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Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
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Hey everyone! To make it short I'm thinking on making an Arma 3 series portraying an Air Assault Squad; however I am in need of someone who has knowledge or a background with an Air Assault Squad. Everything from tactics, terminology, protocols etc. I want to make this series realistic as possible to avoid any misrepresentation. "Theirs nothing worse than misrepresenting our armed forces!" Please PM me or reply here if anyone wishes to help! Thank you!
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Hello In the beginning of July, we are going to start playing Antistasi Altis in a tactical manner. There will be squads, leadership of squads, reckon operations, etc etc. All in a very friendly and cooperative environment, no virtual push ups or yes sir and the like. The only requirement is to be a cool person to be around, not whine , be there for a kick-ass , organized experience, and listen to orders and follow the plan, so there`s no chaos and the experience is meaningful. No previous skill is required. If you follow our instructions concerning the base game and are a good sport, providing positive value to the group you belong with us. Think of the server 77th jsoc server, or the spirit cultivated in ShacTac. All applicants must be 18+, have a mic, and be able to speak English clearly. We will play on around noon GMT, which means both Europeans and Americans can join, depending on their schedule. Let that not scare you though, cause we are quite flexible on time. We plan on using only the necessary mods, like TFR, Enhanced Movement etc. We wont be using RHS, since the experience and a decent FPS for everyone are priority for us. There might be the possibility of recording the footage and uploading it to YouTube if there are interesting moments, just for the sake of it. If you are interested, respond to this post writing down your timezone. Can`t wait to play with you all. `
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There is currently an online tool for tactically planning a battle which supports games as Squad etc. If the game is supported it will include maps of the game and relevant icons. You will still be able to upload a custom map and icons, as well as battle plan a recorded video. The dev does support adding additional games, which can be requested in the forum. Gametactic.org Unit Symbol Generator NATO Military Map Symbols
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Share your thoughts and ideas about tactics in locations and scenarios!
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Pretty late here, wanted to brainstorm these small unit tactics publicly. Will tackle actual scripting later after sleep. Flank and spank tactic taro8 brought up this idea in the ASR AI thread: https://forums.bistudio.com/topic/163742-asr-ai-3/page-96#entry3026408 I've tried all the AI mods, but for flanking or etc they don't seem to reliably perform what taro8 describes. Most will handle individual AI units within the group, and sometimes I think emergent tactics happen but not by design for team tactics of > 1 AI unit -- e.g. bounding fireteams temporarily split from a section/squad, binaries split from a team, individuals split from a binary. (let me know if I'm blatantly wrong!). I am not a good or elegant scripter by any means, so this is mostly a learning project. Elegant solutions and suggestions for me to investigate would be welcome. I prefer ASR AI to stay simple, robust, and not heavy on specifics -- it's proven to be pretty timeless and effective b/c it doesn't try to be a fully loaded bells-and-whistles AI suite (which are very cool when they work, but somewhat fragile and more vulnerable to Arma 3 updates). Thus I personally would prefer any higher-level tactics script to stay out of ASR AI's way. I'm starting with Zenophon's framework and trying to stick to KK's and code optimization best practices (blindly following, since I don't yet have experience in being selective when to use a less efficient loop construct or whatevs just b/c it'll get the overall job done simpler), making a small script to be executed on an AI group leader, where: <nested if checks are faster/lazy than if/else> Checks if that AI (assume OPFOR for this concept) knowsAbout any BLUFOR > 0. If true, check distance < _distance. Sort distance for nearest qualifying group. If true, <insert black script magic to count units group, divide into 3, create 2 new group leaders and attach AI units to them. All dynamically.> Ensure group 1 seeks cover and keeps the attention of BLUFOR (maybe even suppresses BLUFOR). If with johnnyboy's blessings, incorporate his up-and-down mini-script. https://forums.bistudio.com/topic/190815-release-jboy-combat-up-down-script/ Set new groups 2 and 3 to disable combat mode, then assign "FULL" movement waypoint. Figure out bearing from AI leader group 1 to Zen_FindAveragePosition (finds average point between all objects) of nearest known BLUFOR group. Generate 2-4 WP for each of groups 2 and 3, with relative bearings [-90, -45] and [45, 90] to the 1-BLUFOR source bearing, distance for each WP is random 25-50 (If 25m is a fair distance for a single "I'm up, I'm moving, he sees me, I'm down" sprint). Follow each WP with an immediate setUnitPos "DOWN" with a sleep random 3-5 seconds (Hold WP?). Then execute/create/assign/skip the hold WP to move onto the next disable combat sprint WP. Now groups 2 and 3 get no further assigned WPs, so they should revert to default AI behavior (or whatever ASR or otherwise AI mod is running). Once WPs complete, group 1 is assigned a WP with relative bearing [-45, 45] to the source bearing. Movement distance 25-50. At end of this sequence, regroup all of them back under group 1. distances could be user-specified parameters, naturally (go for the 300m flanking end run!). Bounding tactic Starts off same way, but splits into only 2 groups. Script takes parameter for a final destination. Assigns a dynamic icon marker? Group 1 gets the disable combat sprint waypoint. When WP complete, they do the up-and-down behind cover. Group 2 first gets the up-and-down. Then is assigned a created waypoint per group 1. etc. until one of the groups passes a check for if (group distance destination_marker < 10), then the two groups rejoin. (mad cheese's Command and Control has a regular peel and Aussie peel that are magnificent to watch in action, knowing anything about wayward AI scripting. :P ) Urban street/building patrol from scratch [edit: before anyone gets upset, I'm only referencing these spawn scripts as examples, and will message the authors whose work I respect and currently enjoy using as-is, before using their scripts as springboards for any actual work I may do on this. Otherwise, I'll be attempting to reinvent the wheel from only the concept of their scripts, as a learning exercise for myself. I'm not educated enough to actually understand what their scripts are doing -- I get lost following the variables and script structure -- so I don't want to copy something I don't understand and break it anyway.] T-800a's spawn script already has this function, where units will randomly patrol streets within an area marker, with random waypoints during patrol, set to random building positions. Grahame and I touched on the topic of using existing civ spawn scripts to create roaming zombie patrols. I thought it'd induce a bit of bonus terror if players seek cover in a building, but some staggering zombie randomly wanders into the building. Instead of having to launch the entire T-800a script just to hook in this one component, I wanted to see if I could do the same with Enigma's civilian spawn (super simple script, easily allows a custom script to fire for each spawned unit -- i.e. a script that dynamically spawns patrol WPs for that zombie. Given that the zombie will spawn in the correct area, thanks to Enigma: call Zen_FindGroundPosition 5-15 times (or parameter number of times) with limitation of on-road and minimum distance from each other positions. Maybe with condition: testing for buildings nearby (60%+ building coverage in the user-specified radius). call Zen_FindBuildingPosition on at least some of those waypoints. (Something possibly broke this for me in my current testbed mission -- unit refuses to acknowledge and setpos to that marker about half the time.)
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Good news for all the Arma and Apple fans out there - Arma Tactics is now available at iTunes! Please be aware, though, that the game is compatible with: iPad 2 and up iPad mini iPod touch 5 and up iPhone 4S and up and IT WILL NOT RUN ON EARLIER DEVICES. So, soldier, if you are interested, you should grab one right now...
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Dedicated thread for Arma Tactics videos. Please post your videos here instead of creating a new thread for them. I'd like to start with one I just made:
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How to make late joining players spawn somewhere else?
CodeMonkee posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey all! I'm normally pretty savvy with the editor, however I'm running into a little bit of an issue with my current mission. I'm starting the mission with a helicopter insertion, so the players at the start of the mission spawn inside a helicopter, and are taken to the drop point. At the drop point, the swimmers are ejected, and the helicopter flies away, to be destructed off screen. However this is posing a problem with spawns for me. I want only the players that start this mission on time to spawn in the helicopter, and ones later to spawn on a beachhead by the drop zone, because the original spawn heli will not be present after the start. Does anyone have suggestions for how to do this? I tried to make a trigger switch spawn zones after the helicopter reaches a certain area, but that didn't work, probably because I was moving them into the helicopter in their init lines... So consider me stumped, for the moment. How do I make late players spawn on a beach rather than trying to spawn into a helicopter?? :confused: Many thanks, CodeMonkee -
Well, since we have a plane class now, I wanted to make something cool. I found a very nice free model of a Pilatus PC-21 in the web and thought that this would be an extremly cool plane to have. So I gave it a try and started working a bit in Blender. Parted cockpit frame and glass, and merged some groups into bigger groups. I am planning to do this aircraft propperly, so it will take a while until you guys can play with this bird. Cheers.
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Arma Tactics Available at Google Play Store (build 1.1912)
Aleš Ulm posted a topic in ARMA Tactics - NEWS
Good day, soldiers! Arma Tactics THD (build 1.1912) has been released and can be bought at Google Play Store. This version is compatible with following Tegra 3 / Tegra 4 devices only: Iconia A110 Iconia A210 or A211 Iconia Tab A510 Iconia Tab A700 or A701 Transformer Infinity Transformer Prime Transformer Pad 300 Arrows X F-02E Arrows V F-04E Arrows X F-10D Arrows Z ISW13F Fujitsu Stylistic M532 Fujitsu Arrows Tab F-05E Nexus 7 One X+ One X Idea Tab A2109 Optimus 4X HD Optimus Vu Pegatron Chagall Pegatron Olipad Xperia Tablet S Excite 10 SE Excite 10 Excite 7 Excite 13 V985 Nvidia SHIELD If you're interested in other platforms, please stay tuned and check again in two months. If, on the other hand, you own one of these devices, you can enter the action right away. That's all for today, soldiers and remember: No one gets left behind. Dismissed. -
playersNumber for self balancing mission
JPreston posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Couple of questions for the experts today. I've got a co-op mission that works perfectly if I set the number of respawns (I've got a basic respawn limiter) and the number of enemies. I have however, been trying to get the mission to auto-balance itself. So if more players join, more enemies are spawned and the respawn limit is upped. Initially I tried using: players = playersNumber west; publicvariable "players"; But as I'm sure you know that returns the number of playable AI, so the respawn limit always get set as if there are 10 players. Is there any work around for this as it is doing my head in! Also I was trying to use the "Condition of presence: players >=5;" field to spawn more AI when there are more players. I cannot get them to spawn, anyone got any ideas? Thanks in advance. J