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420 ExcellentAbout redarmy
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Make AI planes attack Soldiers
redarmy replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Learn what the "Guard" waypoint does. it will become your best friend. https://community.bohemia.net/wiki/Waypoints With Guard,any "known" targets will be shared with Guard groups,and they will move to attack them. Keep in mind, jets are designed for vehicle tasks usually, And AI will always prioritise them over infantry. Really it depends on your type of scenario..is this a dynamic mission or heavily premade with waypoints,and specific unit positions / groups etc? -
revive A3 Wounding System (AIS by Psycho)
redarmy replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi PsychoBastard A couple of lines from the AIS setup config are not working correctly. Such as "medical education" and "3D markers". 3D markers false still show. and med education = 0 wont allow AI to heal(player can) if AI has no FAKs left. also, im not sure this is intentional, but i have it set to "allpalayables" , this works mostly, however if i the player get incapacitated,non playable AI are still coming to heal me. it shouldnt work that way correct? they cannot go into a revive state if shot however.- 914 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
redarmy replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very nice,il give it a go,thanks for the suggestion!- 5764 replies
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- single player
- realism
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
redarmy replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow what is this voodoo? Welcome back mate. i also took a break and came back with a new CPU. We are slaves to Arma and always will be. im reading the scaling thing, does it really help when AI are doing AI things?- 5764 replies
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- single player
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The more ya know. once its Known i dont needlessly kill my pixeltrupen crew 😄
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iv got a repro ready , where can i show i send it to you? https://www.mediafire.com/file/lw4e50iopx1ktbx/mission.sqm/file ok there it is,simple scenario example with markers to illustrate and while yes,point one isnt reproducable,it is happening at times. Point 2 however is as shown in example,100% reproducable and a fall from 100-150 meters causes no catastrophic destruction of helo. Just to clarify,incase theres misunderstanding,as you say "helo is done for"...im talking about the vehicle exploding as is vanilla behaviour,done for = underwater. but it isnt showing same behaviour as vanilla and it maybe related to point one? unlikely but check out the repro anyway if you like. also about point one,i was refering to AI landing,iv not yet noticed anything odd about damage if i land it,it lands fine even on a roll with gear down.
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Iv noticed 2 issues with the cougar now upon more testing. 1) often a touchdown(at least one involving TR unload) causes a hard landing damaging helo to the point where pilots bail. and 2) unlike vanilla helicopters,(even with flotation disabled) the helo crashing into the water from heights high enough to cause vanilla helicopters to be destroyed(tested 100-150 Flyinheight) doesnt cause the cougar to get destroyed. All tests noticed with the Blufor Cougar
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WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
oh cool i had no idea about this. So view pilot can be influenced by scripting,that gives me some neat ideas. -
WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
are you sure? the zoom as a pilot is the same key as zoom as infantry/passenger in vehicle. i think its under key "temporary zoom" -
WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats a good point,about binocs etc. I remember a community video dyslexci put out once,mentioning the zoom,and he said,in Arma3 your "natural vision" is whats actually zoomed in though(minus the FOV ofcourse). I think your not accounting however for helo gameplay,pilots need to have an ability to peek forward and spot ground targets,which without a zoom of some sort,is impossible. Perhaps a version of the mod where its half weapon zoom,and half look zoom? Good middle ground and probably (i did anyway) what people would expect when first reading the description,definetly i think people dont expect a zoom feature to be removed. I personally got the mod because i wanted to see more of the weapon model when firing,i didnt like being couped up so tight towards the end of the barrel. -
WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah,and if its relavent it happens on KB and controller...something to bear in mind as creating something around the keys would also need to be considered in some caes -
WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just tried it. is the ability to zoom with the zoom button disabled? i understand the intent of ADs'ing being reduced but the mod totally removes my ability to zoom in without weapon -
WeaponSights (Half-Zoom) Overhaul
redarmy replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Years in Arma3 i never thought of how better this could be. will try -
Fire For Effect: The God of War - smart & simple AI artillery
redarmy replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Rydigier i want to report a bug/conflict. Tested with 3den enhanced and confirmed,potentially conflicts with other logics. With the script running,your artillery will target certain game logics and fire. In this case 3den enhanced has a "set animation" feature where a unit can play an animation,then exit it in danger. It also can be attached,such as if you want a unit sitting on a wall up high. 3den creates a Logic to attach the unit to,FFE is for some reason knowing about,and firing a round on the logic. Just one it seems. Not sure if its a bug with FFE, or if i should ask R3vo about it. let me know,id like to sort it out and have some anims without a scorcher getting jealous at my sexy tacticool dudes and dropping rain on them. Cheers EDIT : Also i want to point out,that if the arty units has its simulation disabled with the show/hide modules,for example,the script still counts it and gives it fire missions. Would it be possible to prevent this for those of us who want the script to apply to a certain unit only when they are truly available? -
Agreed. I would love if someday the team worked on improving original game assets suchs as the way their vehicles are customisable in the garage,and giving us a true blufor version of the kuma,strider etc. Its great to set up vehicles and choppers just how we want them. My cougar is used on opfor and blufor in my scenario as it can look very different and take on different roles. Would love to see more love given to things lie the mowhawk,huron etc.