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greywolf907

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Everything posted by greywolf907

  1. So I have searched all over till my head hurts for a simple example of how to make this happen. I am making a co op missions where I have 10 objectives spread out on the map of Altis basically clear the towns as in Domination or Invade and Annex. What I need help with is setting it up so that the objective location and the task is produced randomly with a different town each time the map restarts and to where the tasks only shows the one assigned. Being able to make this Jip compatible as well I am using DAC to generate the AO's so then that creates another issue with how to make the DAC zone fire randomly with the random task. Would also like to know how to make a secondary objective within each zone. Any help would be greatly appreciated thanks.
  2. greywolf907

    Advanced Operation

    Advanced Operations by Zero Description: This is a project I started for my Unit TIER 1 Delta because I have grown tired of the same old missions out there for coop multiplayer. So I give you Advanced Operations A clear and secure type mission with secondary objectives. Zeus for Admin logged also radio trigger to change time of day. Features: VAS Virtual Arsenal Zeus BTC Revive ATM Airdrop TAW Viewdistance Group manager option Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Changelog: v1.1 Added MHQ Added Squad Sytem Added Repair Specialist units Added 5 more AO's Added 1 more secondary objective type Made infantry patrol numbers larger Added base safe zone Added repair rearm stations on island airfields Added second Fob. Added Artillery support Added mobile VAS Container Added briefing pics Credits & thanks: A big thanks to JShock for all his scripting help and also to all the other people who make great addons\mods\scripts that make it possible for people to create their ideas for Arma. Download link on Armaholic\ http://www.armaholic.com/page.php?id=28149 Any feedback, errors or problems with mission, Ideas you may want to see on future releases, Etc... more than welcome thanks.
  3. greywolf907

    Random tasks\objectives

    Hey Shock simple question I'm sure you can answer faster than me trying to figure it out. How can I make the AO's have a colored circle marker around them when they spawn so they are easy to see and of course delete with the AO when completed? Also the secondary objective auto assigns instead of the primary objective is there a better way to set that part up so that the primary always is assigned as main target and secondary is still marked within the AO's area?
  4. I need some help with how to make this work trying to have a Ghosthawk enter the trigger area and it will fire the trigger but need it to do it with the vehicle classname?
  5. That works , sorry I thought that if I selected a blufor or anyone as present it would fire if any unit entered the trigger area but tested and it only fires when the ghosthawk is present thanks.
  6. Yea no joy am I missing something here? I added that into the condition for trigger setup a hint to show it's working but it wont fire. Tried AI flying it through the area, spawning in a supply drop, and flying it in myself.
  7. I modified my mission to play on Tanoa it uses BIS_fnc_spawnGroup to populate random AO's on the island but I am having issues with enemy units spawning into rocks and empty structures then they get trapped inside of them. How can you keep units from spawning into empty objects?
  8. greywolf907

    BIS_fnc_spawnGroup

    Thanks that seemed to have fixed the problem I guess I had that line for the vehicle groups and not the foot patrols. Any idea how to make the vehicles use better pathfinding through towns so they don't run into things and get stuck or damaged?
  9. greywolf907

    Tanoa discussion (Dev-Branch)

    Well it's unrealistic in real life if your moving through a enemy controlled town you will have to worry about every structure and window for CQB just like in Altis thats what makes it fun and exciting. Now we have these fake box buildings again that you can't enter it is a step back and not forward. Everyone has their own idea of how they like to play arma for me it's about getting as close to the real deal as possible and playing in a realistic MilSim environment and fake box buildings that you can't enter is not realistic.
  10. greywolf907

    Random tasks\objectives

    Hey thanks for response I was still getting an error but sorted it out with adding a line into my init.sqf air assets are back up and running Thanks.
  11. greywolf907

    Tanoa discussion (Dev-Branch)

    Well that was a major bound forward with Arma 3 enterable structures now we are back stepping to the days of Arma 2 hate to see that. I for one like having the realistic option to enter a structure for cover or a firing position and also with certain AI mods have the enemy enter the building and come in after you. These towns are not that big like a few on Altis to cause any major performance hit.
  12. greywolf907

    Apex Gear Feedback

    Can we please have an attachable IR strobe for infantry without having to use a mod! This is a simple item that has been needed for a long time for night ops.
  13. greywolf907

    Tanoa discussion (Dev-Branch)

    Yeah for sure don't see why most of the buildings are not enterable hopefully it's just being worked on for release date I was disappointed when I explored the larger towns.
  14. greywolf907

    Apex Gear Feedback

    Good catch on the CTRG patch Bis must be leaning towards something along those lines in the new campaign story line I would think. I still would like to see a US specific TIER 1 unit within Apex full release:)
  15. greywolf907

    Apex Vehicles Feedback

    BIS will fine tune everything with Apex in time it's a new release. And no I wouldn't just throw out that the modding community have made mods like the Nimitz Etc as a comparison to official units released by BIS. But that's what I'm saying I have been playing the Arma series since Operation Flashpoint came in the huge PC box they have made exceptional progress and in the near future it would be awesome to see a working official BIS made Navy added into Arma it only makes sense to progress the leaps made with the water now being fully utilized.
  16. greywolf907

    Apex Gear Feedback

    Yes TIER 1 are the top echelon multinational Units but the question still remains where is the US TIER 1 Unit for Arma 3 as the CSAT now have Viper and The UK have CTRG?
  17. greywolf907

    Apex Gear Feedback

    CTRG is a UKSF Unit I am talking about the US Special Forces where is their elite TIER 1 Operators like the other factions have?
  18. greywolf907

    Apex Vehicles Feedback

    On a side note with all this water why don't we have any Navy assets? Even one decent size ship to at least land a chopper on and dock a SDV or 2 as well.
  19. greywolf907

    Tanoa discussion (Dev-Branch)

    Not sure if anyone has brought this up but with all the bridges on Tanoa it would be nice if they can be destructible so that we can make some missions around an ambush of a convoy or a destruction of a bridge as a mission objective with proper placement of explosives or even a missile from a launcher or aircraft.
  20. greywolf907

    Apex Gear Feedback

    Ok granted but the Special forces don't get the top of the line gear I can see the regular soldiers getting mid level gear but not the Spec ops.
  21. greywolf907

    Apex Weapon Feedback

    Great job on Tanoa and Apex all together love it so far. But can we please have some realistic long range scopes with NV & Thermal rail attachments I would even be happy with built in features integrated into the scopes as this is in the future, but would be nice to see separate attachment models for the different NV & Thermal accessories to use along side of different scopes that are removable when not needed.
  22. greywolf907

    Apex Gear Feedback

    Why don't the Nato Pacific units have updated night thermal goggles? Seems like they got a raw deal on their gear.
  23. greywolf907

    Apex Vehicles Feedback

    Aside from the UAV collision lights needing to have an option to turn them off for realistic UAV recon I would love to see more elevation options on the UAV waypoint settings. As the 500 meter height is a bit to low and the AI spot the UAV and fire on it then it jumps to 2000 meters which if you have your view distance not set super high you cant see anything. Would be great if we can have option to set flying height in 50 meter increments.
  24. greywolf907

    Random tasks\objectives

    Anyone have an idea of how to fix that error?
  25. greywolf907

    Random tasks\objectives

    Yea everything else works like it did just the air assets.
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