Last active 8 minutes ago
We've started using Drongo's Artillery in the latest mission I made. It takes a little learning, and there's a few things I wish he'd change but overall it works really well.
I've looked at the Air Support as well just quickly, but honestly I think fixed wing aircraft are best left to players. Rotary wing however, could probably use a little love.
Yeah throw it in the code field
If you grab the latest script version you don't need anything in the init and the code for disabling air units shouldn't work because the variable names have changed.
I just add
(group this) setVariable ["Vcm_Disable",true]; to the code line for all the supports and any other units I want to disable VCOM on
Yeah every base I build has a TAOR marker over it so I can blacklist friendlies, enemies and civilians, and then I place all my base guards and leave them unprofiled, usually invincible and manning weapons with infinite ammo.
It's a little "gamey" but there's nothing worse than having civs/OPFOR wandering around in your base
Yeah it would be cool to be able to say designate a warehouse building that they appear outside of or something similar.
It really is never simple to get the scenario you want out of your head and into ARMA.
I'm starting work on a new mission and have an idea of the force I want to fight, but not quite sure how to get it, so I have a few questions.
First off I'm basing this off the CFP Taliban faction, and was just going to add the CUP ME milita AA unit with the ORBAT creator and then export for the description.ext (I figure this is probably the easiest way to give the Taliban a MANPADS threat without having to create a whole new pbo'd faction.)
I was going to also add a group consisting of a single T55 tank and a group with a single Shilka. The idea being the insurgents managed to grab some from the Takistan Army before they disbanded or some such nonsense, I just wanted a rare but credible armour threat for the player base to face.
Then I remembered, unless it's changed Insurgent factions don't get their vehicles replenished do they?
So first off, can I have an Insurgent and Occupation OPCOM using the same faction? I would set up the Asymmetrical OPCOM to just use infantry, and then set up the Occupation OPCOM to handle the vehicles with military logistics resupplying. Would that work? If not I guess I could use the Taliban faction as Asymmetrical, and Middle Eastern Militia for Occupation. In either case how would the replacement vehicles be delivered? I'd rather not see helicopters sling loading them in or something like that.
I believe in the CQB module you're supposed to add any faction that will be used by the module and then set it to dynamic (or whatever the opposite of static is in the module I only use the CQB if I have to)
Yeah it seems like a really cool map, and I started making a mission for it, but then I came across this hard crash issue. I haven't had any other map do this to me so was wondering if anyone else had experienced it as well.
Hoping there's a version out there that doesn't do this.
Has anyone made a mission on Caribou Frontier lately?
I've had issues with it hard crashing ARMA, even on an empty map, no mods, just flying around in Zeus or the editor.
1 min everything is fine, the next I'm looking at my desktop.
Just curious if anyone else has had any issues with this and came up with an answer?
I've had this issue before and it was because I had not added a BLUFOR faction to the CQB module. So the only thing that was spawning was OPFOR