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Razor138 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGModders, 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.
Hello guys, I'm experimenting with creating a simple driveable helicopter carrier that also works with AI-controlled helicopters. The carriers is a simple ship with a large cargoBayDimension specified in the carrier class, and the AI helicopters don't have any problem loading itself into the carrier, but once it's loaded, it will never turn off its engine as engineOn command doesn't seem to work on attached vehicles nor vehicles loaded on transport vehicle. What I had in mind was to create a script that instantaneously turns off the engine and sets the rotor speed to zero right before the helicopter is loaded into the carrier. I have tried using setWantedRPMRTD AI_chopper setWantedRPMRTD [0, 0, -1] and setEngineRPMRTD AI_chopper setEngineRPMRTD [0, -1] to no avail. It seems that most engine-related RTD commands only work on player vehicles and only when the advanced flight model is enabled, and some are only available to take-on helicopters. Any ideas what command or possible workarounds I could use? I did try putting the exit points of the cargo bay just barely above the carrier deck, and since I do have the WMO mod loaded, the AI choppers can be unloaded onto the deck and somewhat safely spool up before flying off, but this doesn't work for spooling down after landing, and since WMO is a bit wonky, I'd like to not rely on it as well if possible.