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giovafr
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Posts posted by giovafr
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sorry for my late answer (went in hollidays in Sicilia (italia)).
Yes i confirm all you said.
Lastest Arma version (updated by steam)
Lastest mission version (1.16 RC10 downloaded from armaholic).
Just : i didn't selected the mission, i setted it in my server.cfg
The server is on my 2nd PC...
Today i went back from holidays and made a new try (this time by selecting the mission with #missions command) and the problem disapeared.
I have no explains, as i didn't changed anything (no new mods).
To quicly check, its easy, i set "No grass" so i immediatly see if settings are applyed or not.
I'll give feedback if i get fresh news about that amazing fact.
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I'm also interrested, there is a disassemble action, but i found nothing to assemble.
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Just a post to say thank you !
This is the best vehicle mod i've ever tested on arma 3. Absolutly no default for me !
Yes one, but i guess it is a arma3 problem : GBU are useless as we don't have the bombing reticle.
Regarding this, i've tested TPW hud mod, it displays the point where to aim if we want to touch the target, probably considering target velocity and so on... ;)
Thanks again.
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Sorry to pop, but i've made deep searches and found NO solutions :(
-there is a revealmine command (a setter) but no getter method
-AllmapMarkers doesn't returns mines markers
If someone haves ANY solution, it would be nice to share...
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@KydoimosEverything is in the game. Its the genius of ArmA. Its just a question of how much
you want to build/design yourself vs time and patience you have.
To make a IED/Bomb:
1. Place any object how you want. Big, small, human, invisible, etc. Name it Bomb1
2. Object Init Box: trigBomb1 attachTo [bomb1,[0,0,0]];
3. Create and Name Trigger trigBomb1
4. Trigger On ACT: bomb = "M_Mo_82mm_AT_LG" createVehicle [(getPos Bomb1 select 0),( getPos Bomb1 select 1), 0]; deleteVehicle Bomb1;
5. Trigger Condition: player in thislist (optional)
(you can use different explosive_classnames for desired amount of energy)
To Disarm:
Same setup basically. Just attach another Trigger with 1m larger than the first with an addAction to Disarm (deleteVehicle).
Just have it delete the Trigger and not the Object. Add whatever sound effects for better immersion.
Notes:
1. To build a Minefield you'd have to spend some time to name each one with unique ID's.
2. With attachTo Triggers you can therefore randomize the locations of the Mines/Bombs.
3. Players will not be able to 'detect' the Bombs with any settings they run in profile.
4. Warning: some objects will not let you attach Triggers for some odd reason. You'll have to experiment.
5. Use CIVs for random suicide bombers for that 'terrorist' chaos feel. Get creative! Use doMove to hunt you.
Example: Terrorist Suicide Bomber - Trigger = Terrorist1 doMove getPos Player1;
You will have to attachTo the Trigger to the Terrorist so when/if he gets close, he will explode! Kaboom!!
6. Last note. ENJOY!
Lol the old technic, as old as OFP :D
Why not trying the module?
Module> side > mine Field
it is also probably a simple BIS function to call...
(not tested)
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did you try "driver theuav doFollow thetarget" ?
i've read that uav are controled by hiden AI
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Hi all.
Is there a way to see if an IA has detected a mine?
"soldier knowsabout themine" allways return 0
One dirt solution would be to use markers on the map, but i'd prefere a more safe solution.
Thanks for your help.
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A real plaisure to find this on Arma 3, thanks so much!
But i have a big problem : settings doesn't works.
I log as admin, change some settings before to choose my slot. But once the game started, all settings stills by default.
Is there any solution?
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Just a word to say thank you !
This is an huge and awesome work, pretty well done. I can't imagine the time you passed on all of this.
For the moment i didn't encount any major bugs.
Thanks again !
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I hate to tell you this man but that "ranging bar" is the glide path indicator for landing your plane...You are true.
But in the beta i saw the bombing reticule (the huge circle bellow a bar), it was displayed only when bomb were selected (like in real) but unfortunatly it was TOTALY unaccurate.
how to get FSM current state?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
i'm discovering FSMs,have read some articles regarding this, but i'm still missing of most important informations :
1) how to debug an fsm ?
and most important :
2) is it possible to get the current state of an FSM?
perhaps a special variable?
Any help will be very appreciated.