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Everything posted by jandrews

  1. Thanks for the response strider42. Am sure others would like to see your updates as well.
  2. Did some tinkering yesterday with values. Maxd most numbers and with the varying ranges it's still kinda hard to see the full effect. Nonetheless eos seems to work fine. Baston may need more exploring. I maxd those numbers and saw some issues with spawning units or lack there of. The waves appear to be an issue as well. Not sure your free time strider but if you are vested in fixing this stuff that may need further time. I added a careless way point to the transport heli yet it seems to still have issues unloading its troops and the spawning vehicles are not patrolling in to the zones. For all spawn lines I turned debug on to visually see all spawned units. Eos spawned most in but not as maxd as Iike. So other ideas if time warrants. Turrets spawning are lame when exposed. I attempted to add code which would spawn sand bags 360 around the turrets yet the code gets stuck. Another idea is to have units fast rope from transport helis to avoid the silly npc pilots from loitering around the ao to find exact spot to dump units. Another issue I see in towns is ai vehicles getting stuck against buildings. Anyone have any code for ai to get unstuck if they don't move for x time?
  3. Haha. I get eos scaling. I will max all the values and see what happens. Although I didn't know default was 100% probability.
  4. I did the same. Yet the house script and inf patrols did not spawn correct numbers. Be sure and check the amounts of units spawning. The other vehicles did, but I did not find the static weapon.
  5. Hey. So far so good. Although it seems not all units are spawning. I upped the amounts for the inf examples to include all units yet it seems no luck. Does arma now scale to number of players? I am using zen occupy house in place of sku because its better imo. Yet not many units spawned in on any setting. Anyone else notice this?
  6. Hey man. Nice to see someone is interested to making eos better. The version I was using had errors popping and units not spawning. It may have been on end. I think the find safe pos wasn't working either but it looks like you fixed it. But I'd Ike to see a cleaned up version to be honest. I think there are a few still around that like eos but this thread has been really silent. So most gave up I suspect. I'd bet some would like to use the updated version tbh. Thanks.
  7. Thanks for posting this. Those updates look really cool. One of these days I will jump back into mission day. Side note, hearts and minds mission can support the vobra faction with some minor code if you want something other then alive.
  8. Hey wogz, I have been following this, opened a few demos and files. Its a ton of stuff and awesome to see people are still putting things out there for players. My main question is for calling your scripts. Will you be releasing any small missions showcasing all functions? Thanks
  9. Hey, Id like to take a look at you updated mission files. That link just tells me to contact you for a copy.
  10. Ok. I had a chance to look in the folder. The compositions are nice. If I wanted to make new versions is it as easy as replacing the named file? I presume so. However you have directions and angles added so perhaps not. The laptop could use some access and download info with a timer to add since you may be hacking the pc. And once hacked may be that leads to other side missions opening like capture the unit and save the unit, locate the enemy ammo storage and blow, locate the terrorist camp and destroy, etc.. Other ideas, Destroy radio tower, destroy comms station, destroy electricity grid and black out a sector or region. Destroy cargo ships with explosives, destroy/ fix convoy, support missions like protect the unit from point a to b, deliver ammo to fob, provide support to fob under attack, Guerrilla warfare tactics, like disrupt and sabatoge, Lrrp ops, having to get supply drops to maintain long range patrols, patrol/ recon areas, small group hit and run tactics, cover of darkness ops, red dawn (original) type ambushes. option to sequence missions instead of all spawning at once for specific order? In your opinion whats best way to add units? Via script in mission file? Alivemod? I will look more in to file this weekend and see what I can add. Its a good start.
  11. I like ambush missions, search and destroy, recon, call in air support and defend from counterattack. OP you mention your missions do not include the enemies? I am work i will need to dl the script and open later at home.
  12. Sounds like a job for superscriptman. able to leap tall coding orders in a single bound, able to write code faster then a speeding bullet, his code is more powerful then a locomotive, look up, up in the arma forums, its a troll, its a mod, its superscriptman. a job for Quicksilver! Away!
  13. jandrews

    LAMBS Improved Danger.fsm

    Personally i think this would be a cool feature in general. Ai pilots should id enemy objects and attack regardless of player interaction. This may be something you could add as a side script running a loop every few minutes or less. Not entirely sure as I suck at creating scripts. Have you done any Google search?
  14. Good topic. I know mission makers have always struggled with units and vehicles that get stuck. That boat driver who drives up on the sandbar and doesn't move, The mrap driver who rides up on a rock and can't figure it out..... Ugh
  15. This looks great. Check this ai spawner. Its probably one of the best made during arma 3 peak player numbers. If you like to script this guy is definitely someone to learn from. And of course this Enjoy and it looks good. The funny thing about arma scripting is you ways want to add more.
  16. This sounds fun. Stratis is kinda lame map. One suggestion like someone stated and like another older tvt was having the aoe randomized.
  17. jandrews

    [CTI,TvT,CooP] Dissension

    A rewrite? Dang. Can he give any details? And is he taking suggestions? I know from the previous version ai spawn bottlenecks was an issue.
  18. Hey man. If you look at my last post with link you will see EOS is not working as is. Its needing some updating with its core functions (spawning location and patroling) that I have found so far. I added some new functions but some other core code is bugged and I am not great at fixing stuff. I shelved it but may be i can get back to it if anyone else wants to help.
  19. Hey everyone, I have to say I enjoy this script as its lite and does not depend on mods unless you want to add them. I am trying to update some outdated functions with zenophon functions. (findgroundposition) and fn bis patrol and defend. I am currently trying to solve a few bugs and I added a few things as well. If anyone is interested in helping me I would greatly appreciate it. Bug fixing is certainly not my strong suit. The simple example is atlas map with 3 zones and player as opfor to trigger areas. no mods. https://www.dropbox.com/sh/4e4vx8oxg498xz8/AADZ1bwlSnCOr3gZNDv4I1M1a?dl=0 thanks and please pm if needed.
  20. Hello. Has anyone used findgroundposition with scripted markers? It seems this is set up for editor placed markers only. Was hoping for a work around so that function could follow markers placed from scripts. Thanks.
  21. can anyone post a working version of this script?
  22. I have to admit. the mod is looking very nice.
  23. hey, I came across your parent and child task_handling.sqf in another thread. A great find for me. I was wondering what you use to manage your AI spawning. Do you use something like ALIVE or do you script the AI in too? AND would you mind sharing that? I have been tinkering with scripting for some time but never really dug in to it. its basically learning a new language. but between your find and tacticalgamer youtube videos, the basics are coming around some. currently i have a script for AI that drops from a trigger in the editor. its basic and does the job. but i am sure it could be much better. but not sure where to call it related to your task_handling script.

    1. zagor64bz


      Hey man, glad I could help ya with the task handling script. I was helped myself with that, so why not share?. Anyway..back to your question...

      I used to use EOS which was AWESOME for spawning AI and caching them dynamically. But it's becoming outdated, and the scripter, bangabob, is MIA since 2017, so it requires you to go through the thread and update the script with the many updates users made to the script. Once updated, it's still an AWESOME way to spawn AI.

      As now, I'm using the great Drongo's Map Population which makes my life easier and it's quicker to set up and highly customizable. It's GREAT if you, like me, like to randomize as much is possible tasks and objectives, to keep interested high in the missions.


      I hope it helps, ma man!

      EDIT: I see that you already went into the EOS thread some time ago with no joy...sorry mate..I wish I could help you more.


  24. jandrews

    LAMBS Improved Danger.fsm

    Any settings you suggest to run both? define is not well made?