-
Content Count
19 -
Joined
-
Last visited
-
Medals
Posts posted by quintusairborne
-
-
Nice Eggbeast!
- 1
-
YESSSSSS, my connection is ready for all the Cold War!
-
Just tried. It's awesome, and a real load of content to be an Alpha.
If you end up anywhere as good as you did in A2, this mod would be an outstanding blast.
Keep it up!
-
Those are some pretty sick weapons and gears Aspide!
-
Hell of a yeah man!
-
Just realized it's a port from RDS tanks so never mind, I'll go post it on his thread.
-
I have found a problem with your T-55: as gunner when I zoom in the optic and then zoom out, the reticle disappears. Leaving the vehicle and mounting up again fixes it until you zoom again. Commander sight is not affected.
Really annoying because there is no way of aiming this way... I remember it happened long time ago also with a T-72 possibly from an old RHS build.
Any way of solving this?
Screen
-
Those goddamm good old Panama boots, I can't wait for this mod to be out!
-
YEEEEES! I can't wait to see your work man!
-
-
It's awesome to see such a good mod coming in Arma III. Any guess on how it would be ready?
I played the crap out of it on Arma II OA and I'd love to see back the Centauro.
Also, a focus on late cold war era stuff is always nice to see since most of the modders tend to go for contemporary times.
Keep it up man!
-
apologies but pretty much all these vehicles were never intended for AI usage.Yeah, I know. If you find a minute to fix it I'll be glad though. I'm trying to set up a beach defense mission for my group (Team One Tactical) with Takistany army on the Saharani Island, with USMC AI landing. The LCAC is not really indispensable, but it will be really beautiful!
And tanks a lot for your awesome work! (pun intended ;) )
Edit: also, you can work on the basis of the script ad pg. 24, wich works fine already for the disembarking part. The real problem is the desire of the IA to drive the ship towards the waypoints with a reasonable degree of "actually getting where I ordered you to" XD
-
When I run the script (on the activation field of a waypoint on the shore) the LCAC does not move an inch and launches the jeep like a torpedo.
When I set waypoints to the LCAC without cars onboard and without the script, it drives in that wierd manner.
Any workaround for this?
-
Hi, Somebody help me with AI script (or any information) to load and unload vehicles into LCAC?Thank you
Go on page 24 of this thread, there is a sqf to make the IA unload vehicles. And it works fine in my experience.
But I have a problem with the IA driving the LCAC itself, it drives 10 m, makes a 90° turn, drives other 10 m in the right direction and keeps going like this. Any way to fix this?
It's annoying because I'm trying to make it disembark some Hummvees, with said sqf, and the LCAC launces the jeep in the middle of the sea without moving to his waypoints =(
-
Thank you very much!!
-
It worked. IT07 I owe you a top quality beer.
-
Hello boys.
I have a problem; I'm making a mission that requires a group of players to gradually fall back in front of waves of enemys, spawned using a sqf script.
That script works fine, it even loops when I tell him to, while I preview it or I host it without other players; but each time I host it with my friends everything goes to hell. The enemyes spawn in a continuoos river leading to, well, interesting situations, lack of ammunitons and crashes. :confused:
The problem, as I think I have understand, is in the sleep command, that is ignored while I run in MP that script. It seems not to matter whether I start it in the init file or via trigger.
Anybody will be so kind to teach me a way to solve this problem? I checked in the forum but I did not find a solution, and I'm pretty new to scripting so I may have made some ridicously simple mistake.
This is the script I'm working with:
if (isServer) then {
waituntil {fallback1};
while {fallback1} do {
grp1= Creategroup resistance;
_Unit1= grp1 createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit2= grp1 createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit3= grp1 createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit4= grp1 createUnit ["zetaborn_alien5",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
_unit1 setunitrank "CAPTAIN";
_unit1=leader grp1;
{_x setCombatMode "RED"} forEach units grp1;
{_x setBehaviour "AWARE"} forEach units grp1;
sleep 1;
_wp0 = grp1 addWaypoint [getpos pa_1, 0];
_wp0 setWaypointType "SAD";
_wp0 setWaypointSpeed "NORMAL";
sleep 20;
grp1b= Creategroup resistance;
_Unit5= grp1b createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit6= grp1b createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit7= grp1b createUnit ["zetaborn_alien2",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
sleep 1;
_Unit8= grp1b createUnit ["zetaborn_alien5",[getPos startpoint_1 select 0, getPos startpoint_1 select 1,0],[],0,"FORM"];
_unit5 setunitrank "CAPTAIN";
_unit5=leader grp1b;
{_x setCombatMode "RED"} forEach units grp1b;
{_x setBehaviour "AWARE"} forEach units grp1b;
sleep 1;
_wp0 = grp1b addWaypoint [getpos pa_1, 0];
_wp0 setWaypointType "SAD";
_wp0 setWaypointSpeed "NORMAL";
sleep 90;
};
};
};
The script is called in the init file:
fallback1 = false;
_null = [] execVM "red1.sqf";
and activated when a trigger sets fallback1 = true.
And yes, those are aliens, of the Zetaborn mod. Sometimes you need to shoot at something different.
ARMA 3: Conflict '85 - A CUP expansion
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
This is definitely a step in the right direction! I love Cold war era stuff, Also, I see you already have something I've been striving for since the start of A3: a full "soviet vomit green" T-55! Can't wait to get my hand on it