

kmackinley
Member-
Content Count
7 -
Joined
-
Last visited
-
Medals
Community Reputation
12 GoodAbout kmackinley
-
Rank
Rookie
-
How to set up laser targeting for AI?
kmackinley replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure if this is what you're trying but this is what I have done: My player unit is a UAV operator which comes with the UAV terminal. If you don't want to be a UAV Operator add the UAV Terminal to your player unit with: this addweapon "B_uavterminal";Make sure you add a bluefor UAV (prefer MQ4A Greyhawk (CAS)) and make it set to "flying". I add a laser designator in the player units initialization box if you don't already have one with: this addweapon "laserdesignator"; this addmagazine "laserbatteries"; Yes, you need the batteries. When I spawn I open the UAV terminal and connect the UAV to the terminal by right clicking over the UAV and selecting "CONNECT UAV TO TERMINAL". Then click where my target is on the UAV terminal map this will make the UAV move to it's position, also right click on that position and select type "DESTROY". The UAV itself needs a laser designation to drop a bomb, so after your UAV is en route to the enemy with the destroy command, pull out your laser designator and activate it by clicking the left mouse button and keep the laser on the target. Keep holding until the UAV drops the bomb and boom. Keep in mind that the UAV needs to be in line of sight of the laser beam. If you're pointing it from one direction on a wall or tank etc, and the UAV is coming from the other, it will not drop the bomb as it cannot see the laser designation. Hope this helps, makes for a fun mission! -
Cant get multiple tasks to work
kmackinley replied to Necramonium's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had found out the other day, this is all able to be done by the task modules. No scripting needed at all. These guys keep posting this scripting example, which for new players, makes no sense as you don't know where to put it or how. The key is synchronizing the right things. As zuefman said, each "create task" module needs to be synched to the player. Generally when I create a task it has 5 things: 1) Create Task (synched to player) 2) Task State "assigned" (synched to create task and previous trigger if applicable) 3) Task State "succeeded" (synched to create task) 4) Trigger (synched to succeeded) 5) Waypoint (optional) synched to previous trigger if applicable The waypoints are optional, but add a marker to see where your objective is. Each task needs a specific name, task1, task2 etc. I used to have a problem where my first task would complete but other tasks after that would not assign and update. Just know it can be done through proper synchronization. -
Task creation and updating.
kmackinley replied to kmackinley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks kylania, I've come to realize exactly what you've said is true despite all the forum posts about the Task Module being bugged. They work if you know what to do. I didn't have to do any triggerActivated commands at all. Its all about synchronizing the right things. -
Task creation and updating.
kmackinley replied to kmackinley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so originally I had wanted to destroy something in the second task and after it was destroyed, to move to the next waypoint/task. That's where I'm having issues now. Heres the updated PBO. Instead of moving to the destroy tank waypoint/task, it moves straight to the last waypoint. -
Task creation and updating.
kmackinley replied to kmackinley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
EDIT: gave the last waypoint only the triggeractivated command and it worked. Will test further. Did this on my other mission and it didn't work. -
Task creation and updating.
kmackinley replied to kmackinley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think its silly to have a task module and then have to resort to coding for anything to work. Is this a known issue? -
Hello, I created a mission in the alpha/beta that worked fine with the briefing.sqf and init.sqf method of creating tasks which automatically found the marker position on screen and showed the objective. I've tried this same exact method now, on live, and it does not work. Ive created the briefing.html etc., but no tasks get created and no markers show on screen. Did this method of task creation get axed? I realize now that there are task modules, and I have tried that and they work for the first task. After the first task is completed, it will create a new task and assign it, but will not show the objective OR the task itself on the map. Seems like making a task is way too much of a task in itself. What gives? Any insight? I just want to create simple tasks of either killing an OPFOR or moving to a position which will both, when completed, move on to the next task.