-
Content Count
18 -
Joined
-
Last visited
-
Medals
-
Medals
-
-
How to board a ship from ship
jabeitor replied to jabeitor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, that works! I assumed that there would be any way to "teleport" passengers inside a vehicle to other, but now I understand this is a limitation. What I have done to "minimize the visual impact" of ejecting to water the units is to set the moveincargo command 0.5 s after the "eject" command, the result is that you see the unit jumping but not have time to fall to water because in 0,5s he is being "teleported" to destination ship. Thanks you!! -
How to board a ship from ship
jabeitor replied to jabeitor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I attach here a simple mission were I´m trying to do the boarding process from ship to ship through a radio command ( to avoid complexity of movement and more). https://www.dropbox.com/s/d8igtlmel6sybsq/boarding%2520ship.Stratis.rar?dl=0 -
How to board a ship from ship
jabeitor replied to jabeitor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to do it automatically for AI units only, without giving orders them and I want not them to jump to water and swim trough the target ship, isn´t realistic, I prefer that with a command line or script the SEALs units tranfers himself from one ship to other. I tried that with no results, the AIs remains on their mother ship doing no more action. -
Hello, I want to make a mission where a SEAL boarding-team approach with a zodiac to a suspicious fishing ship (civilian), supposing that when the SEALs activates a trigger in the boarding point, the fishing crew joins BLUFOR to allow them board their ship. My question is, how can I order SEALs to transfer from assault zodiac to fishing ship cargo positions? I have used the GET IN command but it forces SEALs to jump to water,then swims towards fishing ship and get in, it seems to be slightly convincing. Is any way to transfer passenger units or groups from ship to ship when they are nearby? isn't imperative to me to see the process, I only need to change their vehicle to another.
-
Vcom AI V2.0 - AI Overhaul
jabeitor replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The problem I have concerns to AI static weapon deployment, I put in the same mission two squads with their equipment bags, one with original HMG and other with the FFAA_Spike launcher, both squads were advancing until they contact with an enemy vehicle, and the original HMG one deploys quickly and began to fire but the FFAA Spike launcher doesn´t accomplish deployment although his state changes to combat mode; so that I suppose that must be a compatibility issue. -
Hi hcpookie, thanks you for this great mod, I have tested it deeply and it works fine under air defense environment which is the main purpose of this addon, but some mission editors finds interestng to use this mod as a high value targets on ground forces operations, because of that I would suggest you to improve a bit the geometry LODs of some units, like SA-10 / SA-12 tubes, actually we fire ATGM to vertical cannisters and missile went through without damaging( the vehicle is ok, but is hard to target it into the shelter), also I would ask you to decrease the damage capacity in general to the units, for example, the radars (is almost impossible to destroy a radar mast with ATGM, it is very hard). Take this as suggestions only, I do not have intentions of criticizing, your work is excellent!!
-
Vcom AI V2.0 - AI Overhaul
jabeitor replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi genesis92x, you have a PM regarding Mod FFAA compatibility with VCOM, I want to thanks you the excellent job you have done with the AI behavior. -
genesis92x started following jabeitor
-
jabeitor started following genesis92x
-
same as above, it must be incomplete because have no seen effect on the welldeck door.
-
Thanks you JOnes!!!!!
-
if you want to operate welldeck door as a player, there is a button on the starboard wall of the internal dock, near the water ramp, you can open and close it as you want, the problem I found is how to operate this animation on AI or empty LHD, hope someone would clarify this.
-
Thanks you for this excellent addon , JOnes!!! I want to ask how can I start the mission with the LHD´s welldeck door opened to initiate amphibious ops, I´ve tried putting this in the LHD´s init line: also putting an AI unit near welldeck button and this init: but nothings happens, please give me the way to do it. thanks!!
-
Usually first I mount P: drive using Steam>Arma 3 tools>Prepare virtual P: drive, then I run Mikero´s ArmA3p and it starts extracting all contents to p:, now I have run again ArmA3p and saw no errors but on final line of DOS screen it says >Installing buldozer >Access denied >fail but buldozer runs well, I´ve re-exported wrp and repacked again, and still the same issue. I´ve started another project from 0 and now all runs OK and I can play my island on A3, perhaps as you said, was a mistake during P drive creation. Thanks to all, thanks for your time!
-
thanks you for your patience... here goes the binlog after pboproject packing: http://pastebin.com/VwhgnEJB
-
Hi BadLuckBurt, I saw on previous binarizations these errors, but I decide to solve at easy way invalidating the entire class outside terrain with /* and */. Following your advice, I´ve repaired these paths but still the same issue loading the terrain...a neverending loading.
-
I,ve checked: enableTerrainSynth = 0; as recommended on previous posts. I´ve deleted the /* and */ and returned error on PboProject, here you see the output: http://pastebin.com/BQve4ZjY