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Showing results for tags 'mission editing'.
Found 32 results
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Help needed with waypoints and idiot AI drivers
pigbenis80 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having a problem with the idiot AI in my group. I have a path set for my tank platoon and I'm just trying to get them to conduct a normal movement to contact, but when we get to the waypoint, the leader drives through the waypoint, as normal, but the rest in my group try to converge on the exact waypoint, or drive in circles around it. I tried setting the completion radius to various values, depending on the terrain, but they constantly do this. It becomes a game of bumper tanks at almost every waypoint and usually a tank winds up upside down, totally borking the mission. Can someone shed some light on this situation for me? Is the AI this retarded by design, or am I doing something wrong?- 4 replies
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- waypoints
- mission editing
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Was hoping someone could help me with getting triggers to work. I've tried everything I could think of. Tried a few Youtube tutorials, but nothing worked. I'm trying to get some T-90's to move through a series of waypoints once my M1 Platoon reaches a trigger box. I have these settings in the trigger Activation: Type: Guarded By OPFOR Activation: BLUFOR Activation Type: Present Condition: this On Activation: Blank On Deactivation: Blank Everything else is default The first waypoint for the T-90s is supposed to be activated by the M1's reaching the trigger box. I just can't get it to work. The T-90's just start moving as soon as the scenario starts.I'm willing to try and learn scripts, but I think that would be like trying to teach Mandarin Chinese to Helen Keller
- 5 replies
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- triggers
- mission editing
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Hello. Would it be possible to tweak the mission editor to allow multiple people participate in mission making?
- 1 reply
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- mission making
- coop
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Hello all, So I built a rather nice structure, using plenty of the Plywood "Shoot House Walls". Now, prior to this last update, it was fine. No scripts, literally just the template in a VR mission. However, when I load it now, there is a problem. In the Editor, it still looks fine. But in game, every shoot house wall has gone from its half / quarter height, all to full height panels. Even corners have gone from half height to full height corners. This only happens when the mission loads, as it stil looks fine in the editor and shows the correct object! Any help would be greatly appreciated, as I do NOT want to re-make this object. In Editor: http://i.imgur.com/94d4lNg.jpg In Game: http://i.imgur.com/DAsZpA4.jpg
- 8 replies
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- shoot house
- walls
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Manipulating entities in the 3D editor
hascoman posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would it be possible to manipulate certain entities directly in the new 3D editor instead of with the init field, i.e. turning on the lights of a vehicle, sling loading a vehicle to a helicopter or adjusting the stance and behaviour of a unit etc?- 5 replies
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- 3D Editor
- Mission editing
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How do I group tasks in the new Eden Editor? Thanks you very much. edit: [RESOLVED] Anyone with a similar doubt, since I am not clearly sure how it works nor is it very visible; I've found the solution and this works for me. I click on the task, hold control and drag it to the other I want it to be affecting; then I also sync it. Grouping it doesn't seem to be visible, but syncing is. Do not know which one of these is causing it to work, but incase you have a similar doubt feel free to count that in. Thanks you.
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Need Help with Debug Console and Commands
fl4shrewind posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello first off, I'm not sure if this is the correct place to post this. I was on the fence between here and "ARMA 2 & OA : ADDONS - Configs & Scripting". Im want to know more about the actuall scripts/commands than the addon itself so I think it belongs here. Edit this post as you wish. I saw someone use a debug console and I thought it was the greatest thing I have eveer seen in Arma. However now having one (This one in specific https://forums.bistudio.com/topic/72232-debug-console-for-arma-2/ ) I dont quite understand it. For example I managed to get some things working like: hint format ["Hello %1",getPos player]; cursorTarget setDamage 1 cursorTarget setDamage 0 player setPos [(getPos player select 0) +10, getPos player select 1, getPos player select 2]; but if I tried to run a script (that I know works when executed from my action menu) It did only some parts like hints, and finding my direction, but I didn't spawn anyvehicles in like it should have. Here is the line I executed in the console: _handle = execVM "flyingDestroyerT1.sqf"; This above is me not understanding how this works especially why I cannot for the life of me figure out how to spawn a vehicle from it. Next, since I I managed to get "player setPos" above to work, I wanted to try to make a command to teleport infront of myself like the one in infistar by branching off of that command since it only moves me one direction reguardless of where I faced. So I came up with this, which doesn't work: player setPos (player getPos [50,(getDir player)]); I saw in the wiki That I could use the getPos command like this: player getPos [10,45]; to get the position 45degrees and 10 feet away from me so I thought I would replace 45 with getDir since I know that worked for an output in the debug console but nothing happened once executed, I tried many forms of this with no success so I succome to the forum. Shorted down, my end questions are: -Why/how can I spawn vehicles in debug (I've seen it happen in Arma 3) -any basic info I should know about the debug console since I found little to no info/help on it. -How to get the TP infront of me command/script to work. -Why only half of my script "flyingDestroyerT1.sqf" ran when used in the console (I can include this if you wish). Thanks, this is pretty much my first post, sorry for mistakes or this being impossible to understand, I tried my best!