greywolf907
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Posts posted by greywolf907
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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.
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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.
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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?
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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?
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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?
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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.
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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.
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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.
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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.
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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.
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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:)
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a ship is a lot of work to model/rig/etc.
the gear and vehicles we are getting in apex are already lacking in polish as they are, any effort that can be spared will go into those first.
"yes but modders have made all that in less time" you might say.
lets not kid ourselves here, modder work is amateur quality where some things might be good but other aspects are poorly done. it okay because its free, but bis content is professional work, and it costs money because it requires a certain level of quality and consistency in every aspect. this costs a certain amount of time to do and time is not something you can simply throw money around for.
so yes absolutely it would be nice to have naval assets but stepping back we see some expectations are unreasonable.
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.
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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?
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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?
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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.
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.
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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.
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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.
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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.
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Why don't the Nato Pacific units have updated night thermal goggles? Seems like they got a raw deal on their gear.
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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.
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Anyone have an idea of how to fix that error?
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Yea everything else works like it did just the air assets.
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Hey jshock thanks for the help, It does throw up a script error I should have put that on my last post.
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Hey jshock, not sure what happened something changed since the last couple game updates I noticed that no more air assets were at the AO's anymore here is the script you put together for me see what you think is the problem I messed with it a bit can't sort it out. Thanks
/* //////////////////////////////////////////////Author: J.ShockFile: fn_patrols.sqfDescription: Creates randomly positioned and sized patrols throughout a defined radius of an AOusing a marker as the center position.Parameters:1- Center position: (array) (default: empty array)2- Radius to spawn units: (integer) (default: 300)3- Number of foot patrol groups: (integer) (default: 5)4- Number of vehicle patrol groups: (integer) (default: 3)5- Number of mechanized patrol groups: (integer) (default: 2)6- Number of armor patrol groups: (integer) (default: 2)7- Number of air patrol groups: (integer) (default: 1)8- Side: (side) (default: EAST)Return: Spawned units.Example Call line: _units = ["mrkName",200,5,3,2,2,1,EAST] call JSHK_fnc_patrols;*///////////////////////////////////////////////private ["_AOmarker","_radius","_numFootPatrols","_numVehPatrols","_center","_numArmorPatrols","_numMechPatrols","_numAirPatrols","_side","_footUnits","_vehUnits","_armorUnits","_mechUnits","_airUnits","_units"];_AOmarker = [_this, 0, [], [[]]] call BIS_fnc_param;_radius = [_this, 1, 300, [0]] call BIS_fnc_param;_numFootPatrols = [_this, 2, 30, [0]] call BIS_fnc_param;_numVehPatrols = [_this, 3, 3, [0]] call BIS_fnc_param;_numArmorPatrols = [_this, 4, 2, [0]] call BIS_fnc_param;_numMechPatrols = [_this, 5, 2, [0]] call BIS_fnc_param;_numAirPatrols = [_this, 6, 1, [0]] call BIS_fnc_param;_side = [_this, 7, EAST, [WEST]] call BIS_fnc_param;_footUnits = ["OIA_InfSentry","OIA_ReconSquad","OI_reconPatrol","OI_SniperTeam"];_vehUnits = ["O_MRAP_02_hmg_F","O_MRAP_02_gmg_F"];_armorUnits = ["O_MBT_02_cannon_F","O_APC_Tracked_02_AA_F"];_mechUnits = ["O_APC_Wheeled_02_rcws_F","O_APC_Tracked_02_cannon_F"];_airUnits = ["O_Heli_Attack_02_black_F","O_Plane_CAS_02_F"];_center = createCenter _side;_units = [];if (_numFootPatrols > 0) then{for "_i" from 1 to (_numFootPatrols) step 1 do{_configGrp = _footUnits call BIS_fnc_selectRandom;_rndPos = [[[_AOmarker, _radius], []], ["water", "out"]] call BIS_fnc_randomPos;_grp = [_rndPos, _center, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_configGrp))] call BIS_fnc_spawnGroup;[_grp, (_AOmarker), (random(50)+75)] call BIS_fnc_taskPatrol;{_units pushBack _x} forEach units _grp;sleep 0.05;};};if (_numVehPatrols > 0) then{for "_i" from 1 to (_numVehPatrols) step 1 do{_rndVeh = _vehUnits call BIS_fnc_selectRandom;_rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;_veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;[(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;{_units pushBack _x} forEach (_veh select 1);_units pushBack (_veh select 0);sleep 0.05;};};if (_numArmorPatrols > 0) then{for "_i" from 1 to (_numArmorPatrols) step 1 do{_rndVeh = _armorUnits call BIS_fnc_selectRandom;_rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;_veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;[(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;{_units pushBack _x} forEach (_veh select 1);_units pushBack (_veh select 0);sleep 0.05;};};if (_numMechPatrols > 0) then{for "_i" from 1 to (_numMechPatrols) step 1 do{_rndVeh = _mechUnits call BIS_fnc_selectRandom;_rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;_veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;[(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;{_units pushBack _x} forEach (_veh select 1);_units pushBack (_veh select 0);sleep 0.05;};};if (_numAirPatrols > 0) then{for "_i" from 1 to (_numAirPatrols) step 1 do{_rndVeh = _airUnits call BIS_fnc_selectRandom;_rndPos = [[[_AOmarker, _radius],[]],["water","out"],[],{}] call BIS_fnc_randomPos;_veh = createVehicle [_rndVeh,_rndPos,[],0,"FLY"];createVehicleCrew _veh;[(group _veh),(_AOmarker),350] call BIS_fnc_taskPatrol;{_units pushBack _x} forEach (crew _veh);_units pushBack _veh;sleep 0.05;};};_units;
Random tasks\objectives
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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?