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Showing results for tags 'bridges'.
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There is a group of 5 of us that love your game so far on the ps4 btw. Myself and a buddy of mine for the past 3 days have blue screened every time we join the Bridges map right at the part where the players start loading in. I've also hard crashed on my ps4 once here and had to restore my hard drive. Btw why isn't there a ps4 discussion thread? People are having to post in the xbox forums. It's gotten to the point where we have blue screened over 2 dozen times over the past few days.
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Hi all, Just curious in case anyone has come accross a ruins model for bridges or bridge segments? Ultimately, I'm not sure if bridges can be destroyed in the game but would like confirmation. thanks
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Is there a way of adding AI pathing to a specific area or object in a mission? I'm thinking of AI being able to cross the river bridges in Diyala or walk over editor placed surfaces or buildings. I don't want to use waypoints, I just want the added path to be there for the AI to consider it in it calculations like any other route.
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Is there a way of adding AI pathing to a specific area or object in a mission? I'm thinking of AI being able to cross the river bridges in Diyala or walk over editor placed surfaces or buildings. I don't want to use waypoints, I just want the added path to be there for the AI to consider it in it calculations like any other route.
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- ai pathing
- obstacles
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(and 1 more)
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Bridging Kit, build, destroy repair them
Alleged Accomplice posted a topic in ARMA 3 - USER MISSIONS
Bridging Kit <--Link to mission The editor placed bridges can't be destroyed, by me anyway. At first I started with building one with triggers and show/hide, fine easy enough. You pull the bridging truck into the triggers and it sets off the show/hides over the time set in the trigger. Tried everything to blow up the bridge, won't work, like I said for me anyways. So I made more triggers that used the change position modules to move pieces out of the bridge when the enemy put a certain vehicle there (one with a variable name of course. Then I set up some more triggers and change position modules so the side that built the bridge could repair/put another piece in the missing pieces place. Works, not elegant and since I can't write sqf files for nothing it is all with modules. This isn't an addon and its not really a mission so I could only think to post it here. I will improve this in time but for dummies like me this should do. Here is the description, it is important. I tried to find a way to build and kind of destroy/repair bridges. You can't actually blow up the bridge parts but you can move them (destroy the bridge) after unhiding (building the bridge) them. You can also replace the moved part (repair the bridge) when using the repair truck. All of this is a pain to set up the way I've done it but now that it is done I can just save it all to custom compositions. So can you if you like what I've done here. Save the bridge, the show/ hide modules and triggers that cause it to be built, destroyed and repaired altogether. When you put the bridge somewhere else or on another map you will have to line the bridge pieces up again in the editor. You may have to add pieces or take out pieces. You will have to connect new pieces to the show/hide modules. 2 sets of triggers and show/hides build the bridge in 2 parts at different times. I've added some instructions to the map with markers. You save the stuff that setups up the build/repair/destroy vehicles in another composition. Remember those vehicles have to have variable names and those names must be in the triggers that set off what they accomplish. Any questions I will try to answer in the comments. -
I guess its not possible to get rid of vanilla bridges: So I tried to make a bridge out of editor objects from the island with the military base and Tuvanaku to the main island of Tanoa, using airport platforms or whatever they were called... along the same lines as this: The problem is, those objects seem to be indestructible as well... I'd really like to be able to make a bridge that can allow ground vehicles (which cannot be air lifted due to mass, such as MBTs) to cross from one island to another, but could be destroyed by a well placed LGB, causing said vehicles to be trapped on whatever side of the bridge they happen to be on. Are there any suitable destroyable editor objects?
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AI can not drive on wooden bridges on Tanoa
FirstPanic posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I have big issue on Tanoa and hope that someone finds a workarround for this: It seems that with the current version (1.66) it's not possible to let AI drive (e.g. in jeeps) on wooden bridges. They stop on the bridge and/or fall from it and cannot handle the path finding. This has been reported many times in the feedback tracker but no answer or reactions from developer. Actually this issue means that it's nearly impossible to have jeep/car patrols on tanoa because there are wooden bridges every few 100 meters :-) So, my question to the community: Does someone has a solution or a workarround for this? Thanks for your answers/replies in adavance and best regards, FirstPanic -
So, i am working on a small bridge of my own, and i am having problems with road textures. Ill upload my project here, so someone can have a look at it. Would be nice if someone could have a tutorial for me on how to make roads and bridges. Thanks ;) Model Here