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1301 ExcellentAbout Rydygier
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Fire For Effect: The God of War - smart & simple AI artillery
Rydygier replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No idea, cDLC assets can have some extra functionalities scripted in... FFE for sure doesn't make any arty to move anywhere, but if target is revealed by some FO, this may trigger some attack/engage behavior perhaps? -
Fire For Effect: The God of War - smart & simple AI artillery
Rydygier replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, that's an old code indeed. Simple thing, it seems. RydFFE_FO should include group names, not unit classes, quoting manual: As for the classes: So it works in a bit odd way, as you see... -
Making helicopter shoot at area from stationary hovering position
Rydygier replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, as the title suggest (stationary hovering position), it's for helicopters. Plane CAS would be quite different story.- 19 replies
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Making helicopter shoot at area from stationary hovering position
Rydygier replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup, sure, perfectly OK. Implement it, if you find it useful. 🙂- 19 replies
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helicopter transport Hermes Airlift Services Script
Rydygier replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
IIRC there's nothing in Hermes, that could trigger such behavior. In HAS everything is triggered on player's demand. I guess, there's many other possibilities outside HAS. To be sure, what's the cause, normal course of action is to disable part of used mods/scripts whatever and test with the rest etc. until you determine the culprit. To confirm or exclude HAS specifically, try and compare without HAS. And then also with HAS only, no other mods whatsoever - "vanilla repro". -
Fire For Effect: The God of War - smart & simple AI artillery
Rydygier replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello and welcome on BI Forums. 🙂 AFAIK/IIRC NoControl should be the way. Arty groups put there are simply not touched by FFE scripts. That means, those arty groups are operating in pure vanilla manner. If other mod fails to use them - likely the reason is not connected with FFE. Are you certain, the other mod works OK with same arty groups, if you don't use FFE? If not - try. Also be sure, you apply NoControl properly. Should include group names/groups and should be defined at scenario init. Yet another possibility may be some issue with artillery itself, especially if it is some custom arty from mods, in that case, test same scenario with mod arty replaced by vanilla arty. That much I can tell. -
This. It simply can happen. There's no balancing mechanism ensuring, your forces are a match to your opponent. Numerically forces should be roughly adequate, but that's it. Think about it in this way: not every war story is about a fair fight and not all has a happy end so don't feel bad about loosing a battle, just immerse into another war story. A part of being a cog in war machine is, sometimes you'll be ground to ashes between bigger cogs.
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No problem. 🙂 Of course, this can be applied to any map, simple changing folder's map name should do it, I believe.
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Here's a small mission, where you have scripts to find both, holy sites and potential checkpoints positions. Each under mouse action for the convenience. Coords land into RPT and into the clipboard. https://drive.google.com/file/d/1vIqp297YM3U6qpVB6GaTftjyRjsTA4qp/view?usp=sharing In case of holy site search, you can try to find also other types of map objects by editing this line: _aID = player addAction ["<t color='#d0a900'>Find all map objects</t>", RYD_AllChurches,["CHURCH","CHAPEL"]]; With desired types as defined here: https://community.bistudio.com/wiki/nearestTerrainObjects Note, if the list of coords is very long, it may not be copied entirely into the clipboard - not sure... Also note, it searches per map markings type, not actual object class. User can disable this line: private _list = nearestTerrainObjects [_mapC,_categories,(_rds * 1.42)]; and instead enable this one: //_list = _mapC nearObjects ["Church",(_rds * 1.42)]; and use object (parent) class, he want to find.
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This one?
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Well, I can only tell, same "lib" class limitation is applied to weaponry, you can loot or buy.
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Ah, indeed this is special WW2 edition, and if normal Pilgrimage way would be used (taking all the stuff from the config), also vanilla modern assets would appear. So there are some blacklists and filters on place. I didn't read this code for years though, and it is not obvious which assets would be rejected. The one general rule, I see, is that the asset class must contain ["lib"] and must not contain ["DAK","dak","_w"], which, IIRC, means it is limited to IFA3 except desert and winter variants, at least that was the intent. There may be more to it, also IFA3 could change since then, but I've no time now to analyse that code. Maybe just play and see... 🙂
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It's Pilgrimage. Meaning, any non-static playable land vehicle from used mod(s) should have a chance to be present.
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In the map view in the scenario you have special diary entries making an internal guide. Yes, those should work same way, as in vanilla version. Paradrop ones replace helicopter response.
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Mortars should work same way as in vanilla IIRC. Since there was no helis yet back then, I devised an alternative. Quoting internal guide, perhaps worth reading for learning about other differences: