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Found 37 results

  1. I'm currently setting up a scenario in winter conditions with the IFA units and such, but they don't show up on the spawn AI menu aswell GEIST russian units. Only the standart IFA units are viasble in the selection Any ideas?
  2. Hi guys, I'm aiming to build a mission where the player is a squad leader in a platoon, maintaining full control of the squad, whilst recieving orders from the AI platoon leader. I can't for the life of me work out how to place the player squad leader under the command of an AI platoon leader without having to relinquish command of the player's squadmates. I've had friends suggest using the High Command modules but I'm not understanding how an AI platoon leader would be able to use the command module as commander. It would also be great to still give the other AI squad leaders full control of their squads but that's not such a big priority. The main priority is having the AI platoon leader send orders/markers to the player and then the player can command their own squad to achieve the objective however they see fit. Any help or suggestions is much appreciated. I really should know how to do this, considering I've been an OpFlash/ArmA head since 2004!
  3. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  4. Hey guys, wondering if you can help me... I am trying to make a mission where if you shoot one guy and he dies then the task is complete and a new task is quickly generated on taking out another guy. So 2 tasks in one setup. Though I have a problem, when I kill the first guy it works and put the 2nd guy as the new task, but when I kill him it makes the task of killing him unassigned as if I need to do it again. I want it to complete on the first guy killed, then onto the 2nd guy and once he dies it will complete but I just can't get it to work the way I want it too. Image of my setup Link to an example mission. Any help, please? thanks :)
  5. How to blacklist group? I'm using Spawn AI module and i want to blacklisted artillery groups so I writed "class OIA_SPGPlatoon_Scorcher""class OIA_SPGSection_Scorcher" in Blacklisted Groups. But Scorcher platoon was spawned. It is my writeing miss?
  6. Just a quick question, i have a mission setup with 2 tasks initiated by CreateTask modules and ended by SetTaskState modules, 1 is for a target elimination and the other one is for a hostage rescue, they both work perfectly fine on their own, but they are both set in the same village so they have to be parallel (why would you kill a target and clean a whole enemy village just to leave the hostages behind?), how do i make it so that when both are completed a third trigger/module/txt calls "BIS_fnc_endMission";? As of now i know how to make it so that after 1 of the two missions are completed mission ends but i don't know how to "tie them together" so that they need to be both completed. Any ideas? Suggestions? Thanks BTW, i didn't made them by scripting because i am THE WORSE SCRIPTER ever, i mean i know some scripts and i can do basic things with them but scripting a whole mission is far beyond my abilities, hence i have to use modules. Thanks in advance!
  7. I am back to Arma after a long break and would like to know how to change the default enemy side with the combat patrol module. Thanks.
  8. Josh Jonson

    paradrop waypoint in zeus

    I'm very curious as to how to get this paradrop waypoint in zeus as seen in this video? (at 17 minutes in) The youtuber here seem to be using ACE, MCC, and a few unit and vehicles addons most obviously RHS. Any idea what module or misc mods besides the unit addons are needed for this to work? I know RHS has a paradrop waypoint but it doesn't show up in zeus at all and neither does the 'MCC' modules/systems... Thanks and any help is greatly appreciated. What the youtuber's zeus looks like What it looks like on mine (ACE and MCC installed, seems to have compability issues)
  9. Hello all, I have a question regarding modules placed in the editor. As I understand it, the modules are a way to change certain parameters, which otherwise would have their default values as designated in config files. Are the default module settings (in the editor) the same settings as they are in config files? In other words: Does it make sense to place a module and not change any of its settings? Perhaps this even varies per module and addon. I'm asking this because when making a template mission with ACE3, I plop down all the modules to be sure even though I leave some with their default settings. Many thanks in advance, Nicolai
  10. chas gate

    Idea of a mad man aka me

    hay everone tell me what you think hmm heres an idea. you could make a module with the mod instead of having indes make civs. with this module it can let civs attak who they see fit if you set up a mission persay. the americans are opressing a korean villige and the north wants it back so the civs who are in a designated area of this module are set to under a curtain condition they will start attacking americans with weapons they loot of the soldiers or if the moduls allowed it the civ can pick up the weapon and start helping the us side in the defence. a sort of behavior / ai enhance meant. it could be dont just it would be hard and require hard work to do. the thing with this to is you could add a moral system. if you shoot civs it effects there opinion of you and sways what side they could end up fighting for. if you end up saving a lot of civs and save ones shot buy the enemy ai they start to like you. this could be don in a way of making it a ajustable size module and yes i know idk shit about modules and i dont even know if its possable to add a karma system or a way to make ai care about there surroundings and looking to the future this module might even revalutionize the whole mission system because you could have the warsaw rebellion and you could have the french freedom fighters who are against German occupation. a battle rages in a city and the americans walk through part of the villige and see men dressed in german uniforms and have german weapons but instead of shooting the americans they walk up to them fallow and help them on there battle as there own command group. this also could lead to what i would call a moreal system. soldires who are being commanded to kill civs might be able to desert or if a freindly falls back he becomes a opfor or idependent. now this could lead to units wanting to form. oveer the fact the mod can do what no ther can. and im going to send this to the ifa3 team my idea. and sorry i suck at typeing. would it be a possible idea since bcombat and asr ai are advacing military ai
  11. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  12. Hi Guys, Im developing a mission that requires the use of many modules, such being modules for zeus sectors and setting their capture state etc. The issue i have is that i have run out of groups to use, modules cannot be grouped and if i attempt to group them to a unit that has no probability of presence, it removes their positioning and makes them stop functioning. Is there any resolution to this? Below is an image of the setup. What i am trying to achieve and have achieved is; A visible area on the map that changes color when captured by a faction [bLUFOR, OPFOR, INDEPENDENT] An area that becomes editable inside after capture to the capturing side. Extra points to be given to thats side after capture. The above requires very few modules/triggers etc however, it becomes large when it is setup below to allow for it to switch back and forth as it is captured and recaptured.
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