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Everything posted by I34dKarma
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Summery: This script allows you to easily configure and place roadblocks into your mission. The roadblock consists of two small bunkers with a bargate that is animated if you are on the same side as the units manning the gate. Bargate will not animate if units manning the roadblock are KIA. Simply Put down a map marker in the editor, set the config options in your init.sqf file and that is all that is needed. Video Example sttosin made a few videos testing out the script if you would like to take a look Current Version 1.1 Download Script 1.2 Download Link Known Bugs -Using the Insta Base Site with auto direction may cause errors. - Using Insta Base on hilly terrain is not recommended. ChangeLog Version 1.2 - Fixed Hovering Bunkers - Minor Script Improvements - Fixed Manned Machine Guns To Face More Natural Direction. - Updated Demo Mission. Version 1.1 - Added Autoplacement Direction that grabs the road direction Usage And Install Directions: 1. Extract the karma_roadblock folder and then copy the karma_roadblock folder into your mission folder i.e \MyDocuments\Arma 3-Other Profiles\YourProfileName\missions\YourMissionName. 2. Add the following lines of code to your mission init.sqf file. The location of these two lines is not to critical so you can try it at the end of your init.sqf or the beginning and see what works best for you. karma_roadblock_list = [["roadblock_1",0,"NATO",1,0,1,0,10],["roadblock_2",0,"AAF",1,1,1,0,10]]; #include "karma_roadblock\karma_roadblock_start.sqf" Example Breakdown This is a description of the karma_roadblock_list array example karma_roadblock_list = [["your_marker_name_here",direction the roadblock would face (0-360),"side of units you want manning the gate",bargate destruction option (1 or 0),site type option (0,1,2,3),auto road direction (0,1),auto direction flip (0,1),roadscan distance (10)]]; The karma_roadblock_list array I used as an example will produce the following: Site 1 - Basic roadblock site with 3 NATO units and a bargate that is indestrutable Site 2 - Same basic site but is armed with static HMGs manned by AAF units and a bargate that can fall over. Site 3 - Large Sandbag Bunkers Site 4 - Spawns base around roadblock (Instabase). 3. Place markers on the map in the editor. Following the example code above you would place to markers on your map called roadblock_1 and roadblock_2. The names can be anything you would like to use as long as you edit the karma_roadblock_list array to reflect the maker names you would like to use. Any kind of marker listed in the editor will work I use the invisible marker type so it will not show up on the map while in game. You can also add additional roadblock as long as you follow the format shown in the example karma_roadblock_list that was shown above. 4. Set the direction in degrees you want the roadblocks to face in the array. The example listed uses 180 degrees and 90 degrees. This might require a little tweaking in the editor to get the roadblock placed how you like it. Hint on the smaller sites the marker on the map seems to correspond with one of the legs of the bargate. 5. Set the desired side in the array. Accepted values are "NATO", "CSAT", "FIA", "AAF", "CUSTOM". "CUSTOM" is designed to get the script to work with custom units made by the Arma Community. This option will require some additional configuration in the karma_roadblock_list array. Below for an example. 6. Set Option for bargate destruction. Use 1 for an indestructible bargate that will damage vehicles. Use 0 for a bar gate that will just fall over when hit. Handy If you want to crash through roadblocks. 7. Set Site Type. Currently I made 3 different sites (List will get bigger in time) Use 0 for simple site with 3 units (Same As Version .01) Use 1 gives a site that appears the same as 0 but with 2 Static HMGs in bunkers. Use 2 to give you a basic site with Large Sandbag Bunkers instead of small ones (Handy in large open areas) Use 3 to creates a base around a site identical to site number 1, or "Instabase" as I call it. 8. Set Auto Road Direction Mode. Use 1 to enable auto direction mode. This will get the direction of the road the roadblock is placed on. Use 0 for standard placement method. 9. Set Auto Road Direction Flip Use 1 to rotate the direction of the roadblock 180 degrees when auto direction mode is on. Use 0 for standard placement or to keep the default direction of the road direction. 10. Set Road Scan Distance Use any number to find road segments within the given distance. (5 to 10 seems to work well) 11. Preview and enjoy. Note: Side of the AAF will change depending on the side selected in the Mission Editor Intel Area for Independents. Custom Unit Usage. To use with Mod units you will need the class names of the mod units you would like to use. Then add them to the the karma_roadblock_list. The side of the custom units will also be required. karma_roadblock_list = [["roadblock_1",0,"CUSTOM",1,0,1,0,10,WEST,["B_Soldier_F", "B_soldier_AR_F", "B_soldier_LAT_F", "B_Soldier_GL_F"]], ["roadblock_2",0,"CUSTOM",1,1,1,0,10,WEST,["B_Soldier_F", "B_soldier_AR_F", "B_soldier_LAT_F", "B_Soldier_GL_F"]], ["roadblock_3",0,"CUSTOM",1,2,1,0,10,WEST,["B_Soldier_F", "B_soldier_AR_F", "B_soldier_LAT_F", "B_Soldier_GL_F"]], ["roadblock_4",0,"CUSTOM",1,3,1,0,10,WEST,["B_Soldier_F", "B_soldier_AR_F", "B_soldier_LAT_F", "B_Soldier_GL_F"]]]; Add the side of the units after the site type value. Then add an array of the class names that you would like to use. This list can contain as many different units classes you want to use and the three units will be selected at random in the script. Optional Script Parameters -Debug Mode I added this to aid with install and a quick way to check if the script was installed correctly. Add this line of code in your init.sqf file somewhere above the karma_roadblock_list karma_roadblock_debug = 1; If this variable is set to 1 you will get a hint telling you the script is running. The hint will also tell you how many sites should be spawned.There is also a side chat that will trigger for each time the site is spawned. Set karma_roadblock_debug to 0 if you want to leave the variable but disable Debug Mode. - Gate Timing And Control Options Add these two lines to your init to customize the gate checking timing and distance. karma_roadblock_distance = 15; karma_roadblock_check_sleep = 2; Distance is the distance to check for new units in area of bargates. Similar to area of a trigger. Check sleep will allow you to time how fast the gate will check for new units. The higer the value the longer you will have to wait at a bargate, as well as increase the time it will remain open. Lower sleep values may affect script performance. Future Plans For Script -Different Site Layouts For The Roadblock I.E. Different Bunkers And Other Objects -Different Ways To Get Gate Open If Troops Manning It Are Alive I.E. Present Credentials,Bribe,Talk If you have any bugs or feature requests feel free to let me know. Credits Thanks to the entire Arma Community and BI Forums for any help that you provided sickboy - Giving a great example of dynamically naming objects and for SixConfigBrowser. Kylania - His website with all the great script examples. Great guide when I started scripting. subminuentisch - For his help with development and PBOing of the Mod version of the script. ARJay - For his function for finding direction of road segments. License Agreement - You may not reverse-engineer this addon unless its for the express use of improving your scripting knowledge. - You may NOT distribute altered versions of this addon without my written permission. - You may NOT use this addon or any derivatives thereof in any way for monetary gain. Exception granted for Youtube videos (Note See BI's license agreement on monitized video distribution of their game content) - You may NOT use this addon or derivatives thereof as part of any submission to any contest or any kind (especially not for the "Make Arma Not War" contest by BIS) without my consent and per agreement on compensation coming from any prize. - I am not liable in any way for damage to any computer system, component, or software by using this addon. Complete ChangeLog Version 1.1 - Add Auto Direction Option for the roadblock to automaticly get the direction of the road the roadblock was placed on. Version 1.0 - Add option for custom (mod) units - Add Timing and Distance as customizable values - Minor script improvements. Version 0.5 Alpha -Added debug mode to easily test proper installation of script -Changed file name of the init.sqf file in the karma_roadblock folder to prevent confusion of 2 init.sqf files -Changed bunker spacing to make it look more realistic on two lane roads. -Now Three different types of sites that can be spawned. -Set bargate damage mode added as an option for each site. (Indestructible Or Destructible Bar Gates) -Tested in multiplayer game. -Some Basic Code Improvement.
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Summery: This module contains several scripts that I have written that written and made into module form. The goal is to take some simple editing tasks and make them easier to acomplish. Modules include Roadblocks, Building Patrol, Carbombs/ Civilan Traffic, and City Garrisons. -Roadblock Module This will spawn a roadblock site at the module location. The site can be configured for side direction as well as unit types (Both standard units and mod units can be used). I have a script version as well that can be found at the link below. Several different types of sites can be selected from a simple site to a base being built around the roadblock. http://forums.bistudio.com/showthread.php?166538-I34dKarma-s-Roadblock-Site-Script& -Building Patrol Module This module will allow the user to quickly set units to patrol a building in the editor. The placed units will patrol the building in random positions and have a random delay at each postion. - Carbomb Module This module creates carbombs that will drive around the map. When they find a target they come to a stop and accelearate in your direction. When they reach a random distance they will detonate thier explosives. If the car bomber is killed there is also a chance for a dead man switch that will explode. The civilian cars can also be used to make it harder to spot and more interesting. - City Garrison Module This module fills a city with units. If civilian units are used they will patrol the streets and enter random buildings. Military units will spawn in a building and patrol the building they are in. On contact with the enemy they may leave the building they are in and come out and attack. This makes the units more alert as well as having to ID your targets when you enter buildings. This module should make for a great CQB experience. See my forum post on the Roadblock Site Script for the script form of the Roadblock Module Videos Roadblock Module:Video By sttosin Carbomb Preview Download Link: Version 1.4 Karma Module Download On Armaholic - Installation Unzip the file (Using 7 Zip) and install it as you would a regular mod. Roadblock Module Set - Open the Modules in the editor and you will find a section called Karma Modules. - Place the Roadblock Site Module down in the editor at desired location. - Give the site module a unique name. - Set the parameters in the site module for Units, Direction, Bargate Destruction and Site Type. - Set Up Auto Road Direction (This will attempt to get the road direction that the module was placed on) - Road Direction Flip will roate the site 180 degrees from the road direction. - Road Distance Scan, 8 to 10 meters is a good value but may need to be tweaked. - Place the Roadblock Control Module down and give it a name (I like to use Control for the name of this module). - Default values work fine and are the original values I used in the script version. Or set the values for gate check distance and timing. Debug was made more for development purposes. - Synchronize all the Roadblock Site Modules on the map to the Roadblock Site Control Module. - Preview the mission and adjust Roadblock Site position and direction as needed. Custom Unit Roadblock Site Module - Fallow the directions above for set up and synchronizing the module. - Place down any three units from any downloaded unit mod then synchronize each unit to the Custom Site Module. - The site will use the units you placed and synchronized in the editor at the Custom Unit Roadblock Site Module - In the editor try and place the units as close to the custom roadblock site as possible. Simple Building Patrol -Place the module down as close to the building you want the units to patrol as possible - Set the Floor Offset value as needed to try and get units not to appear in the floor. - Place the units you want to use in the editor. - Synchronize the patrolling units to the module. - Preview Mission Carbomb Module - Place the module in the center of the map. - Set the module parameters listed below to your liking. - Set the probability of car bomber spawn (Smaller the number the less chance of a car bomb spawing) - Set max number of carbombs (Zero can be used to not spawn any car bombs just civ traffic.) - Set max number of civilian cars (Zero can be used as well) - Set Minimum spawn distance to player. I.E. 1000 would equate to no unit can spawn within a click of a player) - Map Scan Size 10000 is defualt. (10k covers most of Altis but can be adjusted for future maps) The map scan size can be adjusted with the debug option below. Adjust the vaule below unilt the number of positions does not change. - Debug will show map markers for each spawned unit as well as to ensure script is running) - Preview and try not to get blown up. City Garrison Module - Place the City Garrison Module down in the city you wish to populate. - Set the number of civilian units and military units you would like in the city. - Select unit list mode, Master Unit List or Independent Unit List. - Debug Mode if on will show marker locations for military units. - If using the Master Unit List put down the Master Unit Module and synchronize all units you would like to use to it. - Placing the Master Unit Module in a city will make the syncronized units patrol the city. - The Master Unit List is only needed once on the map to get the unit types to fill the city with. - Independent Unit List needs units synced to it allowing the option for mulitple types of units in different cities. - Both the master unit list and independent site should be able to use any properly configured unit made by the Arma Community If you have any bugs or feature requests feel free to let me know. Future Modules And Features - IED Module - Add Suicide Bomber Option To City Garrison - Add Blacklist Area Markers To Carbomb Script - Get Mod On PlayWithSix To Make It Easier For People To Get. Credits Thanks to the entire Arma Community and BI Forums for any help that you provided subminuentisch - For helping out with the module config file and pbo'ing. sttosin - For help with the testing. 1PARA{God-Father} - For testing. Foxhound - For keeping my files up to date on Armaholic Armaholic - For hosting my mod as well as other content made by the entire Arma Community License Agreement - You may not reverse-engineer this addon unless its for the express use of improving your scripting knowledge. - You may NOT distribute altered versions of this addon without my written permission. - You may NOT use this addon or any derivatives thereof in any way for monetary gain. Exception granted for Youtube videos (Note See BI's license agreement on monitized video distribution of their game content) - You may NOT use this addon or derivatives thereof as part of any submission to any contest or any kind (especially not for the "Make Arma Not War" contest by BIS) without my consent and per agreement on compensation coming from any prize. - I am not liable in any way for damage to any computer system, component, or software by using this addon. Changelog
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Well took about 4 hours but seemed to have fixed the bug in the script version I will try and update the module version soon. At least Arma 3 is not crashing as much any more.
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I34dKarma's Roadblock Site Script
I34dKarma replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for the delay between real life stuff and the Arma 3 Physix Dll crashes (Hopefully those are gone) I have not had a chance to look at the script. Seems like either a model change or a simulation change in the game engine itself caused the problem. Hope this fixes it for all users. I will update the module version as soon as I get time. ---------- Post added at 01:35 ---------- Previous post was at 01:22 ---------- Run the script with debug on that will make sure that all the sites you set up are loading. Put a hint after the script launch just to make sure that its hanging up. I did remove a waituntil command that might have caused an issue. Possibly move it to the end of your init.sqf file to make sure its the last to load. Another possible thing you could add would be to do a small sleep command after you start the roadblock script. I have done several dedicated tests without error as well as having the SO community use the script in a few private ops which we always have lots of scripts and mods running. Best Of Luck Karma -
First off sorry for the delay in updates I have been having issues with a physx.dll crash with the latest patch that makes it really hard to work on and test code when it crashes. Hopefully a new update will fix the issue. Now I remember why I did not set the behavior, I had a little issue with it during initial testing with civilian traffic so I am trying something to get it fixed. The units do not use waypoints just to keep the code cleaner as well avoiding the hassle of making more groups. Oktyabr here is an answer to a few of your questions. - Double checked the code on the roadblocks and civilians should pass through roadblocks without any trouble. I know that the roadblocks see the car bombs as enemies so they will open fire on them. - I did not use military bases as spawn locations or destinations for civilian drivers just do to logic. A civilian would not have much use of driving to a military base. Might consider it in the future if I get enough requests for it. The locations are grabbed from the map so it also depends on how the map maker classifies locations so results are going to very from map to map. - The car bombers will do a speed change when a target is spotted. They will come to a stop (Arm the bomb) then accelerate to max speed if they can. Trying to deal with the headlights though is going to be tricky because it is tied directly to AI behavior, so if I change the behavior to turn off the lights they will no longer drive right at the target but instead try and avoid incoming fire. They will then try to find cover and flank so it kinda ruins the experience. Might change the car bomb code and civilian code to do FSMs and it might be possible to get them do it with that method. - To get the player units to be able to interact with the traffic might be possible but that is going to take a ton of client side coding to do. To be honest that is where my scripting skills start to dwindle. I can ask the creator of TPW to use some of his code it might help but still this is going to be a backbunred part of the project. - I can put in a radius for spawning units in the city garrison module. That will be pretty easy. Currently the radius is 200m from the center. The civilians how ever will run that same 200m scan for a building each time they find a new building to go to so they will wonder around a bit further from the module placement. This seemed to work fine in smaller cities but I agree that an adjustable value would be handy for larger cities. - I did not cache the units the city garrison script because all the code is done with FSMs, to cache the units it would require another loop running. To keep the over head low I did decided not to do it. I did zero out a lot of the skills that that AI have that the civilians don't need to keep the overhead low. I may also see what disabling a few of the AI features might help as well. I populated about 4 cities on the map and did not notice any real changes in frame rates or perfomance. - Custom civilians should work as well with the city garrison module. I did not test with custom civilian units but I did test with custom/mod military units and that worked without issue. That was the main reason I used the method of synching units to the module. Call it a lesson learned from getting roadblocks to work with custom units. - Civilian drivers do react to combat somewhat. Its pretty much the default AI civilian behavior AI running there. Hopefully BI will improve the civilian behavior down the road considering its pretty basic right now. Hopefully BI will fix the crash issue soon so I can get to work on releasing an update.
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Glad you got your marker script working. I have been a little busy so have not had time to look at it but its good to know I was not crazy. Locality in scripting can always be a challenge to work with. Thanks for the information about the AI drivers and headlights. I can test the AI in safe behavior and see what they do but in Arma 2 I think in safe mode the units would start to drive off road. Careless was the only way to get units to stick to the roads. If that does not work I can script the driver to turn the lights on. I code hard code it in or set an option in the module settings with Lights On Time or Lights Off Time. Not sure what people would rather see so I hope a few of the Mod users post an opinion. Hopefully this should be patched in the next release along with a few other minor bug fixes.
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I never tested the car bombs at night so I never saw weather or not the lights were on. I took a look at the code and based on the old arma 2 behaviour they should have the lights on at night. I will give it a test and see what happens. If the behavior scripting has changed in Arma 3 then I will try and find a solution. I guess I could either set an option in the module to have lights on or script a solution based on time of day. The marker problem is really interesting considering the allUnits, vehicles command should pull up all the units in the game. The problem could be a possible issue with scripting locality server vs client issue. Are you running any other mods?
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Scripted task management in Arma 3
I34dKarma replied to mistyronin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
kylania This works fine I was just wondering if there was a way to create a task in script that will not use a marker at the task location. If the player had to search for the task to complete it. You don't exactly want to give away the location to complete the task in that example. -
Karma Modules is now on Play With Six. Take a look under system. It should make it easier for mission makers and the community to get and use the modules.
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Yoshi feel free to get your first mod done before making a video or doing a tutorial. You might have some good insight on how to do things and you can advise the new modders about what to do and what to avoid. Found this on vehicle creation for 3dsMax, it would be nice to have a companion piece for Blender since it is an open source program that anyone can get at no cost. http://forums.bistudio.com/showthread.php?128036-Tutorial-How-to-make-vehicle-models-for-ARMA2-using-3DS-Max
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Just ran a test with A3MP on Zargabad with Stalker British Units and in ran just fine. I also did a test on Sangin and worked as well. The only A2 maps that might not work would be ones that have buildings that are not made with the BI standards, lacking AI building position indexes ect. One thing I did realize was that in larger cities like Zargabad you might need more then one module to populate the entire city. Right now the diameter for spawn distance is hard coded at 400m. I can make that an adjustable number in a later version.
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AngelWingGamingJacob- Yes I designed it so you can use an units in the game for the City Garrison Module. I made the module so you could synch the units you wanted to use to the module itself, any unit you see it the editor should work. It takes a little more setup time to do it this way but the advantage is the flexibility of the module. sttosin give me link to that TPW mod and I can take a look. I just started getting into FSM scripting and that could open up some possibilities. I might even recode the carbombs with FSM's just to make the code cleaner.
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Version 1.4 Of Karma Modules Is Released Changelog Version 1.4 - Added City Garrison Module - Added Mod Logo - Minor Code Tweaks - Added Licence Agrement On BI forum thread. (Nothing Unreasonable In My Opinion) Updated Future Modules And Features - IED Module - Add Suicide Bombers To City Garrison Module - Add Blacklist Area To Carbomb Module - Investigate Using Module As A Server Side Only Mod - Add To Play With Six Feel free as always to post comments, suggestions and any errors. Hope You Enjoy The Update Karma
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Yoshi nice progress on the model I am looking forward to a real MBT to be added to the game. Since the Challenger and the Abrams MBT share similar size shape ect would you ever consider modifying your model to add another NATO based tank to the game? NodUnit thanks for posting up that info on modeling and UV maps ect. I have always been tempted to try and make a model or vehicle for Arma but got frustrated bouncing all over the net and forums looking for information. That one video you posted answered a lot of my questions. Perhaps you and Yoshi could make a little tutorial on the process to make a vehicle in blender, not so much the modeling itself but UV mapping baking ect. I know with Alwaren's Arma Toolbox Box for Blender it should be easier then it was in the past.
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I am using the take event handler and when a player grabs an item a hint is called. My current script accomplishes this fine but I would like to delete the item from inventory and delete it entirely. I attempted to do removeItem and then delteVehicle but that did not work. There must be a way to delete an item from the game if they are no longer needed. I looked through the biki list of commands and could not find a solution as well as a search that came up empty. The new inventory system is starting to drive me crazy. Any Help Would Be Appreciated.
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Delte Item From Inventory Or Game
I34dKarma replied to I34dKarma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well this is a revisit from the beta. I have tried using the take event handler for working with an intel type system. What I have found are some interesting results. Here is the event handler _takeintel = player addEventHandler ["Take",{ _player = _this select 0; _wepcontainer = _this select 1; _item = _this select 2; _itemobject = 0; if (_item in BAKE_INS_INTEL_CLASSES) then { hint "Intel Found"; _itemlist = assigneditems _player; hint str _itemlist; if (_item in (assignedItems _player)) then {_player unassignItem _item}; _player removeItem _item; removeAllItems _wepcontainer; }; }]; So it looks for a list of items in BAKE_INS_INTEL_CLASSES and if its in that list it triggers. The interesting thing is the first time you pick up an object it will not fire. But if you use a map for an example and you already have one in your inventory then it will trigger the event handler. Its kind of interesting but its a semi working solution. Update :In single player the workaround using a take event handler seems to not work until you take one item from any weapon holder. After that the take event handler fires every time. This will not hold true in a dedicated environment however. The Take Event Handler is a little buggy but it will work just takes some experimenting. -
Well you can always ask Sickboy (The creator of PlayWithSix) to add it to the mod database.
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To answer your question, yes if it were a script it would be downloaded to all the connected clients. With the module all clients would need the mod. In my opinion the ease of using the module out ways the client having to download the mod. As to releasing a script version I am not sure if I will release a script version or not. The main reason is the amount of time it takes to updated two versions. With the latest release of the roadblock site script it took me too much time to integrate the changes into the other version. If its a minor change it can be really easy but if it was a major change it takes time to get it working in the module again. So at this time I am just going to keep things integrated in the module. I have two new features that I am working on right now that might make the module pack even more useful.
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I have not tried testing the modules with a client missing the mod pack on a dedicated server. All my testing for the modules in a dedicated environment had both the server and client running the mod. This just did not occur to me during the testing phase of the latest release. Also only having one person reply to my request for testers for this release as well might not have helped. I will say this technically all the scripting at this time is all server side so it should be possible based on the scripting, however the function of the modules in Arma itself might not make it possible. I am kind of busy right now but if you have time to make a test I would be interested to know the results. Glad you liked the mod though 1PARA{God-Father} Update: both server (standard host as well as dedicated) and client need the module to join the server. Thanks 1PARA{God-Father} for testing that out for me.
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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
I34dKarma replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just wanted to make one suggestion. Since it looks like you are trying to port the mod over to Arma 3, it might be wise to make a thread over on the Arma 3 WIP Mod area so people who have found issues or to make suggestions. Might be a good way to cut down any development time for an Arma 3 version and not clutter up this thread with Arma 3 errors. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
I34dKarma replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just took your Apache for a spin over Stratis and I must say thank you for adding the Arma 3 control to your mod. This is a great addition to the Arma 3 pool of vehicles. I might make an entire op just using the Apache. Thank You For Your Hard Work Guys! Karma -
Version 1.3 of the module pack has been released. New features include Carbomb Module with civilian traffic (Built in wreck removal) and a simple Building Patrol Module. Hope you enjoy the new features and Merry Xmas. Karma
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Had an interesting bug with BTC today. I was dragging a player to cover when someone revived him. The player I was dragging was revived and still attached to me. I would move around had he was along for the ride. I tried switching weapons, and doing a few other things. The only solution was to use him as a human shield and when he went down all was well. You might need to add a check to see if the attachedto command is active.
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I34dKarma's Roadblock Site Script
I34dKarma replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks sttosin You can give me congrats when the Mod version is released, that at least has some more content. -
I34dKarma's Roadblock Site Script
I34dKarma replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well with all the new mod releases coming out lately I didn't want to get left out. I have released version 1.1 of the roadblock site script. The most common suggestion has been that the roadblock sites take to long to set up with the placements, lots of previewing and then editing the placement. In the new release I have set up an option for the site to automatically grab the direction of the road for the placement. It can require a bit of tweaking but can make site placement easier. Hope it works well for all the users of the script. As a side note you will need to edit your roadblock arrays for this release if you are using custom units with it. For anyone who likes the module version this script will be rolled into the next update as well along with some new "Explosive" features. Download Version 1.1 Happy Holidays Karma