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Found 7 results

  1. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  2. Tactical Satellite Feed By Leopard20 Trailer: Screenshots: Brief Description: Tactical Satellite Feed is an all-new mod for ARMA 3 that brings a "Door Kickers" style of gameplay to your single-player missions. _______________________________________________________________________________________________________________________________ Long Description: Hello everyone! If you're a single player fan like myself, you've definitely noticed how incomplete and unreliable the AI movement is. They may not follow the exact path you want, or even worse, not move at all! Just put a couple of units on top of carrier or ship in the Editor, you'll see what I mean! ­čÖé This mod, Tactical Satellite Feed, is designed to work around this exact problem. But that's not all there is to it! When I saw the potential for new features, I decided to make this mod look more complete, to the point that it's now a multi-purpose mod! This mod is inspired by such games as Door Kickers, Tom Clancy's game series, and of course the mod C2 Command & Control by our very own Mad_Cheese! Without further ado, let's jump straight to the mod features! I recommend that you watch the trailer first to get an idea of how the mod works and familiarize yourself with its mechanics. Features: - Top-down view of the battlefield. - Easy to use; simply draw paths using mouse - Set up anywhere and anytime with just a few clicks - Automatic path correction; minimizing micro-management - Move units on any surface and terrain, including ships/carriers. - Complete AI movement override; get them to do whatever you want! - Various functions, including: . Watch direction . Change stance . Engage targets . Mount vehicles . Go-codes . Sync movement . Supports Enhanced Movement by Bad Benson . Path recording; player records path for AI to follow . Fog of War simulation; unknown enemies become hidden Usage Instructions (MUST READ): The manual is already included with your download. Notes: Known Issues: (Likely) FAQs: Warning!!! This is a preview release! Expect lots of bugs! Use the mod at your own risk! Download: GitHub (always up-to-date) Armaholic (updates with delay) Source code: https://github.com/leopard20/Tactical-Satellite-Feed Installation: Credits and Thanks: @mad_cheese and @bad benson for the Enhanced Movement functions! Requirements: Community Base Addons (CBA)
  3. Long awaited and your definitive guide into being a BOSS COMM in Capture the Island, the TRUE Arma experience. Enjoy! -SS
  4. Thank you for the time. After extensive testing and consulting with other people who Zeus, I have an issue that has been proven to be on Client side, that is on my end? And I have no idea how to solve this or if this is a recurring issue for others. https://i.gyazo.com/b3404dc9fdfbc3a201398c0e884f7f72.png As I am commanding units, I have manage to locate through help from others what the exact issue is: Whenever I am trying to change the settings in this window and on the go, it is like the window is separated by the upper half and the lower half and this is what happens. I set the unit to search and destroy or any other type, it toggles the rest of the options off and to the far left. It does this by itself. And if I try to change the options below, it toggles the type above back to Move, effectively making it so that I can only do one or the other, resulting in whenever me setting the troops to search and destroy - they start walking and acting casual. They refuse to open fire or acknowledge they are being picked off one by one. They will keep walking until they die. This is a big issue for me who Zeus for a community and no matter what, we have been unable to find a solution. When other people do the same thing, it works for them so it should be a client side issue? Help appreciated! :)
  5. Hi guys, I'm aiming to build a mission where the player is a squad leader in a platoon, maintaining full control of the squad, whilst recieving orders from the AI platoon leader. I can't for the life of me work out how to place the player squad leader under the command of an AI platoon leader without having to relinquish command of the player's squadmates. I've had friends suggest using the High Command modules but I'm not understanding how an AI platoon leader would be able to use the command module as commander. It would also be great to still give the other AI squad leaders full control of their squads but that's not such a big priority. The main priority is having the AI platoon leader send orders/markers to the player and then the player can command their own squad to achieve the objective however they see fit. Any help or suggestions is much appreciated. I really should know how to do this, considering I've been an OpFlash/ArmA head since 2004!
  6. Hey guys, Mainquestion: where are the ai command functions, which the 'command action menu' executes, stored inside arma 3? Some of you might know about voice control for arma 3, especially for commanding ai. Voice Attack and Articualte come in mind. These are directx key based and translate your spoken commands into virtual keyboard presses which are then send like your real keyboard presses to arma 3. This makes commanding ai way easier than jumping all over your keyboard by hand. It has some drawbacks like keyboard layout and timing issues when the game experiences strong fps variations. The holy grail would be to access the ai commands directly via script completely bypassing directx keys and thus bypassing the key based command action menu. The problem is; we cannot find all commands from the command action menu on the wiki. https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 For instance: there is the 'commandmove' script command (https://community.bistudio.com/wiki/commandMove), but no such script command for 'commandheal' or 'commandregroup'. So where and in what form are all the commands from the command action menu stored? Are only some of these script based and the rest is somewhere hardcoded and simply cannot be accessed? There must be a way to find out how the command action menu links to the commands. Bypassing the directx keys is already working, but again, we miss many commands that seem to be not on the wiki. Any ideas on how to get access to the commands is greatly appreciated. Best, xon2
  7. So due to some reddit posts on the Arma subreddit and some youtubers and some people I have seen and basically everyone who has every complained about Arma's AI, I have decided to make an AI commanding guide. I suck at shooting closer, question my driving skills, and am possibly the worse pilot in Arma, but I can command the AI effectively and have yet to see a guide on AI that shows everything I know. Now this is my first post so you may be questioning how much I know, but I assure you I have over 100 hours in game (not including editor) and at least 40 looking at arma related content and while that may not seem like a lot everything I do I make sure to know about. I have not included any of the commands from the dynamic menu since I rarely use it. This guide has two sections: command descriptions and interactions which are separated for ease of readability. Anything with the (important) after it are things that are commonly misrepresented/misunderstood. Commands: 1: Moving 2: Target Units will target selected object/vehicle/man. (Note: Can be used on friendly and unknown units but friendly units will be listed in separate page from enemies) 3: Engage (important) 4: Mount 1. Dismount: Units will exit the vehicle they are in. Is also used to have the AI land helicopters/planes. (Use on AI controlled planes at your own risk. It is more or less a 50/50 shot with runways) 2. Mount ___: Units will board vehicle. Will also have helicopters pick up units when under your command. (Effectively a get troops command for the helicopter) 5: Status (You can probably figure this one out on your own but if you need it, it is here. 6: Action 7: Combat Mode (important) 8: Formation https://community.bistudio.com/wiki/2D_Editor:_Waypoints#Formation There are also some formation guides that have pictures of the different formations. 9: Teams 0: Reply All of this is my creation from experience with the game, collective resources I have found, and experiences of others I have watched. Feel free to copy and paste this post, but I request that you link back to here. The only exception being reddit which has advertising rights to content I have copied from here: https://www.reddit.com/r/arma/comments/6jkq9j/arma_3_ai_control_tips/djfmg02/
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