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DMW

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About DMW

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  1. What this is: A small, quick and easy no-frills 'background environment' script to improve the immersion of your mission. What it does: Makes AI controlled helicopter A pickup object B and fly off with it in a manner that tries to look a little realistic Addons required? Dont be silly, hell no! It is by no means the best script around, for example the destination is defined in the script and the helicopters just sit there, but as I say its no frills and really easy to change to your own requirements, for example change the "_helicopter doMove [0,0,0];" to "_helicopter doMove getMarkerPos "EndLoc";" Demo Videos: ArmA 3, taken from demo mission: Works fine with ArmA 2 (when i originally made this): If your helicopters are too crowded: Test Mission: https://www.dropbox.com/sh/w05gdpttq24v3ke/OLSpM3DWoM How to use: put in your mission folder, i put mine in a subdirectory called "scripts" place a helicopter, you dont have to name it just put: "null=[this,TARGET] execVM "scripts\airlift.sqf";" in the innit box (without the outer quotes) place an empty vehicle, call this "TARGET" (without quotes) play! the script:
  2. Ok it seems like removeMagazineGlobal is bugged and only works single player or something and removeMagazine works MP - damn thanks for your help :)
  3. No just those 5 listed, this is confusing me because surely that wont work coop without "Global"? Ive had problems before where I have hosted coop games and AI will have x loadout for me and my friend will look and the enemy will have their default loadout...
  4. Hi, So in a script on the AI's init i have: null=[] execVM "initAAman.sqf"; Now i want to just remove his main rifle, 5 mags and 1 AA missile, i have: eMan_AA1 removeWeaponGlobal (primaryWeapon eMan_AA1); (WORKS) eMan_AA1 removeMagazineGlobal "30Rnd_65x39_caseless_green"; (ONLY WORKS SINGLEPLAYER?!) eMan_AA1 removeMagazineGlobal "30Rnd_65x39_caseless_green"; eMan_AA1 removeMagazineGlobal "30Rnd_65x39_caseless_green"; eMan_AA1 removeMagazineGlobal "30Rnd_65x39_caseless_green"; eMan_AA1 removeMagazineGlobal "30Rnd_65x39_caseless_green"; eMan_AA1 removeMagazineGlobal "HandGrenade"; eMan_AA1 removeMagazineGlobal "HandGrenade"; eMan_AA1 removeMagazineGlobal "Titan_AA"; eMan_AA1 action ["useWeapon",eMan_AA1,eMan_AA1,1]; eMan_AA1 doWatch insHeli; eMan_AA1 doTarget insHeli; eMan_AA1 doFire insHeli; I have tried all the various combinations of remove magazine, ive tried putting the scirpt in the init.sqf and all sorts What works: His main weapon is removed in single and multiplayer All his magazines are removed in single player only What doesnt work: In multiplayer his caseless magazines are still there!!! Im about to throw something out the window, any help?? Cheers
  5. DMW

    AImbotting...

    and neither does smoke... and the smoke grenades act nothing like real screening white phos grenades anyway. IMO If the AI was more realistic, then people might treat with realism in return.
  6. DMW

    Will AT soldier AI ever be fixed?

    Here's one, Made a D-Day like mission setup, amphibious sea assault from Gordons and Hunters etc, setup a load of enemy AT on the beach, expected - and hoped to see carnage. What actually happens is the AT missiles still go for centre-mass even though the vehicle is in the water and floating, thus all the missiles hit the water before any amphibious vehicle - and explode, thus all vehicles in water are invulnerable to locked on AT missiles.... (not tested ATGMs from aircraft though)
  7. DMW

    Load COOP games?..

    We have encountered many missions which allow us to save! Just not load! Which makes the saving a bit pointless no?
  8. DMW

    3D coordinates of waypoints and move

    Why when a unit can only be at ground level? Of course unless you are talking about aircraft in which case use "FlyInHeight".
  9. DMW

    Load COOP games?..

    my self and my friend play a lot of coop, in ArmA2 we could save and load multiplayer COOP games at will In ArmA 3 there are missions that allow us to save the game, but not load a game,... this is pretty annoying, ive tried putting the difficulty to recruit but this doesn't help! How do you load saved multiplayer coop games??? Cheers
  10. I cant get sideChat function to work, works fine in ArmA 2 but not in ArmA3? I have searched but cant see anyone else having the same problem... I have tried player sideChat "test"; named a character me sideChat "test"; tried single quotes player sideChat 'test'; tried globalChat too! Had it activated via script, trigger, radio trigger and nothing. The rest of my scripts work, and hint "test"; works fine too, can anyone help - or suggest a better way to simulate dialogue between player and AI in my missions? Cheers sorry for silly question :/ Dominic
  11. DMW

    ArmA3 Wishlist and Ideas

    1.) The Map More features, would like to beable to draw freehand for tactics Draw straight lines for taking bearings/backbearings Measure a bearing on the map 2.)10ft Walls, requires 2+ persons Abit hard to implement properly and not really a feature I really want, just a suggestion Allow persons to give a leg up, so first person just looks over wall with/without weapon system to check its safe then the section minus one (or two) [not including the guy giving a leg-up] all jump over the wall and secure the area last one (or two) get a leg up and lie ontop of the wall, then help the last person who was giving the leg up a lift over the wall Method of getting over 10ft walls 3.)Free-flowing movement This is a feature I saw in another game where they had something called free-flow movement? or something similar, this is an interpretation of that. This will replace the "leg-over" (V) key, you hold it down (or double-tap to toggle) and whenever the soldier comes to an obstacle he will automatically try and get over/under it, if the key is not down he will just run and stop as per usual. This will make things alot smoother and play alot better IMO, examples: solder comes to waist-high fence with free-flow key down: Running - jumps over fence walking - does the current leg-over fence solder comes to knee-high box with free-flow key down: Climbs on box solider comes to ladder with FF key: climb ladder solider comes to small with FF key: climb over wall solder comes to a low hole in a wall with FF key: automatically ducks, goes under the wall, and returns to original stance (standing?) solder comes to a very low hole in a wall with FF key: automatically goes prone, goes under the wall, and returns to original stance (standing/crouched?) I think this will make things smooth and more natural, and of course if you dont have the FF button down then he will behave exactly normal and will just run to objects and prevent you accidently trying to jump over a wall rather than use it as cover.
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