matkob
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How to make AI continue waypoints after joining and leaving group?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is my mission.sqm (still with delet vehicle): version=12; class Mission { addOns[]= { "A3_Air_F_Heli_Light_01", "A3_Air_F_Beta_Heli_Transport_01", "a3_map_stratis", "A3_Characters_F_BLUFOR", "a3_characters_f_beta", "A3_Structures_F_Mil_Helipads", "A3_Characters_F_Civil" }; addOnsAuto[]= { "A3_Air_F_Heli_Light_01", "A3_Air_F_Beta_Heli_Transport_01", "A3_Characters_F_BLUFOR", "a3_characters_f_beta", "A3_Characters_F_Civil", "A3_Structures_F_Mil_Helipads", "a3_map_stratis" }; randomSeed=4776157; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=15; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1688.996,5.5,5565.7734}; azimut=104.576; id=0; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince1"; }; }; class Waypoints { items=10; class Item0 { position[]={1640.6409,5.5,5238.9131}; formation="FILE"; speed="LIMITED"; combat="AWARE"; expActiv="prince1 flyinheight 30; prince2 flyinheight 30; prince3 flyinheight 30; prince4 flyinheight 30;"; class Effects { }; timeoutMin=25; timeoutMid=25; timeoutMax=25; showWP="NEVER"; }; class Item1 { position[]={2029.5592,-6.338738,4789.8979}; idStatic=143940; idObject=-1834878396; speed="FULL"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={2944.0022,52.633343,4671.3633}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3905.2139,201.59073,4650.8726}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={4489.6836,200.69899,4382.2534}; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5073.5596,94.47406,3822.3486}; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={4399.0308,-25.679657,2267.0303}; idStatic=113628; idObject=-2000401444; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={4268.6147,-0.3747789,2184.9409}; class Effects { }; showWP="NEVER"; }; class Item8 { position[]={3356.126,151.33086,2348.2817}; type="TR UNLOAD"; synchronizations[]={1}; class Effects { }; showWP="NEVER"; syncId=0; }; class Item9 { position[]={2554.894,134.96033,2472.9009}; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1693.1802,5.5,5580.5278}; azimut=105.03; id=1; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince2"; }; }; }; class Item2 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1696.674,5.5,5594.7456}; azimut=108.959; id=2; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince3"; }; }; }; class Item3 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1700.4536,5.5,5608.6992}; azimut=104.485; id=3; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince4"; }; }; }; class Item4 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1665.1053,5.5,5516.0239}; azimut=104.485; id=4; side="WEST"; vehicle="B_Heli_Transport_01_F"; leader=1; skill=0.60000002; text="Chalk1"; }; }; }; class Item5 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1657.302,5.5,5486.9995}; azimut=104.485; id=5; side="WEST"; vehicle="B_Heli_Transport_01_F"; leader=1; skill=0.60000002; text="Chalk2"; }; }; }; class Item6 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1691.5087,5.5,5632.6958}; id=6; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1681.6644,5.5,5637.5288}; id=7; side="WEST"; vehicle="B_Soldier_SL_F"; player="PLAYER COMMANDER"; leader=1; rank="CAPTAIN"; skill=0.94030851; init="dragon1 = group this; {_x MoveInCargo prince1} Foreach Units Group this;"; }; class Item2 { position[]={1686.6644,5.5,5632.5288}; id=8; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1688.6644,5.5,5632.5288}; id=9; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1694.0924,5.5,5632.9448}; id=10; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1684.193,5.5,5632.394}; id=11; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; class Waypoints { items=1; class Item0 { position[]={3312.5771,151.78583,2376.52}; type="GETOUT"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; syncId=1; }; }; }; class Item7 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1714.5795,5.5,5632.7988}; id=12; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1704.7352,5.5,5637.6318}; id=13; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon2 = group this; {_x MoveInCargo prince2} Foreach Units Group this;"; }; class Item2 { position[]={1709.7352,5.5,5632.6318}; id=14; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1711.7352,5.5,5632.6318}; id=15; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1717.1632,5.5,5633.0479}; id=16; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1707.2638,5.5,5632.4971}; id=17; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; class Waypoints { items=1; class Item0 { position[]={3182.9504,158.66524,2257.2622}; type="GETOUT"; synchronizations[]={5}; class Effects { }; showWP="NEVER"; syncId=2; }; }; }; class Item8 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1689.733,5.5,5627.729}; id=18; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1679.8888,5.5,5632.562}; id=19; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon3 = group this; {_x MoveInCargo prince3} Foreach Units Group this;"; }; class Item2 { position[]={1684.8888,5.5,5627.562}; id=20; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1686.8888,5.5,5627.562}; id=21; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1692.3168,5.5,5627.978}; id=22; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1682.4174,5.5,5627.4272}; id=23; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; class Waypoints { items=1; class Item0 { position[]={3115.4856,172.42462,2158.4761}; type="GETOUT"; synchronizations[]={6}; class Effects { }; showWP="NEVER"; syncId=3; }; }; }; class Item9 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1706.9978,5.5,5626.5874}; id=24; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1697.1536,5.5,5631.4204}; id=25; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon4 = group this; {_x MoveInCargo prince4} Foreach Units Group this;"; }; class Item2 { position[]={1702.1536,5.5,5626.4204}; id=26; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1704.1536,5.5,5626.4204}; id=27; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1709.5815,5.5,5626.8364}; id=28; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1699.6821,5.5,5626.2856}; id=29; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; class Waypoints { items=1; class Item0 { position[]={2990.3376,165.45531,1949.3745}; type="GETOUT"; synchronizations[]={7}; class Effects { }; showWP="NEVER"; syncId=4; }; }; }; class Item10 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={3141.2043,165.36353,2207.0522}; id=30; side="CIV"; vehicle="C_man_1"; player="PLAY CDG"; leader=1; skill=0.97842538; }; }; }; class Item11 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3074.7715,167.73349,2150.6392}; id=31; side="WEST"; vehicle="B_Soldier_F"; player="PLAY CDG"; leader=1; skill=0.97842538; }; }; }; class Item12 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3255.167,151.60521,2225.6729}; special="FLY"; id=32; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; init="h2 = group this; deleteVehicle this;"; }; }; class Waypoints { items=2; class Item0 { position[]={3209.3054,159.27365,2239.4087}; type="TR UNLOAD"; synchronizations[]={2}; class Effects { }; showWP="NEVER"; syncId=5; }; class Item1 { position[]={2444.8684,92.772163,2333.9473}; class Effects { }; showWP="NEVER"; }; }; }; class Item13 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3203.532,136.15363,2148.396}; special="FLY"; id=33; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; init="h3 = group this; deleteVehicle this;"; }; }; class Waypoints { items=2; class Item0 { position[]={3148.5376,162.84755,2139.6514}; type="TR UNLOAD"; synchronizations[]={3}; class Effects { }; showWP="NEVER"; syncId=6; }; class Item1 { position[]={2382.8616,55.865055,2179.1191}; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3089.373,141.9785,1950.6357}; special="FLY"; id=34; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; init="h4 = group this; deleteVehicle this;"; }; }; class Waypoints { items=2; class Item0 { position[]={3043.5115,162.98283,1942.9448}; type="TR UNLOAD"; synchronizations[]={4}; class Effects { }; showWP="NEVER"; syncId=7; }; class Item1 { position[]={2221.4294,15.606802,1991.2231}; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=4; class Item0 { position[]={3015.626,165.54044,1937}; id=35; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; skill=0.97842538; }; class Item1 { position[]={3126.2217,172.17834,2144.1729}; id=36; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; skill=0.96413124; }; class Item2 { position[]={3181.364,158.78419,2248.2275}; id=37; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; skill=0.96889579; }; class Item3 { position[]={3327.937,151.2627,2358.8877}; id=38; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; skill=0.96413124; }; }; class Sensors { items=2; class Item0 { position[]={4264.0112,0.11343507,2185.5181}; a=150; b=150; activationBy="LEADER"; interruptable=1; age="UNKNOWN"; idVehicle=0; expActiv="[prince2, prince3, prince4] join grpNull; group prince2 copyWaypoints h2; group prince3 copyWaypoints h3; group prince4 copyWaypoints h4;"; class Effects { }; }; class Item1 { position[]={1706.5939,5.5,5579.9346}; activationBy="VEHICLE"; interruptable=1; age="UNKNOWN"; idVehicle=0; expActiv="[prince2, prince3, prince4] join prince1;"; class Effects { }; }; }; }; class Intro { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=1105288; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=10712669; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=6370717; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; -
How to make AI continue waypoints after joining and leaving group?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not working for me :( This is what I have in trigger grouped with prince1 helicopter (group leader): And this is what I put in those hidden helos: for each h2 to h4 respectively Crashsites appear with fires there and the result is the same as it used to be. Tried it without setdamage but still not working. -
How to make AI continue waypoints after joining and leaving group?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anybody? -
How to make AI continue waypoints after joining and leaving group?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Small progress: they go to the position of the deleted units but they do not follow the waypoints (do not unload troops and fly away)... -
How to make helicopters join and then leave a group in editor?
matkob posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am creating a mission where 4 helicopters fly to insert 4 groups of soldiers. I made the helicopters after take off create a group via join/join and lead waypoint but I cannot figure out, how to disband the group when they arrive to the release point. Any ideas how to do that in the editor? Thanks in advance -
How to make helicopters join and then leave a group in editor?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I managed prince 2 - 4 leave the group via trigger grouped with prince 1 near the release point witn on act.: [prince1, prince2, prince3, prince4] join grpNull. But they do not follow rest of their waypoints just stay in place at the release point. Domove does not work. -
How to make helicopters join and then leave a group in editor?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only thing I want that before those helos go into their respective landing zones, they leave the group (only those 4 helos) with passengers on board, then they land, unload their passengers and fly away. If you can, I would appreciate your help guys. ---------- Post added at 20:46 ---------- Previous post was at 19:24 ---------- This did not work for me -
How to make helicopters join and then leave a group in editor?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is my mission SQM. This command completely disbands all groups including passengers: -
How to make helicopters join and then leave a group in editor?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had it like this but did not work: [prince1] join grpNull; [prince2] join grpNull; [prince3] join grpNull; [prince4] join grpNull; where prince1 was a leader. Then I created new waypoints for prince 1 - 4 but they all stay at the release point. I tried that with synchronization and without. Then I tried to put those in the init field of their respective waypoints, without any successs. -
How to make helicopters join and then leave a group in editor?
matkob replied to matkob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried that in several ways but no joy. Where do i put it? -
Thanks, this one is working like a charm ---------- Post added at 21:28 ---------- Previous post was at 21:27 ---------- Yes, but I am not sure whether you can set some load order...
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Wanted to avoid this solution because many of them I update via six-updater but probably this is the only thing I can do. Thanks
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I have already tried that and that is not working for me neither. I have tried Arma II launcher, batch file, Steam and Head's Arma 3 launcher. My parameters would look like this:
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Arma 3 helicopters and setvelocity/attachTo
matkob replied to Kempco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any way how can you change the waypoint completion radius? -
ArmA 3 Editor Tutorials - Building Simple Missions
matkob replied to Drumheller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For briefings I sorted out exactly how to get the order: Situation, mission, execution, support, signal. You have to group them (not sync) in this order. So, press groups and then - support to signal, execution to signal, mission to signal and the last one is situation to signal. Tried it couple times, it is working. -
Will High Command make a come back in Alpha?
matkob replied to mr_centipede's topic in ARMA 3 - BETA DISCUSSION
Hi, is it only me who does not have High Command module in the editor or it has not been implemented yet in Alpha? There is a High command part in the manual so I suppose it should be there. -
In the init field: this primaryweaponitem "muzzle_snds_B"; for a suppressor. Also you can add more magazines that way with addmagazine command.
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Realistic Human and AI Commanding - Discuss
matkob replied to antoineflemming's topic in ARMA 3 - BETA DISCUSSION
This should be done via implementing proper high command module (I hope there is going to be one - better than in Arma 2 which only allowed you to have like 2 levels of command). Definitely there should be some chain of command but still I want to be able to task organize my forces, so let's say I have a platoon of 3 squads but sometimes I want to command 2 squads and 1 squad (-) and keep one fire team as a reserve or for some special tasks. -
Will High Command make a come back in Alpha?
matkob replied to mr_centipede's topic in ARMA 3 - BETA DISCUSSION
For now how I sorted this out was importing Arma 2. The feature is buggy because it lacks the icon in the editor and it tends to resubodrinate all the blue units even without assigning them to high command module but for now it is enough :P. -
Beautiful. Here are some links of 5 Special Forces Regiment from Afghanistan. Hope weapons like HK 416, 417, UMP, GLock 17 can be added soon. http://www.shadowspear.com/vb/threads/5th-special-forces-regiment-slovakia.17279/ http://www.dvidshub.net/image/873352/working-together#.UU8Pplev-Vg http://www.5psu.mil.sk/31969/?pg=1 http://www.5psu.mil.sk/31946/?pg=1
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Hello, I tried the script, everything working fine so far, except that the AI deploys round parachute instead of the square one. I disabled all mods except CBA and ACE (also playing with "Require ACE function"), no change. Any help with this? EDIT: I disabled ACE, now the AI is using square canopies. So how is it possible to play with ACE or what needs to be edited so the AI uses the proper parachute? Thanks in advance