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Found 2 results

  1. Guys, folks, dudes, What: Here is where I make my day: I built a function where a specific group finds out a building, goes there and, after a while, they find a new building and go there too, over and over again. If a member of this group stays behind, this member is removed from the group. After being removed, that lone wolf will be allowed to find out their own buildings and go there too. Issue: The lone wolf unit, after being transferred to a new empty group (so they're the leader) the unit stands still, facing their newest waypoint over a building (so the step_one function ran), but is not allowed to move there, just sometimes shaking head and weapon but completely stuck. If I drop a enemy around, the lone wolf will engage, but never change their position. No clue what's happening here. No mods on. Only Arma 3. Unit (soldier) stuck even with waypoints and speaking on the radio. Context: DynamicSimulation is false in this case and I already tried to apply doMove, enableAI "PATH", but the lone wolf unit stays there, stuck. Structure example I am using: THY_fnc_step_one = { // This function makes a group find a building and, after that, move there. // Return nothing. params [...]; private [...]; // <DELETE OLD WAYPOINTS AND GIVE A NEW ONE STRAIGHT TO THE BUILDING> // If the group close enough to the building, execute "step_two". [...] spawn THY_fnc_step_two; // <CODE CODE CODE> // Return: true; }; THY_fnc_step_two = { // This function makes a group, right after the arrival at the building, they wait a while before execute the "step_one" again. // Return nothing. params [...]; private [...]; // If some group's unit stay behind, remove the unit from the group: [...] spawn THY_fnc_remove_from_the_group; // If this original group arrive at the building as planned, take a break and execute again the "step_one": [...] spawn THY_fnc_step_one; // <CODE CODE CODE> // Return: true; }; THY_fnc_remove_from_the_group = { // This function makes a single abandoned unit to be a lonewolf group leader allowed to find out their own buildings to visit. // Return nothing. params ["_faction", "_unit"]; private [...]; _newGrp = createGroup [_faction, true]; [_unit] joinSilent _newGrp; [_faction, _unit] spawn THY_fnc_step_one; // Return: true; };
  2. Introduction First Company is looking to expand it's (relatively small) player base. we here at First Company dedicate our time to making realistic Operations, or fun and engaging mil sim type game modes that incorporate the well known popular mods that the ArmA community has come to love and enjoy. we're not harsh, but we do keep things "within the lines" while still maintaining an enjoyable experience that isn't focused on being the absolute most realistic experience, but at least an experience that one can enjoy that follows reality. we have Operation style events every week that involve different all types of militaries, not just NATO. we do not do applications, you can join in and sign up for operations without hassle. join in to help us shape the future of our community, your voice matters. The Basics We do not do "Boot camp" or basic training before your first operation, First Company relays off of Qualification courses for it's people to fill specialist roles such as and including Marksman, Demolitions, EOD, Pilot fixed wing, Pilot Rotary, and more. Qualification courses are not mandatory to play specific roles, but put you in a higher position to pick those roles before operation start, if a qualified person for a specific role does not take the slot, and wishes to play as a different position, an unqualified person may take it. you may qualify in as many qualifications as you'd like to widen your skill base, or just join in and play at the casual level, we do not require you to sit through a training, or a boot camp in order to hold a rifle. we encourage all of our players to take the qualification courses, as it better expands our collective knowledge base within the community. Qualifications. qualifications are the essential piece to the puzzle that First Company uses for it's specialized rolls as stated above. a qualified personnel will go through a course where you will be taught the way we want you to preform a task, and ask you to demonstrate the task, if done correctly and the player understands the techniques taught, you will be qualified, it is that simple. we operate on a "no BS" policy, we don't want to waste your time, we will give you the essentials you need and all we ask in return is for you to demonstrate those essentials. qualifications are not mandatory but encouraged. do note, for some roles it will be hard for you to gain access to them without a qualification, one given example is pilot role, we take our pilots very seriously, as they can easily ruin an entire operation within seconds, this is not to be taken as an insult to your ability, but as security to our operational integrity, this same principle applies to other roles of this type. Operations First Company uses in house mission creators to create basic or advanced level operations to challenge the player base, before operation start there will be a planning phase, then briefing. once operation starts there will be an allotted time for all personnel involved to check their gear as well as radio frequencies, once the operation is complete a debrief will commence. Operations are no different from what you might expect, to keep things basic and familiar with what you may be used too. Operations can be PVP or CO-OP (VS AI) we encourage all skill levels to join, we're a group of dudes just looking to build our little dream in our corner of the Armaverse, come join our discord for more info! https://discord.gg/J69cEuP at the bottom of this page their will be a our YouTube channel https://www.youtube.com/channel/UCu3kJv3qMmpXvuT_3ecAIbA
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