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jandrews

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Everything posted by jandrews

  1. Hello, I have found a nice way to build bases and such with this code... INIT of the Helipad: wokka= "Land_Airport_Tower_F" createVehicle position this; deleteVehicle this; this link will help you with building class names and pictures. My question is.... other than modules using "site" and "base" or whatever you like to fill this newly spawned base/buildings, I am trying to get AI units to move into these "spawned" buildings with waypoints. I have tried buildingPos, spawning AI units in the buildings however since they are spawned in, its difficult to place correctly, there are no ID markers since its spawned in....So I am at a holding point. Ideas? Thanks in advance.
  2. I am experiencing a weird thing. While spawning in New buildings, my AI are shooting at these buildings, I cannot figure out why or how to avoid this. Is there a script I can place in the buildings init box to make them friendly to opfor? I just need opfor to stop blowing these buildings up. they are mostly the HQ, cargo house/patrol buildings. Any help is grateful. this is really a pain in the azz.
  3. Go into the AI skill module and adjust as needed. I have been tinkering with the custom levels.
  4. savageCDN thanks so much for your help. Camel may be its time to invade Stratis?
  5. Ok. So could I have both Opfor /Blufor on occupation mode only so they defend cities/military posts only? If so, should I have one opcom total or one for each to only hold / defend objectives / areas. Will Alive work with other module site settings like observation post or base? Can you overlap markers with separate modules, for example civ module and military over that? Can you overlap markers with separate mod/scripts for example Urban patrol script with Alivemod marker over that? I will be testing once back home. Just want to know if possible so I don't waste my time. Thanks again in advance.
  6. Hello all, I am wondering how other peoples triggers are acting with this new mod. I have attempted to place this mod in an already made mission for testing. It appears the preexisting triggers started to "act up" even when "do nothing with synced items" was chosen. Not sure if that's what I am suppose to use, but it appears the OPCOM orders the triggers to pop. Also, on editor screen, I can see other units pre placed in mission (modified units - hostages), however under preview they are not in game, is that a spawn timing issue? I will keep working on this for more specifics. In other testing, on Altis, it seems loading takes some time once in preview to see placements start, anywhere from 2-20 minutes, MP modules usually load the fastest and the civilian MP modules need more time. Is there a way to make this more fast without reducing unit #'s? I find making a larger marker 2000/2000 MP module loads more fast than 300/300 civ. placement. I am also trying to have OPFOR and BLUFOR use only occupation in OPCOM, I have synced OPCOM to their respective side placements with CQB synced to all. Do all MP/Civ placements still need to be linked to both OPCOM? I know they do for invasion setting, I wouldn't think so with occupation. Could people put what works for them for others to continue for testing? J Camel thanks for your info. How do I define custom key 20? my windows key is bugged. I would like to teleport to other locations. Thanks to all in advance.
  7. Hello, great mod btw. My question is... I have created a test mission on Altis, loaded another clan members mission who reported loading in editor preview fine and then #9 example mission from the Alivemod.com website and they are not loading in my editor preview. Now I have another mission using this mod on Stratis and that loads fine with editor preview, however the 1st three are on Altis and they are not loading in my editor preview....well very quickly. I have noticed the markers disappearing after some time and after a few minutes total I usually give up and try something else. Now I know it runs from the Stratis mission. Are the markers disappearing a sign that its loading or something else....like may be its going to blow up? :) Do I need to wait more than a few minutes for it to load in editor preview? My rig is 4core 8gigs RAM GTX660, so I don't think its a processor issue Plus, my windows key is not working to get into admin mode for teleport/ghosting. Anyone else having this issue?
  8. Hello, not sure if this is the right forum Anyone else install the Alivemod? I recently did, it has a loading screen on launch that takes a bit to load. This there a way to change that?. ---------- Post added at 16:42 ---------- Previous post was at 16:36 ---------- close this plz. I moved into Mod forums.
  9. I have added VAS, BTC logistics and revive and works fine. ***My question is. Alivemod has a loading screen at Arma launch. Can I disable that?
  10. Cannot fix this or find in search. basically am running a few scripts, UPS, garrison buildings, revive and logistics in mission, so I am attempting to have squad leader have access to arty, bombing runs and heli attacks as needed in a few missions, the problem I am having is.... the modules I set up to requester do not come on screen after pressing 0, 8 and then whatever # for 1.arty, 2. bombing, 3. heli attack or whatever order. it seems to only occasionally come up on screen after may be 20-30 sec and then I chose the # and then nothing. Are modules dependent on min to no scripts running to work?
  11. jandrews

    Urban Patrol Script

    I am having conflicts with module "site" OP opfor spawned AI firing on UPS patrolling opfor AI, anyone else having this issue?
  12. jandrews

    UPSMON for arma3

    You know what. I am confusing this with UPS. never mind. sorry for the confusion.
  13. I am sure others have experienced this, but don't want to go through 76 pages of responses. My VAS seems to take a while to load 5-10 minutes on average, is that my side? Is there anything I could do to have it load more quickly?
  14. I found and use this. INIT of the Helipad: wokka= "Land_Airport_Tower_F" createVehicle position this; deleteVehicle this; I just use null = ... object names here: http://www.twitlonger.com/show/laeqoh different object names and pictures here: http://www.antihelios.de/EK/Arma/index.htm Good luck. This has opened a lot for me and my MP missions. If anyone knows of any other sites with more pictures of items please update thread.
  15. Ok, so is this the way it should look? (below) Now I presume I can change "Land_Airport_Tower_F", "West" "BLU_F", I guess I was going to use team leader or officer and combatmode color, all going in Act line of waypoint? thanks for your efforts too guys. This stuff is about my pay grade. _house = createVehicle ["Land_Airport_Tower_F", getPos myPos, [], 0, "CAN_COLLIDE"]; _grp = [getPos mySpawnPos, WEST, (configFile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_InfTeam")] call BIS_fnc_spawnGroup; sleep 1; _wp = _grp addWaypoint [getPos _house, 0]; _wp setWaypointType "MOVE"; _wp setWaypointStatements ["true", ""]; _wp setWaypointCombatMode "blue"; _wp setWaypointBehaviour "Aware"; _wp setWaypointHousePosition 1; _wp waypointAttachObject _house; I wanted to change it to an AAF officer. EAST, WEST, ?? what are the AAF?
  16. this looks/works great. Makes missions that much better. thanks
  17. I tried this code in waypoint Act line and it said variable error. However, when messing around with my newly spawned HQ, I placed unit waypoint directly over object to "get in" and every time he enters the HQ like he knows what he is suppose to do. weird.
  18. this looks good I will try and use it in my next MP mission.
  19. Hello, I was wondering if this line (count thislist) > 0; is good to count if any east side units get killed, I am trying to make a trigger condition where if ANY CSAT unit gets killed the trigger pops and switches the civ guerrilla side to friendly with blufor in order for CSAT to ID them as enemy and fire on them. I have the switch part of Act line to work but would rather set condition for ANY CSAT unit dead vs specific units such as (!alive t1) lastly, If I understand correctly, (count thislist) > 0; is set to radius and any unit in that trigger is counted, correct? therefore any unit killed will pop trigger? if so, I am not able to get it to work. Thanks
  20. I am starting to use the site modules more with my MP missions to populate my military bases in combination with UPS script for patrolling. I am getting opfor AI on opfor AI fighting / engaging each other. I am not sure if anyone else gets this or sure why this is happening, but from my observations it seems as if the site module OP AI see the patrolling AI as enemy. kinda weird. just started lately. was there an update? Anyone have ideas on how to fix this other than removing 1 of 2 things here?
  21. anyone else having this conflict?
  22. jandrews

    UPSMON for arma3

    I am having conflicts with module "site" OP opfor spawned AI firing on UPS patrolling opfor AI, anyone else having this issue?
  23. Hello, I am setting an ambush mission, I want to disable the hunters/marshalls thermal sites, In unit INIT: name setPiPEffect [effect, optionalParam0] Is this correct?
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