tsdobbi
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Trigger spawned units "inept", no other way to describe it.
tsdobbi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, my buddies and I usually just play warlords missions we set up against the AI. However, don't like the fact the AI doesn't use air. So I decided to add some triggers that will spawn enemy air in timed intervals. i.e. 10 minutes after the active air group bites the dust it will spawn another helicopter/plane. No problems there. The problem is, well, the vehicles that spawn....."suck" to say the least. I just set up a test mission where I have some blufor tanks in a field and just spectate the spawned planes/helo's engaging them. Attack Helicopters will seem to use nothing but their rockets (and boy are they inaccurate). No guns, no ATGM's. Vanilla or mod helo's. Vanilla planes seem "okay". I've seen them use their guns and ATGM's. Mod planes like a CUP SU-25 literally just fly around and do nothing. Basically I have a repeatable trigger for plane and a trigger for helicopter that will essentially spawn a new one 10 minutes after it identifies the group as having no units left. Below is my trigger activation. if ({ alive _x } count units heloGrp1 < 1) then {deleteGroup heloGrp1}; //i delete the group here, I didn't know if spawning a group of the same name would cause issues, so I delete it before respawning it. heloGrp1 = [getPos helSpawn, EAST, ["O_Heli_Attack_02_dynamicLoadout_F"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; //spawn the group in //waypoint logic wp1 = heloGrp1 addWaypoint [position sd1, 0]; wp1 setWaypointType "SAD"; wp1 setWaypointBehaviour "COMBAT"; wp1 setWaypointCombatMode "RED"; I assume I may need to get a little more meticulous with the group creation. Plane trigger is the same, just has different variable names and obviously spawns a plane. I've tested it spawning in ground units like a tank and they seem to engage and fight just fine. If I just place a helicopter on the map for example, give it a seek and destroy objective. It will wreck the whole group of NATO vehicles. So clearly something is happening with the vehicles I am spawning in, where their AI is wonky. -
Vehicle Information Not showing in most vehicles
tsdobbi replied to listy's topic in ARMA 3 - TROUBLESHOOTING
Additionally, disabling the DLC does not disable the assets when it comes to mission editing. I thought disabling it would mean I wouldn't have access to the factions/weapons for mission editing, but they are still there. -
Is it possible to configure vehicle components in the orbat creator? i.e. camo netting, cages etc. unlike in the mission editor, the vehicle editor in orbat does not have a vehicle component section.
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Vehicle Information Not showing in most vehicles
tsdobbi replied to listy's topic in ARMA 3 - TROUBLESHOOTING
This should definitely be stickied or something. Came back to playing Arma after a break, just bit the bullet and got the rest of the DLC I didn't have. Was pulling my hair out trying to figure out what was going on. In some cases it also removed the weapon info in the upper right of the screen as well as the vehicle info, where if the vehicle you were in didn't have a proper HUD that showed the current weapon, it was anyone's guess what weapon you had selected. Disabled the contact DLC and everything returned to normal. -
Description.ext weapon selection
tsdobbi replied to daanvs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know for a fact it tries to load the weapon/magazine classes at the briefing screen, because it will throw an error if you have an invalid weapon/ammo class defined.