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Found 11 results

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.5.0 (Jul. 12, 2023) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can become a Patron! Requirements: Community Base Addons (CBA)
  2. After numerous changes to memory points and config file, I still cannot get my vehicle to stay on the ground so it can be driven. If anybody can help me that would be awesome! Here is an image >> I can also provide the p3d, config file, and model.cfg files as well. Thanks for any help!!
  3. [RELEASE] Script to para jump and land with your squad in formation When using steerable parachutes, my squad never followed me. They were spinning around, hanging in their parachutes, and they were landing wherever they want. I got tired to catch up with my squad after every jump, so I wrote this script. WHAT IT DOES: If you go into freefall, your squad will drop out of the aircraft. When not looking at your squad, it gets repositioned behind you. In freefall and when they are in their parachutes. Your squad opens the parachute when you do, or when they reach a height between 100 and 75 meters. Your squad should land close to you. To make the units not spin around in their parachutes, the simulation of the parachute is disabled. THE SCRIPTS: Add this eventhandler for your player unit, to check for freefall animation: AIM_fnc_paraDropInit (this adds the action to open your parachute, handles your squad exit out of the aircraft, and initializes the formation) AIM_fnc_paraDropParachute (this opens your parachute, and for squad members it waits until you have opened your parachute) AIM_fnc_paraDropFormation (keeps your squad close to you, until you landed) YOU HAVE FOUND ISSUES OR YOU HAVE OPTIMIZATION SUGGESTIONS? Don't hesitate to tell me your feedback, down in the comments below. ANYTHING ELSE? No. Just have fun! ­čÖé MAKE ARMA, NOT WAR! ...and maybe check out... "OPCOM - OPERATION COMMAND"
  4. I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
  5. I have run into a fairly frustrating problem involving AI helicopter pilots and squads attempting to board helicopters. The situation is as follows: I have a helicopter with its engine on waiting on the ground. Then, I order my squad members to board that helicopter, but as soon as I do the helicopter takes off, goes to about fifty meters, and then lands again to allow my squad members to enter. This also occurs with editor-based waypoints. As soon as an AI squad activates a 'Get In' waypoint, the AI flying the helicopter shoots up into the air and then lands again. Is there any way to force the AI helicopter to not do this, and stay on the ground instead? I have tried everything from synchronizing load and get-in waypoints (with a condition to wait for the units to get in), using disableAI "ALL", disabling the simulation of the helicopter's pilot, placing an invisible helipad directly under the helicopter, etc., but nothing works. Note that it is necessary for the helicopter's engine to be on to achieve the necessary effect as this takes place during a cutscene. Any suggestions would be greatly appreciated.
  6. I want the crew to stay in the helicopter, but i don't know how to get it to land in any other way but this. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (_ammo isEqualTo "SmokeShell") then { _unit removeEventHandler ["Fired", 0]; _pos = [getPos _projectile, 500, 500] call BIS_fnc_findSafePos; _veh = createVehicle ["B_CTRG_Heli_Transport_01_tropic_F", _pos, [], 0, "FLY"]; _veh allowdamage false; createVehicleCrew _veh; {myCurator addCuratorEditableObjects [[_x],true ];}forEach units group _veh; //debug _wp = group _veh addWaypoint [position _projectile, 0]; _wp setWaypointType "GETOUT"; _veh addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"]; [tsk,"SUCCEEDED"] call BIS_fnc_taskSetState; [tsk] call BIS_fnc_deleteTask; call selectRandom [HNK_fnc_createTask_HVT]; {deleteVehicle _x}forEach crew _vehicle; deleteVehicle _vehicle; }]; }; }]; Keep in mind, ive spent the whole day trying out setWaypointstatement, and trying utilizing what the wiki example gave. _helicopter move (getPos _destination); sleep 3; while { ( (alive _helicopter) && !(unitReady _helicopter) ) } do { sleep 1; }; if (alive _helicopter) then { _helicopter land "LAND"; }; And the AI will just hover over where it is suppose to land. Also if you know how to add a waitUntil {speed _projectile == 0}, much appreciated because i keep getting generic error in any form of implementation i choose.
  7. Three AI helicopters will not land on the USS Freedom if I give them a waypoint to land on the deck. Each waypoint is to a different location on the flight deck, and each waypoint is in line with the flight deck. If I change the waypoints to a 'get out' waypoint, one helicopter will successfully land and the other two will nervously watch, then fly back to the nearest beach to land. There are planes and such on the deck, but more than enough space for multiple pilots to land. I realize that the AI is their own breed of unintelligence, but I am enthusing any options that simply get them to land on the carrier, like setting their fuel to 0 when the get close or something like that (for the record, I have not gotten this option to work).
  8. I'm spawning 6 helos (one at a time), flying them into a location, having them land, then spawning infantry on the ground nearby (to simulate them getting out of the helos), then having the helos fly off. It works fine in SP, but when I run it on a dedi server, the helos won't land, they just hover near the landing spot. I do have a bunch of helipads on the ground for them to land on. (More than one gets to the ground simultaneously, so I need multiple.) And as I said, it works fine in SP. I have to think it's something to do with the land command, that it doesn't work the same on a dedicated server. Here's the code called each time through a loop (once per helo spawn) - _airGrp= createGroup east; _Air1 = [getMarkerPos "spawnAir", 0, "O_Heli_Transport_04_covered_F", _AirGrp] call bis_fnc_spawnvehicle; // this spawns the aircraft and includes crew //_Air1 is the VEHICLE array, with the actual vehicle being the first element of the array!! (Select 0) _helo = (_Air1 select 0);//give it a shorter name! _wp1 = _airGrp addWaypoint [getMarkerPos "WPair1", 0]; _wp2 = _airGrp addWaypoint [getMarkerPos "WPair2", 0]; _wp2 setWaypointSpeed "limited"; _wp3 = _airGrp addWaypoint [getMarkerPos "WPair3", 0]; _wp3 setWaypointSpeed "limited"; _wp3 setWaypointStatements ["true", "this flyinHeight 25"]; while {(_helo distance2D (getMarkerPos "WPair3")) >= 100} do { sleep 2; }; sleep 2; doStop _helo; _helo land "land"; while {(getPosATL _helo) select 2 >=1 } do { // hint format ["alt = %1", (getPosATL _helo) select 2]; //debugging only!!!!!!!!!!!!! sleep 1; }; sleep 2;//time to unload (fictional) troops --spawn the infantry now-- sleep 25; _helo doMove (getmarkerPos "WPair4"); _wp4 = _airGrp addWaypoint [getMarkerPos "WPair4", 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "FULL"; I've had this issue in the past, but it's been years since I dealt with it, and I can't remember a solution! Any clues?
  9. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  10. I have a helicopter with three waypoints; a MOVE waypoint, which is connected to a trigger, a LAND waypoint attached to an invisible helipad and with the condition that all units are inside it, and a third MOVE waypoint. I expected the helicopter to move in and land on the helipad once the first MOVE waypoint is skipped, but instead it simply flies over and stays hovering in midair over the trigger attached to it's MOVE waypoint. Why is this happening, and how can I get it to land on the helipad? Edit: Here's an example mission that demonstrates my problem; https://mega.nz/#!sMUByIQb!2snm5wTgDpMsCGJYxSXzoMZjqMKxWOa__TaDh0_AORE The helicopter should move past the first waypoint once the trigger is activated, but it simply stays in midair and doesn't move at all. There are no enemies on the map, or any other characters besides me and the pilot. As an extra note, I'm playing this mission in multiplayer. Edit: I was able to solve my problem by using multiple waypoints; I first used a Move waypoint right next to the helicopter that's connected to a trigger, and is skipped when the trigger activates. Then a Move waypoint attached to the helipad with a condition of true and an Actrivation with 'heli land "land";' in it. Then a Scripted waypoint also connected to the helipad, with a condition of "me in heli", then, a final Move waypoint out in the distance with a condition of true. Here is a more complicated mission I created using this information; it features a helicopter that ferries the player between sides of the lake whenever they get inside, and waits for them to reenter; https://mega.nz/#!FUkiFIYI!jm-56z1QLBkh9lEIPdt8iPOyHZKEWdnGU3dTsa2TD3Q