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tmp95

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About tmp95

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    Staff Sergeant

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  1. Such great looking map! Thanks! Friendly AI does have some odd path issues at times I'm trying to learn to work with.
  2. I just updated my JBAD buildings Mod (have been using a version form 2016/17) After I updated it now most of the doors on my Kunduz map won't open. Is there any fix? Thanks! I'm using a 2015 version of this map it appears in my files. Should I update to the 2016 version?
  3. tmp95

    JBAD Release Thread

    I just recently updated my JBAD and all of a sudden I can't open most buildings doors?? I used the older version from I think 2016 or 2017 for years with no trouble. Just tonight while updating I cannot now open most doors on Kunduz map (non CUP) and another Lyitum (sp) map. Solutions? THANKS!
  4. I can't seem to find in my controls the key for turning ON my laser designator. I see how to hit the \ to toggle and see different exact ranges but not how to turn on laser. When I go to call in airstrikes it continually says laser not turned on??
  5. I somehow have my rangefinders only showing elevation not distance. What is the key to change this? Thanks much!
  6. How do I get the new options for Panel or panel mode (something like that) that shows up now on your UI (upper left corner, which has your weapons, secondary weapons, etc). I'd rather not have that panel mode as an option there when my mouse scrolls by each.
  7. How do I go about giving myself a pain shot now?? It use to automatically pop up as a choice for me once injured. Now I can't seem to figure out how to give to myself. Thanks!
  8. tmp95

    UPSMON Updated to ArmaIII

    Is UPSMON still going? If not, what is a good alternative to simple AI patrols, and such?
  9. tmp95

    UPSMON for arma3

    Is there an alternative for UPSMON these days? This script still works great for me in basic patrol....but the "fortify" options seem to be hit or miss. Sometimes guys will do such other times guys will simply walk way across the map non stop away from any marked zones.
  10. tmp95

    Advanced AI Command

    Since 1.70 Update. This fantastic mod only works if I place a limited # of enemy on the map. Once I place a certain amount (say 30 + enemy) I can no longer control my BluFor groups. I can click on them, the issue order pop up appears but once I click on set waypoints (or set formation) it goes right away and wont issue orders. Works fine with only a limited number of enemies placed. But once I hit a threshold my BluFor units are unable to take orders. ??
  11. Since latest update it is taking more rounds to knock guys down. Was damage ratios changed again?
  12. tmp95

    Advanced AI Command

    /*=========================================================================================== Random House Patrol Script v2.2 for Arma 3 by Tophe of Östgöta Ops [OOPS] Contact & bugreport: BIS forums ============================================================================================= HOW TO USE: Place unit close to a house and put this in the init field: guard = [this] execVM "HousePatrol.sqf" OPTIONAL SETTINGS: guard = [this, MODE, STAND TIME, EXCLUDED POS, STARTING POS, DEBUG] execVM "HousePatrol.sqf" * BEHAVIOUR - set unit behaviour. guard = [this,"COMBAT"] execVM "HousePatrol.sqf" Options: CARELESS, SAFE, AWARE, COMBAT, STEALTH Default: SAFE * STAND TIME - Set maximum amount of seconds the unit will wait before moving to next waypoint. guard = [this,"SAFE",50] execVM "HousePatrol.sqf" Options: Any value in seconds. 0 = continuous patrol. Default: 30 * EXCLUDED POSITIONS - exclude certain building positions from patrol route. guard = [this,"SAFE",30, [5,4]] execVM "HousePatrol.sqf" Options: Array of building positions Default: [] (no excluded positions) * STARTING POS - Some building positions doesn't work well will the setPos command. Here you may add a custom starting pos. Negative number means starting pos will be randomized. guard = [this,"SAFE",30, [5,4], 2] execVM "HousePatrol.sqf" Options: Any available building position Default: -1 (random) * STANCE - Tell the unit what stance to use. To keep the unit from going prone you can set this to MIDDLE or UP. AUTO will be the standard behaviour and unit will crawl around in combat mode. HIGH is the default mode. This is like AUTO but prone position is excluded. Options: UP, DOWN, MIDDLE, AUTO, HIGH Default: HIGH * DEBUG - Use markers and chatlog for mission design debugging. guard = [this,"SAFE",30, [], -1, true] execVM "HousePatrol.sqf" Options: true/false Default: false ===========================================================================================*/ if (!isServer) exitWith {}; sleep random 1; // Set variables _unit = _this select 0; _behaviour = if (count _this > 1) then {toUpper(_this select 1)} else {"SAFE"}; _maxWaitTime = if (count _this > 2) then {_this select 2} else {30}; _excludedPositions = if (count _this > 3) then {_this select 3} else {[]}; _startingPos = if (count _this > 4) then {_this select 4} else {-1}; _stance = if (count _this > 5) then {toUpper(_this select 5)} else {"HIGH"}; _debug = if (count _this > 6) then {_this select 6} else {false}; _position = getPos _unit; _house = nearestBuilding _unit; _numOfBuildingPos = 0; _currentBuildingPos = 0; _lastBuildingPos = 0; _waitTime = 0; _timeout = 0; _behaviours = ["CARELESS", "SAFE", "AWARE", "COMBAT", "STEALTH"]; _stances = ["UP", "DOWN", "MIDDLE", "AUTO", "HIGH"]; _name = vehicleVarName _unit; if (isNil _name) then { _name = format["Guard x%1y%2", floor (_position select 0), floor (_position select 1)] }; // Set behaviour of unit if (_behaviour in _behaviours) then { _unit setBehaviour _behaviour; } else { _unit setBehaviour "SAFE"; }; // Set unit stance if (_stance == "HIGH") then { _stanceCheck = { _unit = _this select 0; while {alive _unit} do { if (unitPos _unit == "DOWN") then { if (random 1 < 0.5) then {_unit setUnitPos "MIDDLE"} else {_unit setUnitPos "UP"}; sleep random 5; _unit setUnitPos "AUTO"; }; }; }; [_unit] spawn _stanceCheck; } else { if (_stance in _stances) then { _unit setUnitPos _stance; } else { _unit setBehaviour "UP"; }; }; // Find number of positions in building while {format ["%1", _house buildingPos _numOfBuildingPos] != "[0,0,0]"} do { _numOfBuildingPos = _numOfBuildingPos + 1; }; // DEBUGGING - Mark house on map, mark building positions ingame, broadcast information if (_debug) then { for [{_i = 0}, {_i <= _numOfBuildingPos}, {_i = _i + 1}] do { if (!(_i in _excludedPositions)) then { _arrow = "Sign_Arrow_F" createVehicle (_house buildingPos _i); _arrow setPos (_house buildingpos _i); }; }; player globalChat format["%1 - Number of available positions: %2", _name, _numOfBuildingPos]; if (count _excludedPositions > 0) then { player globalChat format["%1 - Excluded positions: %2", _name, _excludedPositions]; }; _marker = createMarker [_name, position _unit]; _marker setMarkerType "mil_dot"; _marker setMarkerText _name; _marker setMarkerColor "ColorGreen"; }; // Put unit at random starting pos. while {_startingPos in _excludedPositions || _startingPos < 0} do { _startingPos = floor(random _numOfBuildingPos); }; if (_startingPos > _numOfBuildingPos - 1) then { _startingPos = _numOfBuildingPos - 1 }; if (_numOfBuildingPos > 0) then { _unit setPos (_house buildingPos _startingPos); _unit setPos (getPos _unit); }; // DEBUGGING - broadcast starting position if (_debug) then { player globalChat format["%1 - starting at building pos %2", _name, _startingPos] }; // Have unit patrol inside house while {alive _unit && (_numOfBuildingPos - count _excludedPositions) > 0} do { if (_numOfBuildingPos < 2) exitWith {}; while {_lastBuildingPos == _currentBuildingPos || _currentBuildingPos in _excludedPositions} do { _currentBuildingPos = floor(random _numOfBuildingPos); }; _waitTime = floor(random _maxWaitTime); _unit doMove (_house buildingPos _currentBuildingPos); _unit moveTo (_house buildingPos _currentBuildingPos); sleep 0.5; _timeout = time + 50; waitUntil {moveToCompleted _unit || moveToFailed _unit || !alive _unit || _timeout < time}; if (_timeout < time) then {_unit setPos (_house buildingPos _currentBuildingPos)}; // DEBUGGING - move marker to new position if (_debug) then { _name setMarkerPos position _unit; _text = format["%1: moving to pos %2", _name, _currentBuildingPos]; _name setMarkerText _text; }; sleep _waitTime; _lastBuildingPos = _currentBuildingPos; }; // DEBUGGING - Change marker color if script ends if (_debug) then { player globalChat format["%1 - ended house patrol loop", _name]; _name setMarkerColor "ColorRed"; };
  13. tmp95

    Advanced AI Command

    Odd since last update. This works on it's own. But no longer works if I used a long time used HOUSE PATROL script. If I use older used saved missions (with same patrol script) it works. But any new created missions in which this patrol script is used. This won't work. It won't allow me to give any orders to friendly AI units (though they all show up in map mode). This patrol script is below (sorry, not attaced to this one). I can't seem to find a conflict but certainly is one with latest update and these two together.
  14. tmp95

    Advanced AI Command

    What was the fix?? I love this mod? Old made missions still work when I call them up. But any new made missions since last patch....I cannot control other units in map mode now. No matter what key I push (or mouse) it won't select any of the options for other AI units. What is the fix? Much appreciated.
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