Anyone got any doable mission ideas?
I actually have a dozen, but the reason I haven't made any yet is because either they're beyond my scripting knowledge or shit just doesn't work like you'd think it should.
For example, I tried making a mission where enemy AI places and blows satchels in a target area and your job is to stop them.
I could only get AI to place a satchel if it had nothing but a satchel in its inventory.
Second, there's a set timer action which I wanted to use so AI would set timers on their satchels.
https://community.bistudio.com/wiki/Arma...s#SetTimer
Pay attention to that 'bombname' at the end. It turns out whatever that stands for is important, the action breaks if I just leave 'bombname' and if I remove it, action doesn't work at all. Yet the description makes no mention of it all.
Another idea I had was delaying a convoy with mines, but without being spotted. Of course as soon as AI drives over your mine, they know about you (knowsabout value jumps to 1.5). I guess they fixed that bs for satchels and artillery, but not mines.
Correction: coming under artillery fire instantly reveals the vehicles firing at you (again). So there's another idea down the drain.
Basically every time I try to make a mission I get to deal with this and end up with nothing.
I actually have a dozen, but the reason I haven't made any yet is because either they're beyond my scripting knowledge or shit just doesn't work like you'd think it should.
For example, I tried making a mission where enemy AI places and blows satchels in a target area and your job is to stop them.
I could only get AI to place a satchel if it had nothing but a satchel in its inventory.
Second, there's a set timer action which I wanted to use so AI would set timers on their satchels.
https://community.bistudio.com/wiki/Arma...s#SetTimer
Quote:Description:Â Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel.
Charge has to be places first using unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.
Syntax:Â unitOne action ["SetTimer", unitTwo, bombName]
Pay attention to that 'bombname' at the end. It turns out whatever that stands for is important, the action breaks if I just leave 'bombname' and if I remove it, action doesn't work at all. Yet the description makes no mention of it all.
Another idea I had was delaying a convoy with mines, but without being spotted. Of course as soon as AI drives over your mine, they know about you (knowsabout value jumps to 1.5). I guess they fixed that bs for satchels and artillery, but not mines.
Correction: coming under artillery fire instantly reveals the vehicles firing at you (again). So there's another idea down the drain.
Basically every time I try to make a mission I get to deal with this and end up with nothing.