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Posts posted by JohnKalo
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So you can play this mission without any addons?
And we use the ASR AI3 mod. Will that be an issue?
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There are editing forums here: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
This might help by the way:
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You have just reminded me of the masochistic process involving the creation of a whole underwater town for a mission of mine!!!
The view distance along with the AI behaviors underwater caused MANY hours having to be spent
mission here if interested: https://forums.bohemia.net/forums/topic/212610-spcoop-1-4-nautilus-sabotage/
or here: https://greekeditor.weebly.com/nautilus-sabotage.html
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@mlamp89 It depends on how the mission has been created. How the tasks are assigned and such. Seeing however that this mission has some heavy randomization, in MP many things do not work like in SP. That means that the mission might have to be constructed from the very beginning. Although the later, you can unpbo the mission, open the mission via the eden editor, place a second playable slot and export it as a multiplayer .pbo file. It should not cause any devastating issue. Although it is Arma 3 editing sooo
Oh and you can change the mission but you cannot repost it if not with a permission by the author.
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@jts_2009 No worries! Feedback usually is about posting bug reports (nice of them to do so so as for us to fix them) so not having feedback is not necessarily a bad thing
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@kastellorizo Knew it was close to Turkey, did not know it was that close! Nicely done on the hike! although you did get a liiittle bit tired
@_SCAR Is there any mission surrounding Kastellorizo island please?
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Using google translate can help.
For radio sounds you can use in a unit's initialization
this sideChat "what you want them to say";
and then this one
who says it say3D name of sound file
or simply add music files in your description sqf and call them via trigger or script.
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https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ that is where this post should be
You can try to set the boat's driver's behavior to careless. This is his initialization:
this setBehaviour "CARELESS";
You can move the disembark waypoint away from the beach and try if that fixes it. Even if it is far off the AI uses to reach the beach before the passengers disembark.
As for the cliffs you need maybe you can create some by placing rocks in the Eden editor.
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@donnyx1x Depending on what kind of site you want you can also use scripts like this one http://www.armaholic.com/page.php?id=23003#comments which needs a small fix that is described in the post's comments. If you just want AI units to occupy buildings this one might help http://www.armaholic.com/page.php?id=26343 and in general there are more scripts and such which can relatively easily be used.
@fn_Quiksilver True but gladly there are addons like ASR AI3 which truly enhance AI units.
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Hello far more experienced scriptwriters,
I have a problem I am making an MP mission where I want the INSTANT respawn to be disabled via an addAction. The respawn I use is the in-game one. The one you add via the Multiplayer middle top section. The reason why I want this is so as not to have 2 separate missions with respawn enabled in the one and disabled in the other.
So is this possible?
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While missions are Work In Progress the website has been updated.
Some of the changes:
1.]There is now a How a Mission is Created section in the home page.
2.]It is now easier to view the missions' details.
3.]A mission slideshow has been implemented in the home page.
Feedback along with recommendations is always welcome
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@nomadd Nice one!
17 hours ago, Tankbuster said:Yes, apologies for an incomplete post, I'm at work and had to rush off before detailing what I've already done to mitigate this.
I do reomve the vests of half of my enemy AI, some of them have thei helmets replaced by less protective gear too.
I'm not going to insist players use heavier weapons. A players loadout is their own choice and is, thse days, governed by weight as much as the hitting power of the weapons they carry.
I've rarely seen AI heal themselves.It does happen, but rarely. I've thought about taking there FAKs away, but players like to harvest FAKs from dead enemy.
Not sure why using AI addons would help this. I do use an AI driving mod somethimes.
I do tweak the enemy AI, especially since the 'overhaul'. I will do more there, I think.
I think the EH will be the best way. Either handle the players damage so that it is never between 0.5 and 0.8, so they won't fall incapacitated so early. Faiing that, use an EH to injure they AI more when they get hit, so they can't take five or six 6mm rounds.
Indeed their loadout is their own choice. Maybe there were specific gear you gave them at the start of the mission.
True, vanilla AI tend not to heal themselves.
AI addons change the way the AI behaves. AI units now use different strategies, they have more realistic shooting accuracy, they rearm when they are out of bullets, they use turrets when available, they use smokes and grenades and much more! After using addons the AI was greatly enhanced and that is why all my missions have it as a dependency.
Tweaking the enemy AI's gear is a smart choice. The thing is that without using addons which have multiple times tested their tweaks it can be tricky to tweak their skills directly.
And there is an Extra Armor setting ingame. You can disable it if not already done.
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Well have you used simple methods to counter the problem? You can:
1.]Equip the enemy AI with vests that have less ballistic protection.
2.]Equip your players with heavier weapons. Some weapons can easily one shot enemy units.
3.]Consider the fact that fellow AI members many times have to be ordered to heal themselves, otherwise they do not till they die.
4.]Use AI addons who creatly enhance AI. We use the ASR AI3. More exist though.
5.]Equip your players with heavier armor.
6.]Equip enemy units with weapons that do far less damage.
7.]Alter the AI's accuracy. Maybe AI units are too accurate.
And if those are not enough I believe damage eventHandlers exist which control how much damage a unit can take.
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So this sounded like a really cool script but trying it out caused me not to use it. Because:
1.]Visiting a town's location in Malden and returning back without leaving the town made the placed furniture change. The shop used to have laptops and then the owner started selling plants
2.]Seeing the shop from a distance meant no furniture. Coming in closer made furniture appear.
3.]Some furniture were floating out of buildings. Even the shop sometimes had the laptops stuck into walls along with the office desks.
4.]Vehicles that used to be in garages stopped being there once you returned back to their previous location.
Is this just me or are these known issues because reading the thread's posts didn't show any such issue to be known.
Hope this script does work eventually because you would really save editors a lot of time.
Mods used which might cause an issue: CBA, ASR AI3
All tests were made via the Eden editor. I was trying to implement it in a WIP mission of mine but no luck sadly.
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It is really nice for new players to be able to handle the high leveled ones since that way they do not have to play for months so as to be able to be competitive. A lack in such a thing has destroyed other games since they were not New Players Friendly.
It is true that 12 choppers accompanied by various supports are no longer as effective. They are brought down easily. Just like tanks or jets or pretty much everything.
One thing I have noticed according to alliance members is that the latest rebalance has greatly helped people leveled 150-200 but has made battles useless for higher leveled players. It is something widely known as it seems judging from the fact that the number of attacks nowadays has dropped way down. As it seems upgrading defense buildings makes a base non enterable and attacking itonly means a rank downgrade.
Gladly updates may take months but as it seems they are planned so we can just wait. For a rebalance and for the ability to share battle reports in the alliance chat plus simple and non time consuming alliance battles!!
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Or this one maybe as a condition:
nameofplayer distance nameofconvoy > 500;
Since if the player comes close the convoy should by all means see him.
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So a while back the new unit X35 Jet has been introduced. Sounded cool so I upgraded it to its highest possible level. A disaster!
When using them they proved to be worthless. They were literally falling like flies. So maybe they need a re-balance or am I using them wrongly?
Although after the latest re-balance system all units started to be destroyed too easily making attacks not worth it like at all. Used to win 3 out of 4 battles and now I win 1 out of 4 if I am lucky that is. Hmm..
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And the ability to share battle reports in the alliance chat please..
Plus alliance battles! Like 1 vs 1 player 2 times and the alliance with most wins, wins the battle.
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^^ true. It's just that many people cannot find the editing forums since there is no such section in the Main Arma 3 Forums subsection.
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Oh, no go then :)
Because that is about 20 giga of mission requirements.
Anyways thanks for the prompt reply.
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Hi there,
so this map seems really awesome! but I checked all the posts and could not find if there are any addon dependencies. Hope there will not be any!
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It will be something like this:
[west, "HQ"] sideChat "I am talking to you.";
Whereas the condition of the trigger can be:
nameofplayer distance personwhospeaks < 5;
Answers to editing questions can be found via youtube videos or via the editing forums too.
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So I have tried googling and such but I have yet to find an answer to my question.
Is there any chance of having new animations in-game? Because even simple animations are non existent like a unit clapping or yelling and such.
It would be really nice for mission makers if crowd animations were existent for example. We would create better environments and make story driven missions making even more feasible. I mean I tried finding animations cheering the players who arrive and I could not find like one such animation. The LOW DLC should alone have some. Civilian casualties and their actions in times of war, how can we depict them with no appropriate animations?
So even if there are no such plans please keep the question as a request because if after the Tanks DLC the game stops having serious updates it would be a minus not to have a few more animations.
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Two questions please:
1.]Since the ASR AI 3 addon makes AI units communicate with each other is there a way for AI units to make use of mortar teams? Anything as such planned or something?
2.]The AI uses its new functions like finding cover in all maps right? Not just in vanilla maps. Maybe it has already been answered but searching 105 pages is too much.
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S.E.R.E. COURSE
in ARMA 3 - USER MISSIONS
Posted
In that case I shall wait. Easter holidays are much more convenient anyways