errors fixed. Enemy Spawn Positions updated Performance improved via optimizing spawns and unit deletion.
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Thanks Mac, i did rename the file and not transfer the scripts. Link has been updated.
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***UPDATED So this is my first public mission release. I'm looking to iron out all bugs, mainly with dedicated servers. Works almost flawlessly on non dedi servers. ================================================================== Overview: -Designed for small teams 1-6 Players -Random OPFOR Spawns and Paths via UPSMON -Ability to set Respawn Point position (unlimited uses). Respawn point will move to the Team Leaders immediate position where it will stay until set again. -Uses Virtual Ammobox System by Tonic. This also allows the use of weapon/equipment mods without editing the mission. -Dynamic Spawning and removal of units to reduce lag as mission progresses. -Numerous Vehicles are available for easy transport. -Each task location has a Virtual Ammobox System enabled object or vehicle for rearming. -Implemented a time change for different Tasks. Morning, Day, Evening, Night time tasks. -Evac Chopper is available, will land @ Team Leaders Position and RTB. ==================================================================== Mission:With your teams success in Phase One they have been assigned with leading Phase Two, "Disruption". The goal of this, is to neutralize and disorganize the present Iranian forces on Stratis. Situation: Following the invasion of Greece by Iran, the small Island of Stratis, was seized from NATO forces last month. Over the past 72HRS, phase one of Operation PlanB has been carried out and achieved, providing US Special Forces a solid foothold on the western coast of Stratis in which to operate. Phase Two is to be carried out over the next 72HRS. Various Special Operation Teams will be assigned crucial tasks to carried out across Stratis. Your team is to be spearheading phase two. ========================================= This Misison Requires No Mods. *I do RECOMMEND using CBA ========================================= This mission was made for our small group of members (PlanB). Let me know what you think. It is not linear, but doing the tasks in the order they appear is the intended method. Be sure to read all the tasks and briefing pages. There is helpful info. This is a very early release there will be issues. Please Provide Feedback!!!! Enjoy. I have used many of the scripts found on the forums and various ARMA sites. I do not take credit for them, and will credit these individuals in the near future. Mirrors Armaholic mirror: - PlanB Phase Two Co-06 [ALPHA] v0.03 https://www.dropbox.com/s/od952cl1th4yovv/CO%252006%2520PlanB%2520Phase%2520Two.Stratis.pbo **Updated Mission no longer missing scripts, thanks Mac Scottie
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Tonali Special Forces 2013 Redux
cjust89 replied to ardvarkdb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ardvarkdb these look amazing, been waiting for all your upcoming releases!!! Keep it up! Guess i'll be up late using these :) Credit to the others who helped with these nice work all! -
Radio Extraction/UPSMON/INIT with AI
cjust89 replied to cjust89's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To assist with what i want would be something like this added on to what I already have currently. Basically this script calls in a spawned chopper to pos of the caller and transports them to position (X), and then deletes the chopper. I just need the chopper to go to the AI group which would be _Cavalry1 in my previous post and take them to base and delete both groups. I'm assuming i'll need to add if statements for making the call available again and swithcing it to the extraction. Any advice??? -
Radio Extraction/UPSMON/INIT with AI
cjust89 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I'll start and say i have been using the search function and found items similar but now i'm stuck and need help. 1. Radio Extraction for AI units. //What I have: I am using a script/trigger (radio Alpha)to create a helo (helo1)with units(unit1)inside and drops them off at the player(player1) who radio'd position, and then patrol using UPSMON. Works great!! //What I need: A:However I want the ability to make the unit(unit1) RTB or leave by means of a another chopper(helo2) on a second radio call(Radio Bravo) and then delete when they reach the spawn point. So player uses radio and chopper comes and picks them up from the (unit1) location not players. I also need the radio call to be on the same radio channel (Alpha) and only available after the unit(unit1) is spawned. So you shouldn't see the action to return the units(unit1) until they've been called in already. And once they are spawned the action to call them in goes away. I ask how i can make sure that if they all die (helo1)and/or (unit1) i have the ability to call them in again. *Ignore the variable i used above, just made it easier to explain hopefully! Here is the script i have so far. Thanks! -
How to Spawn a Group with Name and Init Added
cjust89 replied to Weedburner's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I need to also make the spawned group delete after x amount of seconds on the ground. So they fly in, unload, patrol for 600 seconds, then delete. OR to have the ability of the spawned squad to be extracted from the same chopper after x amount of seconds patrolling and to then delete the group and helo. I know upsmon has the ability to determine an area clear or not, so if they are called in on the player, and setup to patrol 300m within the players radius, once the area was determined all clear they would delete, or call back chopper, leave, and then delete. -
How to Spawn a Group with Name and Init Added
cjust89 replied to Weedburner's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Old thread i know but, I have an issue very similar with what I am trying to do. I'm using UPSMON and want a chopper to be spawned in on Trigger Activation (VIA Radio command) with a squad of units,( which i'll specify) in its cargo. However i want the chopper to drop off the units on board within 200 meters of a players position, and then for the squad who was just inserted to begin running upsmon script in the area. I would like the chopper to delete when it has returned to it sstart location. I also need to edit each of the soldier INIT field that i created in the copper cargo ( i want them to have a specific loadout ie weapons etc.) I've been searching as i had a script a while back that did this, it basically allowed me to call a reinforcement squad who was choppered in, and would land and begin patrolling the area until it was clear, they would then call the chopper and then leave. Once they left they were deleted and i was able to call them in again. This script used some parts of UPS or UPSMON but i cant find it anywhere. Thanks in advance. UPDATE***** Well i got the Chopper and unit spawned and doing as I stated above. I just need to add to each units init field in the script(for custom gear ie weapons backpack etc)but am unsure where to do that at. I'm a noobie at scripting! But here is what I am using thus far: So I need each of the "mar_marines" to have custom gear thus adding something like this to their init field after being spawned :this addbackpack "rb_backpack_1" Thanks again! Credit to this post for most of my script http://forums.bistudio.com/showthread.php?97893-Spawned-helicopter-refusing-to-unload-squad -
Hi guys, I'm trying to create a mission where zombies spawn in and out as you approach cities/farms/etc (triggers). Works great no problem. However i'm also using an Ai Caching for the human ai units (opfor). Once i activate the AI chaching which is a script run through the missions init.sqf, it causes the zombies (and its module) to break. They forget to act like zombies and don't attack players, they form into formations, and etc. As if they are unarmed soldiers rather than zombies. I can't for the life of me figure out why. I though if i simply reactivated the module via trigger, the zombies would act like zombies again. I'm using the "Undead Mod" by:Charon, and the "CrB unit caching" by Wolffy.au. I'm also using ACE Mod. Hopefully someone can help me. This also applies to the regular Opfor AI ( they are running UPS Urban Patrol Script by Kronzky) when the unit caching is activated at start they no longer patrol they just run around or dont move at all.