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dragonflyfan

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Everything posted by dragonflyfan

  1. Hi all, I'm hoping for a little help getting an AI to move into a specific helicopter position on activation of a trigger. I can do this quite easily in the Editor using waypoints and triggers, however the AI get into any available placement in the vehicle which is not quite what I want. I found this script (this MoveInCargo [helo2, 1];) and placed it into the init field of the AI and it works great, the AI get into the exact seat that I want. However this happens when the game first starts and the AI is already waiting for me when I arrive at the vehicle. What I am wanting is for that script to activate on a trigger, which is what I have done in the Editor however it does not seem to be working. See screenshot #1 below. I changed the script to ([gunner2] MoveInCargo [helo2, 1] ) however that gives me an error, see screenshot #2 Any chance someone can tell me what I am doing wrong please? Thanks, JAs
  2. dragonflyfan

    AI Move to vehicle position on trigger

    Thanks for that mate 🙂
  3. Hi all, I have an AI controlled fixed wing that I have fly around the map simple as some added background movement, the idea is that they are spotting for enemies. Anyway I thought it might actually be handy if whatever enemies they actually spotted were reported to the map, is this possible and if so can you please tell me how? Thanks, JAs
  4. Good morning all, I hope everyone had a super weekend. Im hoping someone can you give me some advice on creating AI spawn groups please? In my support based mission I reference a 'cfgGroups' file in order to control the AI spawns, see part of it below. What I am wanting to do is spawn 2x 'vehicles' in the group rather than just one. You'll be able to see where I have tried to spawn both a UN truck and a UN armed jeep however only the UN truck spawns. Is there a way to great 2x sub-groups within the main group for spawning AI? Cheers, Jas class Mechanized { name = $str_a3_cfggroups_west_blu_f_mechanized0; class LB_Support_BMechL { name = $str_a3_cfggroups_west_blu_f_mechanized_bus_mechinfsquad0; side = 1; faction = BLU_F; class Unit0 {side = 1; vehicle = sab_UN_Truck_O; rank = "SERGEANT";}; class Unit1 {side = 1; vehicle = sab_UN_Crew; rank = "SERGEANT";}; class Unit2 {side = 1; vehicle = rhsusf_usmc_marpat_wd_teamleader; rank = "PRIVATE";}; class Unit3 {side = 1; vehicle = sab_UN_Offroad_gun; rank = "CORPORAL";}; class Unit4 {side = 1; vehicle = rhsusf_usmc_marpat_wd_autorifleman_m249; rank = "PRIVATE";}; class Unit5 {side = 1; vehicle = rhsusf_usmc_marpat_wd_autorifleman_m249; rank = "PRIVATE";}; class Unit6 {side = 1; vehicle = rhsusf_usmc_marpat_wd_riflemanat; rank = "PRIVATE";}; class Unit7 {side = 1; vehicle = rhsusf_navy_marpat_wd_medic; rank = "PRIVATE";}; class Unit8 {side = 1; vehicle = rhsusf_usmc_marpat_wd_rifleman; rank = "PRIVATE";}; };
  5. Wonderful, thanks fir your help gents, I really appreciate it. 👍
  6. Sorry mate, I'm not a coder (just someone who has a crack) .... would you mind giving me more information on what you mean by this please?
  7. Larrow, OMG mate you're the best, you've seriously made my weekend. Thanks for all your help. 🙂 🙂 🙂
  8. Hi All, I am modifying a version of KP Support to play with my Father. In this 'support' style mission BluFor and OpFor are versus each other to control sectors. What I am hoping to add to the mission is to have a secondary BluFor squad / faction provide reinforcements at the sectors once they are captured by BluFor. The story I am wanting to tell is that SF are airlifted into the sectors to liberate and capture them, once they are captured by BluFor then a UN force reinforces the captured sector by sending an APC and trucks with food and medical supplies. I'm hoping someone might be able to advise / instruct me on how I can achieve this within the editor. Is this is a case of adding a script to the AI spawn units or triggers and waypoints. Any advice would be much appreciated. Thanks in advance. Jas
  9. Thanks again Larrow. I've uploaded an amended version if you don't mind checking it out please. https://we.tl/t-uhpY2FvKRZ In this version I have included the modules that I have in my mission, they seem to be óver riding' your script when it comes to forcing the AI to move to a sector waypoint once it has been captured. Is there a different way I can command them to move to waypoint that will take precedent? Cheers,
  10. WOW .... this is terrific and complicated, thanks for all your help mate. I've got it working in VR editor, I'll take some time to understand it and copy it across to my mission on Tanoa, thanks again for all your help, there's no way I could have done this myself. 🙂
  11. dragonflyfan

    Old pilot - new to ARMA 3

    Guys, I’m having a crack at modding the KP Support mission and I’ve got a couple of questions about the AI Pawn modules. Im wanting the AI soldiers to choose to ride in motorised/mechanised/armour ... is that something I can force in the attributes?
  12. Hi Team, I used to play a lot of ARMA 2 before kids came along, now they are nearly teenagers I’m reconnecting. 😜 My most favourite in ARMA 2 were coop helo gunship or transport missions. Can anyone steer me in right direction for best similar missions in ARMA 3 please? I like to play with my Father and get him back in as well. Cheers
  13. dragonflyfan

    Old pilot - new to ARMA 3

    That KP Support is the best mission I’ve played in years .... thanks guys. 😜👍
  14. dragonflyfan

    Old pilot - new to ARMA 3

    Thanks for all your help gents ... I’ll check it all out this week while I’m on leave. 👍
  15. dragonflyfan

    Old pilot - new to ARMA 3

    Thanks .... am I allowed to open these missions in editor at all? If so can you point me in direction of tutorial please? Cheers
  16. dragonflyfan

    Old pilot - new to ARMA 3

    Just checking in for more guidance please. Is there a ‘quick play’ feature for helo missions?
  17. dragonflyfan

    Old pilot - new to ARMA 3

    Crikey that is an amazing list and looks like it will give me plenty to get start (again) on. One thing I do remember is that the ARMA community are very responsive and generous. Thanks so much. 👍
  18. Dslyecxi (and ShackTac), I absolutely adore your LB enhancement, I can't imagine getting the same enjoyment from ARMA2 now without it! However I would love to see it available without the need for the ACE addon. Is this something in the pipeline? Please let us know. :)
  19. guys, I've found this thread very helpful with my mission. I was wondering if I could add to it. Is it possible to have enemy AI wanting to get the suitcase, pick it up and then take it to a position?
  20. dragonflyfan

    COOP 20 Takistan Force (OA)

    Thanks very much for that Bon. I tweaked the code slightly and the pilot2 now spawns right next to the pilot. What I'd really like to happen is for pilot2 to join pilot one and guard him. When I arrive to rescue and use action menu to rescue the pilot, pilot2 joins my squad too. I tried adding the last line of code but that holts the script and does not work. Can you suggest how I get pilot2 to join pilot please? // SPAWN FRIENDLY BODYGUARD NEXT TO PILOT _grp2 = createGroup tfor_friendly_side; _pilot2 = _grp2 createUnit [tfor_rescuepilot_pilottype, position _pilot, [], 0, "FORM"]; {_x joinsilent group _pilot} foreach units _pilot2;
  21. dragonflyfan

    COOP 20 Takistan Force (OA)

    Bon, I'm at a loss. Can you please help? I'm trying to get one more unit to spawn next to the pilot and then join his squad so that when I rescue the pilot I rescue them both. I've been at it all night and this is what I have. The guard spawns at the centre of the map but does not join the pilot. Can you please advise? // SPAWN FRIENDLY BODYGUARD NEXT TO PILOT _guardloc = [position _pilot,2]; _grp2 = createGroup tfor_friendly_side; _guard = _grp2 createUnit [tfor_rescuepilot_guardtype, _pos, [], 0, "FORM"]; _guard setPos (_guardloc); _guard allowFleeing 0; //_guard setRank "CAPTAIN"; //_guard setCaptive true; //{_x joinsilent group _pilot} foreach units _guard;
  22. dragonflyfan

    Arma 3 & TOH

    Wonderful news, thanks heaps. Fingers crossed we see more. :)
  23. Guys, Will TOH helicopters be available in ARMA3?
  24. dragonflyfan

    Arma 3 & TOH

    Will the actual helicopters from TOH be available in ARMA3? There is the Ion Tactical LB, surely BIS have plans to link it in?
  25. Guys, I'm very new to scripting but enjoying working on it. I'm having troubles creating my own scripts from scratch but can figure out and modify others with some success. :) I'm hoping someone can help me understand and add extra code to the below mission script. It's part of a mission script from Bon's 'TFOR' addon. I'd like to make it so that the pilot is slightly injured and before the player gets the 'rescue' action menu he first has to heal the pilot. What do I need to do to get that to work please? _grp1 = createGroup tfor_friendly_side; _pilot = _grp1 createUnit [tfor_rescuepilot_pilottype, _pos, [], 0, "FORM"]; _pilot setRank "CAPTAIN"; _pilot setCaptive true; _pilot allowFleeing 0; _pilot setVehicleInit " this addAction ['Rescue','scripts\capture.sqf']; "; processInitCommands;
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