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Found 5 results

  1. Hello guys, thanks for taking the time. I am working hard on an experience for some people that I am going to entertain as Zeus and mission maker, but gotten to a point where I have not manage to find any module, mod or other script that meet my specific needs. My friends during their adventure through a map, will come and go to different locations, and return to the same ones again potentially. Each time they do, I want to be able to spawn in AI units, under specific classnames, in very specific location like a marker or trigger. Maybe one AI of one type of classname stands at a gatehouse, and another AI of another type of classname is standing outside in the rain. But each time they go there, they will spawn in into the same spot or markers. And if they leave, they will despawn again, in order to save on performance for the server. I have seen many population scripts out there, but they generally populate areas and houses, they do not place them into very specific manual locations, or i can choose which classname will be placed down to the detail. I am also looking for the option that if I spawn a third guy by the guard house, he starts to patrol in a small radius when he has appeared. I can easily create this by placing down NPCs, but it is going to tax the performance if I have so many different locations populated all at once. It would be better if they despawn on leaving, and respawn on approach. It would also be useful if there are specific enemy classnames in an area they can attack, they will respawn later in case they want to go back and do the same attack over again. Anyone has any ideas or suggestions? Much appreciated!
  2. Modders, Scripters and Gurus, I want to preface this with I rarely, if ever post questions as I embrace due diligence and enjoy solving problems on my own. That said, this has been an issue for a while and I am just now bringing it up after years of dealing with it and combing through forums, mods and scripting options looking for an answer. It is my white whale when it comes to ARMA mission editing and scripting. BLUF: Is there a way to make AI aircraft attack dismounted infantry using missiles, pilot-operated guns, rockets, bombs, etc. without player interaction or scripting resulting in rigid, non-dynamic AI actions? I routinely use AI aircraft in the single player missions I create. Generally, aircraft in vanilla ARMA 3 will engage enemy vehicles freely with out any issues. The problem is these aircraft ignore dismounted infantry (not in any turret or vehicle) and fly around aimlessly regardless of the waypoint or behavior selections. These vehicles will not engage infantry with any weapon unless it is a manned, side mounted turret such as an M134 or 240 on a helicopter. I can say (with almost 20 years of military experience) that in reality aircraft are routinely used for ground suppression and close air support against dismounted ground targets. I want to emulate this as closely as possible. That said, is there a way to make AI aircraft attack dismounted infantry units using missiles, pilot-operated guns, rockets, bombs, etc. without player interaction or scripting resulting in rigid, non-dynamic AI actions? Unfortunately for the purposes of my missions I need a solution that is dynamic, AI-driven and requires no user/player interaction while playing the scenario. Scripting an AI aircraft to attack a specific entity with a specific weapon is also not in the cards as that angle tends to be too "rigid" and....well....scripted. The answer I am hoping exists would essentially force the AI to recognize dismounted infantry as an enemy and choose the weapon with which to engage them on its own with out player interaction. I don't know if this is even possible, but any help would be greatly appreciated. This has been a huge issue for me since I started editing when ARMA 2 dropped, just hope to find a solution or a workaround, even a partial one. Thanks again in advance.
  3. So I'm new to the Arma III editor and I'm wondering what script would I use to despawn AI after it completes a waypoint? The context is that I want a helicopter to perform a set of tasks, but then have its final waypoint move far out of view, despawning completely after reaching that far-out move waypoint. If anyone is able to answer this it would help tremendously!
  4. Need a little help on this. I am attempt in making an Old Mission from OFP days. It's a POW Prison Break. I have the most of the patrol guards using the safe behavior and limited speed for the most part it works ok if the pow's are Spot It then the guards will open fire but if not they will continue on the pathway of not react even if a gunshot is pretty close to them. Is there a way set witch the behaviors using a command line to switch from safe to aware if it gunshot is heard with an x amount of meters from them regardless if they have a line of sight of the POW. At times it looks really stupid if a gun shoots next them and they do not react.
  5. I'm making a mission in which you control the camera of the MQ-4A-Greyhawk drone. It's flying at about 1000m altitude above an enemy base. You are supposed to identify a certain target and call a strike. The problem is the AI keeps spotting the drone, but I don't want them to do that. So what can I do to change that? I have tried editing with the advanced Eden mod, but I don't think it has the needed features. Ty :) Edit: more details on the symptoms (idk, maybe it's important). When the drone arrives you can see two patrols and some stationary dudes (more arrive by truck later). After some time they start looking up into the air in the direction of the drone (This is what I interpret as them spotting the drone). A little while later they break patrol and crouch/go prone while still looking in the direction of the drone, but From what I can tell, they never shoot at it though.
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