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Found 5 results

  1. Has each single ai unit (individual) begin the mission with their weapons holstered. This will cause the ai to unholster their guns when they detect hostiles within their vicinity. Object: Init Init: this removeWeapon (primaryWeapon this); null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];}; Picture
  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. Spawn Enemy Attacks (SEA) by Enigx The system creates random enemy attacks on SPECIFIC ROUTES placed on the map from the editor during mission editing. Just place empty markers to set one or more routes and run the script whenever you need. You can set the number of attacks and the time between them. Especially useful for defining specific directions and waypoints, previously positioned on the map, from which you want the AI units movement to come. Armaholic Spawn Enemy Attacks (SEA) Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). Features: Infantry attacks using vehicles or not Waypoints previously placed on map for specific directions Full control of routes to be followed by units Multiple waypoint routes Fixed or random selection of routes, units and vehicles Single or multiple attacks organized in a cycle with selectable duration You can start, stop and restart the cycle at will Possibility to activate the system whenever you want from ACE self interaction menu SP and MP compatible Installation / Usage: For instructions and information of how to use the SEA please refer to file SEA_OpenMe.sqf. Mission example included in zip archive. Credits & Thanks: Thanks to Armaholic Community. Changelog: First official version 1.0
  4. When I place a unit in the Eden Editor and then switch to zeus (by placing the game master thingy) the Units don't show up on my screen and I cant intercat with them. Does anyone have a fix?
  5. Hello everyone, I just wanted to say that playing the official campaign as single player might drive you crazy, due to the difficulty to pinpoint the location of the AI units firing on you ... We all know there is unfair side in ArmA regarding: the AI units are being able to spot you, while you - as real human player - being lost trying to spot them in return ... I made a small script (inspired by Killzone_Kid work in HERE) so that I can easily pinpoint the AI player shooting. { if (side _x != west) then { _x addEventHandler ["Fired", { plyr = _this select 0; }]; }; } forEach allUnits; addMissionEventHandler ["Draw3D", { drawIcon3D [ "\A3\ui_f\data\map\markers\military\triangle_CA.paa", [1,1,1,1], [ (visiblePosition plyr) select 0, (visiblePosition plyr) select 1, 3 ], 1, 1, 180, "", 1, 0.03, "PuristaLight", "", true ]; }]; When you play the official campaign alone as single player: press ESC and in the Debug Console copy and past the above code and then click on LOCAL EXEC ... Test it and see if it works for you. I know, some people might say: Hay! This is cheating and going to ruin the game ... I know ... I agree ... But, come on guys, the above script will just help someone to play fair with these crazy bots that can spot you like a hawk.
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