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commanding All-in-One Single-Player Project
Leopard20 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed!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)- 584 replies
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Does anyone know how I can get the range than a mine will trigger at? I've had a look through one of the configs for a mine but didn't find it, or what I thought would be it. Thanks.
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Good morning, I just recently bought ArmA 3, so I started through the campaigns. Thing is, there's a point in Laws of War campaign where you need to lay some mine dispensers, but I can't seem to be able to do so. Have tried other things such as charges in the VR Arsenal, and everything works fine, but the APERS Mine Dispenser. The character does the animation as if it was laying the mine, but it doesn't acutally appear on the terrain, nor dissapear from my backpack. Tried looking for similar problems here in the forum, but I couldn't find any topic about it. Thanks in advance!
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Is there an event handler that deals with a mine being triggered? I'm hoping to setup a trip-wire that can be disarmed like a mine but that triggers an explosion somewhere else. I may be able to do it with an on-entry trigger but i'm betting this will make the disarming bit somewhat clumbsy. thanks!
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Summary: With the new mine detector beeping more than your favorite astromech droid I'd thought I'd give it a more alien twist. This script "converts" the mine detector into a basic motion detector. Warning, do not use in conjunction with actual mines... or do, your choice. Features: -Beeps and boops (Credit: BIS) -Lightweight -Group members are detected but not so beepy. -Only locomotion is detected, not waving away flies or checking your gun. A standard crawl will avoid detection though. -Detects motion of vehicles too, not that you'd miss them at that range... Known Issues: -"Motion" can be a bit twitchy on the detector HUD. -Friendly AI may spot and reveal their "motion trackers" so they won't beep. You can get around this by executing: {_x disableAI "MINEDETECTION";} forEach allUnits; Singleplayer/Multiplayer: Should in theory work for both. I haven't had the time or manpower to test properly in MP. Let me know if you find any issues. Install/Usage: 1. Create "motionDetector.sqf" in your mission folder, for contents see below. 2. In init.sqf execute that sucker like so: 0 = [] execVM "motionDetector.sqf"; 3. Put a mine detector in the player's hands. 4. Profit? Future plans: None, I threw this together real quick just for fun. If you want something added post the suggestion and we'll see. Files: motionDetector.sqf
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I'm stuck trying to spawn IEDs into pre-designated locations. I can get them to spawn just fine using createVehicle, but they aren't armed and can't be armed (even with a defusal kit and by an engineer). I'd like to be able to do both ACE IEDs and vanilla IEDs. Here's what I'm trying: "IEDurbanSmall_f" createVehicle IED1pos; //IED1pos is a position, not an object "ACE_IEDUrbanSmall_Range" createVehicle IED2pos; //IED2pos is a position, not an object The spawning works, but the objects spawned are ID'd as things like ied_land_small.p3d, and they don't set off a mine detector. Any suggestions how I can create both of these types?
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I can't detect some mines. I've read that detection distance depends on class, but this is literally as the mine detection guy in the first mission of Laws of War. I'm getting within what has to be 2 meters. I'm looking directly at it... This is not specific to this one mine, and it does not go away on restart. For most mines, all I do is look at them and it detects them. For 5-8 in this mission, I just can't detect them. Am I doing something wrong? I can't get past this mission without "detecting all mines." Sorry about the quality of the video, I obviously need to work on my obs settings, but I don't stream so it's not a huge deal - you can tell what's going on. https://www.dropbox.com/s/b1fk2om28h8ans6/2018-04-29-0121-00.mp4?dl=0 Edit - I figured it out, it's T. Gotta expand that newbie screen... Confusing that it identifies them by looking sometimes, but sometimes you have to use T. It'd be better if you made it all one way or the other. If I identify the first small ones I look at without any interaction other than looking at them, it makes me think "I don't need to look at the help thing, I know how to do it, because I just did it." ... Then I make stupid posts that waste people's time.
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Hey guys, I am working on a training site for my group which will feature, among other things, an explosive specialist/mine defusal training. In order to do so I would like to create a kind of a course which has to be finished without the mines exploding. The help that I'm looking for concerns a script, obviously. I would like to have the option to spawn random(?) mines and explosives in random(?) areas within the designated course. Let's say it will be a fenced-out passage through a few buildings + a bit of grassy terrain. I would like to have the option to spawn, respawn randomly or at the very least restart the placed explosives within that course with probably a simple addAction command that would be attached to some object at the beginning of the course. I can handle the addAction button but I am almost completely unaware how to write the script which would respawn the explosives if the participant died and wanted to retry the course. That respawn option would also be used by the next person in the queue who would want to complete the course. I appreciate your help a lot. Cheers! Adam
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http://steamcommunity.com/sharedfiles/filedetails/?id=1229944898 I decided to create a series with each mission focusing on one specific type of soldier/task, this one entry is EOD. I used the AAF to give it a more modern day feel while keeping it vanilla. Used Tanoa to give it a vietnam flavor. Steam description: Step into the shoes of a soldier in an EOD unit during operations on Tanoa. The AAF have been engaged with Syndikat and remnants of the former dictatorship's loyalist army for the last 8 months. The guerrillas have access to large pre-overthrow stockpiles of anti-tank and anti-personell mines as well as improved explosive devices. Because of this our EOD unit has been kept busy during the occupation. During today's operation we will be escorting a tank platoon along a main supply route and clearing any minefields using our mine clearing rockets from the bobcat. We have multiple infantry units currently executing various missions and raids accross the island so be prepared to get tasked away to help them clear any explosives they encounter. Vanilla mission, only requires Apex. (Although from the latest update all Arma 3 users now have Apex assets so you may be able to play it, just with the expansion purchase advert in the corner.) (Mine Clearing Rocket script by John Harvey https://github.com/john681611/detcord.VR/releases ) Let me know of any bugs or issues and feel free to give me feedback for suggestions for this mission or how I can better accomplish things for future missions.
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hi all ! i was searching for a script that has the same effects as ACE3 explosives (i no longer use ACE3 because i want to keep it compatible with vanilla), and i found two great scripts, 3D explosives by Zorilya http://www.armaholic.com/page.php?id=22059 SMS explosives by Voiper http://www.armaholic.com/page.php?id=28266 now....both have theyr strenght and weakness, like 3D explosives miss the feature to detonate a specific charge and not all togheter, while SMS has this feature, but lack a good placement system (cannot stick to vertical surfaces, cannot move mines in water ecc...) my question is this: anyone knows a vanilla compatible script/addon that has all this working? in case of a "no" .... i already tried to merge both, and was successful, but due to my lack of script ability, i'm actually placing 2 mines at once, one for each script, and i need a simple line to not drop the second mine if there are less than 2 in inventory! can somepne help me ? thanks !
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- explosives
- charges
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How to force the AI-units make the deployment of mines ?
mickeymen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody! I tried to find information, but did not find it :( How to force the AI-units make the deployment of mines, for example on the current waypoint ? I would like the enemy AI, to place mines at the specific/random points of the map. In this case, the direction of deployment is important, since such mines as SLAM, Claymore, Mine Dispenser are requires a certain deployment direction. Thanks for help!-
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- deployment
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hi guys, was trying to use mine detector in MP, because players spam soo many mines that every step can be the last! ...guess what? tried everything....but it doesnt work ! here's the details : first of all i use veteran difficulty in MP, so no ridicolous red triangles on screen. i have mineDetector in my inventory (dress or jacket, tried also on backpack), i go near a mine...nothing. i supposed (or maybe i remember wrong from ACE3 times) it should also hint and yell about spotting a mine. but it does absolutely nothing. tried also in editor...even with red triangles dont seems to make any difference. and never hintor audio. any idea how make it yells and hint ? thanks !
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Hey guys, I created a model for a german DM-12 PARM off-route mine but I am not sure how to set it up correctly. The mine itself consists of two parts: a tripod with a tube and a fin stabilized rocket. The mine is placed along the roadside and is triggered via a pressure sensitive wire or a visual sensor. My problem is that the ArmA vanilla mines simply detonate and disappear. I want the tripod to stay were it is and the rocket to actually fly towards the target. So am I guessing right that it should be like an automated turret and not a mine? What has to be done? How should I continue? I'm glad for any advise since this is the first weapon I am creating.
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- parm
- off-route mine
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Make AI place a bomb, mine, whatever
corralesid posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want a CSAT member team place a mine when he reach a waypoint, it dosen't work for me the fire command (unless im doing it wrong). i Tried but nothing... and of course i did it in console debug and waypoint activation. I thought maybe an action, but neither. Like; Also I'm using a non demo specialist, instead a recon sniper unit. Ideas? -
does anyone have a list of all the mine trigger config types, and how they simulate? the ones I've been able to find so far are RangeTriggerBounding RangeTriggerShort WireTrigger RangeTrigger TankTriggerMagnetic RemoteTrigger IRTrigger I know there are also different simulation types, which just compounds this. but the full trigger list and a brief description would be a good start
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How to disable explosion of mine (APERSTripMine), but still have possibility to trigger and disarm mine? - disable simulation will disable collision with mine - set ammo have no effect