ledhead900
Member-
Content Count
41 -
Joined
-
Last visited
-
Medals
Everything posted by ledhead900
-
[Help] Heli insertion not going to plan.
ledhead900 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm having some troubles making my squad exit the helicopter and then proceed to the next waypoint. I'm working a mission where you end up entering a helicopter it takes you to the LZ the squad will get out, but then the leader orders everyone to re enter the helicopter. I have uploaded the mission file you can download that from Google Drive here. It is a heavy work in progress but just follow it along and don't play as the leader, you may check it out in the editor as well. What I need to happen is the squad BlackFox needs to exit the helicopter and proceed too the current move waypoint, where I plan to trigger the heli to be sent away and destroyed and later spawned for extraction. (I am familiar with how do these other things, I also tried setting "GetIn" to false I tried some other methods but every time the units either exit the helicopter and do nothing or they get out and then get back in.) Some help with this will make my day since this is currently stumping my progress. -
[Help] Heli insertion not going to plan.
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks iceman77 that looks friggen fantastic. I would personally use the he'll out if those to make specific reaction or scene. -
[Help] Heli insertion not going to plan.
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Explain? Are you saying I can fly and capture it then use the output as a replay for the Ai? ---------- Post added at 13:23 ---------- Previous post was at 13:21 ---------- Would It not be possible to attach a light source or effect to the heli or plane? I noticed there are attach functions. -
[Help] Heli insertion not going to plan.
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sweet guys, got the guys to get out properly, I have two questions and won't start a new thread. 1.I need the InsertHeli to turn its headlights on while it lands (Now I can apply this to the trigger or the waypoint) 2. How can I set a formation type, Combat mode, speed for automatic without a human player giving the order, this is so once we all land they go into aware and full speed and engage at will. EDIT: For 2. I found this https://community.bistudio.com/wiki/setSpeedMode & https://community.bistudio.com/wiki/setCombatMode & https://community.bistudio.com/wiki/setBehaviour & https://community.bistudio.com/wiki/setFormation so that is solved. -
[Help] Heli insertion not going to plan.
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oooo thank you. The sleep command was a row. The sleep command was a test, I looked up the unassignvehicle just was not sure what that applied too since I did not assign them to the heli. The hints was a temp thing I was going try and figure out voice overs at some point. I'll give that fix a go tonight first need to patch up a couple way point bugs a tasks in the latest build This my first real mission too my other one was learning the basics of modules and squads. ---------- Post added at 00:03 ---------- Previous post was at 00:01 ---------- Yes a had that but was considering a hot drop using GetOut so it hovered. That's the easy bit though. Just had to get the squad to continue the mission. -
[Help] Heli insertion not going to plan.
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers I'll check those out when I get home. I should add I already assign the squad to get in on a trigger near the task. As for the landing yes I did use a invisible heli pad and a script to land I believe it was "insertheli land" land";" no brackets on the ends. I liked the mission file if u want to check it out. They get in and out but get back in again -
Another Helicopter Insertion Thread
ledhead900 replied to Vanusk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry to resurrect this thread but I have the solution for this. I use the same method using the hold waypoints and the Load or Unload waypoint. You need to call "doGetOut" or they will not get out, it really depends how you do this but the easiest way I found was by setting up a trigger near the landing zone which controls what's going to happen after the heli lands. Name the group who will be in the helicopter, (it is good practice to name your squads using the "CallSign" module or by adding BlackFox = group this; (Replace BlackFox with your preferred call sign, alternatively you can use traditional existing call signs such as "alpha" this just what the squad will be called in-game) to the squad leaders executed script. Create a new trigger near the helipad you are having the helicopter land at "Can be any name you want, give a description trust me on complex missions you want to name everything and describe every action"" Group the trigger with the units who will be inside the helicopter. Setup the trigger as shown in this image. (I highlighted the important section you just need to replace "BlackFox" with your callsign you set in step 1. Setup the radius to your desire.) This works for me but I am having my own troubles making them not enter the helicopter again after they get out. -
What I am asking is since ArmA3 boasts PhysX and I am ditching my Nvidia card for an R9 280X for use with mantle related goodness, how does this effect the gameplay in terms of PhsyX how much does ArmA rely on PhsyX in ArmA3 will it be noticeable? Is it worth the frame drop or increase? are there any major issues with ATI "Non Crossfire" cards playing ArmA3?
-
How does ATI cards effect the game?
ledhead900 replied to ledhead900's topic in ARMA 3 - QUESTIONS & ANSWERS
This has been told to me already, but the post your quoted was my response to hearing about how It cannot be run on dedicated hardware that is a real shame because I don't really like physics simulations run on the CPU. -
How does ATI cards effect the game?
ledhead900 replied to ledhead900's topic in ARMA 3 - QUESTIONS & ANSWERS
Yes I am aware of what the 280X is it is a 7970GHZ edition but its not just a simple re-brand. They are using newer technology on the pcb for somethings I already have one though pity was DOA but I already have purchased it. I only paid $180 for it because I sold my 670 in the processes. Personally I hate the 290X I think it runs hot and it is too loud and I'm not going to be running full water loops, I am just going to hold onto that 280X until mid next year and get what ever duel gpu design they come up with for the high end 300X range or crossfire the 280X. I don't even understand why they have a 290X the 690 and the 7990 are around the same price range well the 7990 is and they are a two gpu core design which eats the 290X for lunch and dinner when it comes to gaming under 4k, yes the 290X performs with a bit less of an FPS gap when talking about 4k but even with a 290X you will still need two of them to run 4k display at a responsible FPS and maintain ultra settings. Personally 4K is too young give it another four years and I might be interested. I'm sorry I should have explained that I am not an average user I am a power user with 16-17 years of IT experience under my-belt. Previous post I was just stating disappoint at the fact that there is no method to disable phsyx in ArmA because I really don not want it running on my CPU the CPU is not quite ready for that yet. -
How does ATI cards effect the game?
ledhead900 replied to ledhead900's topic in ARMA 3 - QUESTIONS & ANSWERS
What............... I really do not like the sound of that! This game is intensive enough with so much Ai logic routine going on that the last thing I want is for my i7 to be choked up with PhsyX processing. Thanks for the insights I can rest easier. -
I normally don't like to engage in these debates but I feel this needs clearing up. Where did you get that idea I clearly stated "beggar's can't be choosers" I also referenced the fact that any part could be disabled and that I did do just that, I stated my reasons as to why I disabled them I was not telling anyone else TO disable any of it. The only real thing you have on me is that I appear to have rather seen the whole mod as separate mods to which I added the "beggar's can't be choosers" to the end of that sentence because obviously it is one mod for a reason if I don't prefer it that way tough cookies for me I was not bitching about it being one mod or mocking your work. I simply stated that the extra bits were not useful to me and that was about it I disabled them I did not demand anything from you so I'm not sure what your beef is. P.S I should have written the post better I was very tired when I wrote it, I am ashamed it was written so poorly after reading my own words just now.
-
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 posted a topic in ARMA 3 - GENERAL
Just as the title spells out clearly. We have this beautiful if somewhat lacking in content diving system which gives us the opportunity to " dive dive dive" and go for searching for sweet ship wrecks. So now I am thinking with all of this in place and all the great content top side that be used for warfare. The aspect ArmA has always been without is the Navy. So I am thinking would it not be great to one day see an expansion pack that added Naval combat to the already great land and air combat. I truly think it would be the icing on what is ArmA.. Games today have seemed to all forget about naval combat, with the likes of Battlefield ditching the the naval combat ever since battlefield 2 I have yet to see a game fully provide a proper naval system. ArmA3 has everything you could want in a military sim it has a great community " you guys" very helpful..., it has Air and Land all realistic it even now has drones and scuba diving, and so much more is possible with the community making new content and adding even more great stuff to the game. The one thing that stands out now to me at least is the lack of being able to realize my dream of being in a fleet and getting attacked by submarines while at the same time everyone is running around on deck. I know they have that carrier which needs to spawned in but I would love to see fleshed out. How about you guys? -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 replied to ledhead900's topic in ARMA 3 - GENERAL
They did not quite give an exact reason so hear me out. I only had the "Epic Naval Warfare" in the title in all caps I just forgot to put an ! at the end of it. So I got the infraction for three words in all caps because I thought it was appropriate for the title and was only reason I put the caps in there. Obviously I was wrong and the rules do clearly state this was not allowed. -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 replied to ledhead900's topic in ARMA 3 - GENERAL
Great, then I just need to figure out how to package that with my mission on workshop :P. -
How do I fail a mission with lose text?
ledhead900 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Peeps. I have eight hostages if any of them die the mission needs to fail with a lose state but it also has to display a brief short message on why the mission ended. Below is what I have setup right now Trigger Except when I kill a hostage on purpose to test the trigger - http://puu.sh/4LFH1.jpg (178 kB) I believe this is the proper lose state but I need it too display some details about why it was failed before proceeding to this window how can I do that? What I am asking for is an elegant fail window before the de-briefing window appears. -
How do I fail a mission with lose text?
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This sets up the hostage counter correct? This could be used on the trigger which the hostages are in, because I have four triggers spread over a couple areas like I said all the playable units of the mission group need to do is step into the trigger and wait a couple seconds then the hostages will be added to that groups leader. Each trigger frees two captives. With that dynamic counter civilian method I could make them FIA as I don't use that side for anything else. But now if I have the counter what can I do with the counter, let's say I wanted the the dynamic count to show as a hint as you collected the hostages. I know how to use hints but how I would display the current number of hostages that remain. Thanks for the help thus far, I just want to make good missions that are worth playing :) Edit I ended up using the simple version, I may try the advanced later but I want to get this mission released soon so I just need the hints showing and that worked really well thanks. -
How do I fail a mission with lose text?
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To rescue them I simply have have any member of the group linked to the trigger walk into the trigger, which activates the trigger. Then the trigger sets the captive to false and allows Ai move and makes the units join Player1 which is the squad leader of the mission. The problem with your 2. is that I don't want the location reveled I have a trigger setup already in my mission to put a circle on the map where the possible locations of the hostages are but your team has to search those area's for them manually. For 2. all I would use would be a task with no markers being shown on the map and a succeed as each one was rescued. I placed the hostages in the 4 separate triggers so they are in groups of two. I will try your method 2. out I like the idea of parent tasks as they suit the fact you need to rescue 8 units quite well being that you would have one main task and then the sub objectives of that task :). -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 replied to ledhead900's topic in ARMA 3 - GENERAL
Awesome stuff, yea I agree after all the stuff in this thread has been said that large boats on the maps of this size are not plausible, for large boats I would consider one scaled carrier static model simply to use for a staging point and the landing craft mentioned by myself and above are perfect examples on what Naval stuff would fit into the ArmA design plan. -
How do I fail a mission with lose text?
ledhead900 replied to ledhead900's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Thanks for the correction. Thanks for that :), will custom pictures be sent with the mission if I put them in my mission folder along side the scripts ?, Say I wanted to design my own picture and publish to workshop would that work, or must I use the pictures provided by the game? Yea I will probably combine the two methods, as far as the condition is concerned though is that correct? I tried to make it an array the first time but that never worked as the I got an error saying "Type:Array, Syntax expects a Group" along those lines. I thought it may have been possible to put group names into an Array but I probably did that wrong. Is what I used as the condition first time. !alive [H1, H2, H3, H4, H5, H6, H7, H8]; Would it work with quotation tags surrounding the group names? (["H1"]) I will probably find the answer for this before you respond so if you respond thanks in advance, I am going to have a Google and rummage through the wiki base. Believe it or not this my second attempt at a mission I got a lot of the basics down pat now, If you want to check out my mission add me on Steam because its public to friends only until I complete the win and lose states. EDIT To save creating a new thread for this I will ask some additional things. The players testing my mission have asked if it was possible to have a counter for how many hostages are left to rescue, I had a couple methods in mind which did not involve scripts - 1. Display a Hint for every hostage you rescue, and accompany this with a trigger which then hinted how many hostages were left (Remaining Hostages: 2/8) I believe this would need to use a counter except I have no idea how to do the second half "counter" part of this method, the hint I can easily do by adding that to the trigger which releases them from being captive. 2.Assign Multiple Tasks once the scenario progresses to the point where you need to rescue the hostages, one for each hostage with a simple description. I know how to do this one as well. If I learn how to make a counters inside a hint I would be able to use that in a custom debrief as after looking over the stuff you provided I have a much better idea on how the ending needs to be done and what things I can add to the ending. Any other ideas on this are welcome. -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 replied to ledhead900's topic in ARMA 3 - GENERAL
Correct, I had the "epic naval warfare" emphasized in all caps. Clearly I was in the wrong, I should have better read the rules of the forum as this did not fit into the caps used to highlight important bits, strictly no caps in the titles rule. I am not usually an all caps kind of guy, in fact that infuriates me just as much as it probably would somebody else, in this instance I thought it may have been acceptable as I was trying to emphasize the excitement, may have helped if I put an exclamation mark at the end. It was edited or must have been before you guys saw it, I do not know if the warning will ever go away lessons learned. -
Hostage situation when using Commander Module, need help
ledhead900 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a mission which progresses from find the location of x to search and rescue x. I have a fair group of units which I feel would be better controlled by a commanding unit leader and his subordinate team, however I don't wish for the hostages to appear for the team until they are rescued from capture. Currently the mission has 14 men assigned to one leader, what I would like to do is split them into two groups of whatever lets speculate below shall we. Team Leader - BlackFox 1 2 3 4 5 6 Team Leader - WhiteRabbit 1 2 3 4 5 6 However when I use the Commander Module and assign "WhiteRabbit" as a Subordinate I get the desired effect of having control of the second team for Single-Player use but I can also see the 8 hostages across the map which you are supposed locate later and then rescue once you find out they have been captured.. Is there a good way to stop this from happening so that the hostages are only visible to bluefor once they have been found, I have been tempted to try something like set their side to something else maybe civilian that way they should not actually appear for bluefor until they have been added to the team by the trigger box nearby. -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
ledhead900 replied to ledhead900's topic in ARMA 3 - GENERAL
I was thinking more along the lines of other naval carriers like barges to carry platoons of tanks and men, or modern day support class like in WWII Omaha beach all the infantry arrived on those personal craft to shore. They have the thing I am trying to remember the name for in Battlefield3, ah yes this http://upload.wikimedia.org/wikipedia/commons/c/cf/LCAC_19970620.jpg and http://www.aspistrategist.org.au/wp-content/uploads/2012/12/5666661907_17ef53704d_b.jpg. As for scuba I could think of couple things of interest. http://www.divinglore.com/Genesis/images/Misc/MilitarySDV.jpg http://www.armedforces-int.com/upload/image_files/Military-Diver-Propulsion-Devices.jpg -
I turned off almost everything in TPW_Mod I was only interested in the Ai routines the and fog and stuff like that, anything that added too much overhead like the cars, civs, rain, lights, radio I disabled. I left the animals on because that seems naked to me I can get over the npcs because I prefer to script them in my missions. Animals though they are populate otherwise barren areas and so I set them to about 8 spawns left the timer on 10 seconds. The rest of the stuff I mentioned added weight to the game and got in the way of mission units path finding because often cars or civs or what ever would spawn in triggers and or get in the way of patrol paths. I don't know why the creator of TPW decided to add of these things, if you were playing wasteland I guess that's what you would want going on. Personally I just had no use for it and that is why their is options to disable it thankfully I would have proffered separate modules but beggars cant be choosers.
-
I am trying to use a trigger to make a couple map markers used as a visual zone border. The mission I am working on has the squad move up towards a town, you get a new task and then I needed a couple of pre placed map markers to become visible. The markers must remain hidden until this trigger is tripped. I thought the below method may work, I have not tried it yet. 1. Place the trigger down grouped to player, sync the trigger to a map marker? Other possible method is using the INIT section with a hide and show function synced to the trigger much like how get hostages to work.