Jump to content

tmp95

Member
  • Content Count

    373
  • Joined

  • Last visited

  • Medals

Everything posted by tmp95

  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 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!
  7. 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.
  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.
  15. Script\A3\structures_F\scripts\door_close.sqf not found I'm getting this error all of a sudden since latest update. Help? in stopping it? Is it because I use UPSMON?
  16. Just back to A3 since last update. I was wounded and I did not see the ability to "treat yourself" on my mouse scroll? though I had first aid kits on me. Has something changed? I switched to my medic and there gave me the ablility to treat wounded guy as normal via scroll option.
  17. I'm curious. I just purchased new top line computer. It came with windows 10 pro. I've today got steam and A3 all set up on it. And for some reason now my "SPACEBAR" key no longer selects all units under my command. Instead it is the "`" key. But even when I go to swtich it back to Spacebar.....it isn't taking it. It shows it, but does not implement it. The spacebar is basically my selecting key now. Say I want my untis to regroup I scroll to "regroup" and then hit spacebar. it is rather confusing though I'm sure I can get use to it. I'm just confused because on my other windows 7 system. Logging into same Steam account, using same mods. If I hit spacebar, all units under my command are selected.
  18. I use to use the random start option. By placing several markerts and then linking them to an AI. He would then begin at any of those locations randomly. However, I can't get that to work since last few updates. I have an AI man. I place 3 markers on map. I then click my AI guy and say set to random marker (linking each three places back to him. From marker to him). Yet when game starts he is just on the map where placed. Not in any of those locations. On occasion he will go to one them. But on most he is just on the map where placed??
  19. What is the best solution for making an AI try to hide from BluFor ? Say within a village. Clearing a village I'd like to make him try and hide as much as possible.
  20. Since latest update my ability to color different placed square zones is no longer an option. Only black.
  21. Any advice on for a new US SOF type units mod to use? I've always used USSOCOM 75th Ranger, Navy SEALs DEVGRU and Delta Force By massi - But until updated it no longer works within the virtual arsenal (how I outfit by units). Would like recommendations from others. I'd like one that has very few requirements.
  22. Perhaps..... But I'd bet dollars to doughnuts without the modding community A2 or A3 would not ever have happened. It is the modding community that made BIS what it became. And for those of us who work 50+ hours weekly we are greatly appreciative to those very talented modders (like Massi) and all the work they do. Nor do we have the time to learn modding of particular subsets within the game. We also have dozens and dozens of hours into mission building which use said "mods". So once they are broken it isn't that easy to just say, well it is still useable, just don't use those. As a point of fact, sure, ....but as a paying customer looking for an experience he wants, not exactly. Here's hoping Massi desires for A3 come back to him when he gets time.
  23. Looking to confirm (that isn't just on my end). But is this mod now (with latest update) unable to use the virtual arsenal at all. As the weapons shown are not then placed on the unit. Definitely wish BIS would stop with the equipment name changes. It leaves paying customers constantly with a non useable product until further updates.
  24. Appreicate all hard work Massi has done on this mod. My favorite to use, weapons and units. I also you great load transfer mod (which allows you to outfit yourself and teammates very quickly). But yes, after update, because the load transfer mod uses the virtual arsenal it now has my stored units all messed up. Looking forward to an update when life allows Massi time.
×