anusmangler
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Posts posted by anusmangler
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THANK YOU! great timing
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How does someone get the war room functions working in alive? Do I just plop down the modules or what? Do I sync them together? some help would be nice
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Is there a new update for Alive? cause I dont have this Civ Population module and I keep getting a wrong version error....hence the update today....Im in the dark here
edit: Sry should have gone back just one more page. Great work guys!
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Im thankful for the fast response.
1. Ok I went throught the scavengers mission and I found the trigger. But Im a but confused on how implement it. I have units that i have manually place (simulating a workers camp) so there 3 patrols walking around and there is also CIVs walking and "working". How would I set it for a task to complete when you kill the patrols? thanks for further clarification.
2. I have a few tasks to destroy AA to kind of section off the map into "zones" so players have to think critically before moving on a HVT....ex there will be a patrol or a AA or mortar that will make it difficult to just roll up on the HVT's main base without taking these defenses out first. However still possible for a skilled squad of players but just really difficult. With these defences in place? does it run the same way as the top but instead of patrols you can just substitute a single unit as a AA?
3. Im not running a dedicated server. I test my MP missions in multiplayer with a recruit script so in case my leadership skills are not up to par that day I can just get new guys to fill the slots and also gives me a good idea of a comfortable amount of enemy units....somewhere between fun and getting into gun fights but also realistic without feeling the need to walk 20km just to get there for 1 guy. So Im not sure if there is another bug based in ALIVE that needs working out or something but Im not sure and dont want to point fingers.
4. Thank you for the extra knowlege about the task types. Did not know that and did test and worked great. One bug i did find with tasks in general was if half my squad dies I wont get anymore tasks from opcom. Even if I recruit more troops. Also It doesnt seem to give me more tasks after the second or third one (rare if i get 3).
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is there a way to have particular units not spawn? Just figured out (after going crazy thinking it was something i did) that you cant have "destroy" tasks with ALIVE running because once you step out of the "spawn zone" in alive, it puts that unit in "storage" and simulates it from there but as far as the game is concerned it was deleted and the task of destroying something (unless it was close) is now competed right at the start of the mission. without you even getting a chance to move. Anyway to stop this? or better yet a more robust mission part of the opcom because at its current state it is completely broken (ex. destroy "destroyed house" WHY its already destroyed!....no offence just poking some fun) or if someone knows of a side mission script that would be tops! thanks for any advice or helpful info.
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Anything out there that can be used with ALIVE to create side tasks for the player/players? The system ALIVE uses is still bugged, anyone go something like that? cant find anything on google so I came here.
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yes they are synced correctly. exactly like the video shows. actually Iam recreating that exact same mission so i understand how everything works. do you have any other solutions. re downloaded CBA again thinking it might be that, (haven't updated it since A3 alpha) but no, it didn't change anything. I had debug activated and I did see 1 unit have a waypoint in the other base but it started to walk/drive into the ocean. everything is exactly as the video instructs. same names of the markers, same setting as far as modules go, everything.....
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having an issue with the opcom module, I place it down and sync it with the mill placement modules (doesnt matter oppfor to bluefor or vise versa) and nothing happens. Just a bunch of units are spawned and they just walk around. I have the markers, and all that. When I watched the videos, the guy got a "hint" that oppcom was working....I dont get anything. so any idea what it could be? downgraded to the newest stable build of arma.
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how would i do that?
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this only happens in the "intro" tab of the mission. not for the mission tab. there has to be some bug. try to replicate it, please READ!! I already stated it doesnt matter if the vehicle is empty or not. always warp to driver. Also I already stated that i have them out rank me. please read!
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I'd like to work with someone on how the arma 3 campaign is structured. Im basically asking how is the missions stacked. somehow it knows the missions you already did and removes them from the map, yet you never really "leave" the area, your just warped back to base. Its extremely smooth. Did they make 4 missions for every 1 mission you do so it loads the next mission without the missions you already did, or is this some heavy scripting.....i hope im being clear enough sometimes i over analyze shit when the answer is right there in front of me.
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doesnt matter if its empty or not....always warp to driver....I dont understand. Ive done this 100 times. this moveincargo xxxx I even tried a helicopter for shits and giggles and yup driver again. when i assigncargo xxx just leaves me where im at doesnt move me into cargo....someone has to know whats the deal here. even cleared the map thinking it might be something i did in a script....even then fresh units and map....still warp to driver. I even kick the driver out and he moves to passenger even if he out ranks me. Mind BLOWN
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ok all i want to do is start my intro with my unit in the back of the transport. easy right? this moveincargo c1..... NOPE instantly in the driver seat...ok....so how about a waypoint to get in a nearly full transport....NOPE....instantly driving again....ok...so how about a transport with the rank of major and me as privite with the same ways done before NOPE! driver fucking again. what the fuck! how do i simply start in cargo not driving? or has this already been addressed as a bug?
---------- Post added at 22:33 ---------- Previous post was at 22:30 ----------
sorry so pissed ive been stuck on this stupid problem i spelled loss wrong.
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not working with the negitive values...unless im doing it wrong.... this setdamage -100;.....anything else?
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I don't know if its possible but more the likely....I would like to have units JUST a weeeee bit harder to kill for friendlies....I know its not real life sim but nothing is worse then loading up your ammo bearer getting to where ever the enemy is and him being the first one to die right out infront of the car from a random round....forcing you to run back a forth from his body to get the magazines you need. Any way of modifying their "HP" just a bit more then other units.
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Anyone working on a realistic addon for getting hit by a bullet? Meaning you falldown or get knocked back? I would love to help get involved with a project like this
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can this be used with speed of sound addon? that would be insane!
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AH well thanks man however i don't want to be group leader....I just want the player to be in the squad following orders from the squad leader.
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Hello, looking for anyone that knows how to have the player unit walk into a trigger and join a unit close by..... kinda like in a big battle a squad leader calls over to you and you go over to them and your assigned to that group......any help would be great. trying to cut down on waypoints because it looks messy and confuses people when you have tasks and waypoints.
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thanks guys!
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Hey i thought this would work but it doesnt....
this setPosATL (this modelToWorld[0,0,0]); this setUnitPos "down"; this forceSpeed 0;
anyone else have any ideas?
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there's no object like them...unless ive missed them some how? i place down a normal flood light and it doesn't light anything up. I looks light bit no light from it. so i placed one with the portable generator thinking BI took a page from the guy who made then electrical grid thing for arma 2....but still no.....i dont understand. anyone else figure the flood light mystery out?
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everytime you play as a civ and slightly hit a tree or rock they freak out.....I just want him to remain silent.....
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would righting a skip time script work? like have the addaction ["Rest for 3 hours";rest.sqf"]
Rest.sqf
skiptime 3;
would something like that help so that the time was sever side and not client side???
Civ script for Opfor to attack.
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Ok so I got this mission set up where the FIA (guerrillas) are fighting Opfor that controls the island (I should mention now that Im making this happen with the help of Alive). I have you spawn as a Civ (but can be changed) (to simulate being a new recruit so you have to go out into the war to raid bases and load up cars and what not so you and your friends have better equipment). I've tried to think of a way to do 2 things but have failed over the course of the last month trying to figure it out.
1. How to make Opfor shoot at a civ that's attacking them. yeah it can be done but you (as a civ) have to kill like 10 guys to finally be shot and that's not realistic or fun. Maybe a script or something that opfor will attack at a civ that's shooting them but over time if you stay low profile or get away they will not shoot at you (to sim the idea of no shooting innocents) (last part it not really necessary just would like to see opfor shoot at civs shooting at them)
2. How to make opfor shot a civs getting to close to their bases. (Not a whole lot of fun if you can just walk in there raid the place and walk out without shooting anyone and not very real.
Please someones help would be greatly appreciated. Dont forget any ideas or suggestions you have are dependent on Alives spawning units into the game. (idk if that matters.) Thanks for anyone for a helping hand