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Everything posted by 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
- realism
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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.
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Just wondering if its a bug or feature,when in an AH11(Possibly all variants) that the freelook is restricted by around 20-30% of normal . And some feedback: I know alot of people are asking for FFV for the cougar,i personally think it shouldnt have it. i think it should maintain some semblence of balance against the other helo's. Its armed and can hold more troops in most variants than a Huron or Mowhawk,rendering the other helicopters less appealing from a utility POV. Perhaps the unarmed variant is ok to have FFV in that case. Just some thoughts. Now a question,is the Reaction forces CDLC going to get more additions at any point? Are you open to requests?
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Need some help with High command "create task"
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So im trying to run a code on a groups wp via High command/modify wp/create task" BIS_HC_1 setVariable ["onTaskCreated", Code, true]; the biki has this. I have my code and syntax as such: BIS_HC_1 setVariable ["onTaskCreated", [_this] call CBA_fnc_taskDefend, true]; However, it doesnt do anything, the group dont utilise the CBA defend script. i get no errors either. I am either misunderstanding its functionality,or its seems broken. -
Need some help with High command "create task"
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats actually really logical Thanks alot,im going to take my time and read up on this as you suggest. -
Need some help with High command "create task"
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah im still getting an error when this is run about "_this" . The error is related to CBA. However after further testing theres a larger issue with the usage of it for me,and that is that once the script is run and units garrison,they can never act on new waypoints. I imagine this is because the defend script has a DoStop or something similar in its code. If i cant get them to move again it wont be usable anyway,its supposed to be a dynamic way of getting a high command group to garrison a random building at what ever time i choose. I dont suppose theres a way i can break the doStop with a DoMove is there? again i wouldnt be able to reference a group name for this example as it could be applied to any group in the mission. Or any alternative in built BIS function (currently testing with BIS TASK DEFEND) that garrisons a group dynamically without a DoStop type of order included? -
Need some help with High command "create task"
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
its actually a wp being given dynamically via High command in a scenario,not from the editor. its more to do with the currently selected group or groups. Its a bit different to EH's too and special to High command https://community.bistudio.com/wiki/Arma_3:_High_Command (example at bottom of page) actually i have it working but still getting errors regarding "_this" : BIS_HC_1 setVariable ["onTaskCreated", {_this call CBA_fnc_taskDefend}, true]; -
11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
spetsnaz are special operations units. IRL they use certain transport helo's,already ingame as much as real assets can be. they use a modified version of the In game Ifrit and GAZ Tigr. They arent designed for conventional warfare and so vics have no place for them. Russia isnt the main enemy ingame CSAT are and are prodominantly Chinese. Besides that,the devs grew up in the soviet union. They are biased towards that system(who the F wouldnt be?) Regardless,that doesnt influence their game design. Their OPFOR side is very much fleshed out. -
11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
Iv no time in previous Arma games. OPFOR seem pretty balanced to me here. Infact the Katiba is argubly a better rifle than the MX series. And for a long time(until WS marshal) NATO had no APC that had an ATGM,CSAT had the KAMYSH. Also note the Angara commanders weapon. Pretty devistating. The quilin with a gatling...and the Kajman,flying tank. CSAT soldiers have amazing explosive resistance too with the uniform. All in All CSAT have an edge over NATO i feel. Ultimately they each have their areas of strength. -
Is there any chance the author is still around? was hoping if so he could fix the mod not recognising the Humingbirds benches as seats.
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11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
untrue. they have a very resistant uniform. They actually are quite resiliant. Whats it matter> create your own opfor with the tac vest. -
Does this <stuck vehicle> mod even exist?
redarmy replied to bigshot's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Gencoder8 brought a fix to my attention but iv not fully tested it https://pastebin.com/KVDuAJZn should do checks on stuck vehicles and resolve the issue