Description
- 4 PARA is an Arma 3 simulation community based on a reserve Airborne battalion and their operations around the world. We provide a community for members who are looking for a gritty and realistic simulation experience but who cannot commit to events every week.
- With a very small amount of knowledge I can create an enemy group while the mission is in progress, but I can not seem to get them to move to waypoints once the group has been created, this is what I am using at the moment but the created group won't move.
This command could be bugged in Operation Flashpoint or Armed Assault ; an additional join may solve the problem.
ARMA is def the best when played in a large group. I'm a member of the 72nd Airborne I should be on Sat for most of the day, feel free to jump on our TS and hit me up, my name on there is T. There's a few BombDuders on there but I'm hands down the biggest fan of GiantBomb the unit has. Few things to look out for when hunting down an.
Far Isle is an upcoming Halo themed ARMA 3 modification, that expands the sandbox with new weapons, vehicles, equipment, and environments. Pack MINUSTAH - Brasil no Haiti Oct 25 2020 Early Access Oct 16, 2020 Combat Sim. New to Arma 3 is the integration of Steam Workshop support, allowing Arma 3 content creators to develop and share their creations with the world. Likewise, it's never been easier for players to download and enjoy user-created missions, vehicles, weapons, or any other type of addons - with the automatic downloading of updates for subscribed missions lowering the barrier.
However, some commands such as setUnitPos only work if run before the join.Syntax
- 'NONE' - The unit will be created at the first available free position nearest to given position
- 'FORM' - Not implemented, currently functions the same as 'NONE'.
- 'CAN_COLLIDE' - The unit will be created exactly at passed position
- 'CARGO' - The unit will be created in cargo of the group's vehicle, regardless of the passed position (see Example 5). If group has no vehicle or there is no cargo space available, the unit will be placed according to 'NONE'. To check available cargo space use:
_hasCargo = _veh emptyPositions 'CARGO' > 0;
Alternative Syntax
newUnit = this
in the init field.If the target group is not local, the init script will only execute after a slight delay; see Killzone_Kid's note below for more information and issues about this syntax.
Examples
- Example 1:
_unit = groupplayercreateUnit ['B_RangeMaster_F', positionplayer, [], 0, 'FORM'];
- Example 2:
'B_RangeMaster_F' createUnit [positionplayer, groupplayer];
- Example 3:
'B_RangeMaster_F' createUnit [getMarkerPos 'barracks', _groupAlpha];
- Example 4:
'B_RangeMaster_F' createUnit [ getMarkerPos 'marker_1', _groupAlpha, 'loon1 = this; thisaddWeapon 'BAF_L85A2_RIS_SUSAT', 0.6, 'corporal'];
- Example 5:
_veh = 'O_Quadbike_01_F' createVehicle (playergetRelPos [10, 0]);_grp = createVehicleCrew _veh;_unit = _grp createUnit [typeOfdriver _veh, _grp, [], 0, 'CARGO'];
Additional Information
- See also:
- Groups:
- Object Manipulation
Notes
_grp = createGroupeast;hintstrside _grp; // EAST_ap = _grp createUnit [ 'C_man_p_beggar_F', positionplayer, [], 0, 'FORM'];hintstrside _ap; // CIV, not EAST
We can use join command or fill the _grp with entities in advance to set _ap to the desired side.private _grp = createGroupsideLogic;'ModuleSmokeWhite_F' createUnit [ getPosplayer, _grp, 'thissetVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];'];
- 'NONE' - The unit will be created at the first available free position nearest to given position
- 'FORM' - Not implemented, currently functions the same as 'NONE'.
- 'CAN_COLLIDE' - The unit will be created exactly at passed position
- 'CARGO' - The unit will be created in cargo of the group's vehicle, regardless of the passed position (see Example 5). If group has no vehicle or there is no cargo space available, the unit will be placed according to 'NONE'. To check available cargo space use:
_hasCargo = _veh emptyPositions 'CARGO' > 0;
Alternative Syntax
newUnit = this
in the init field.If the target group is not local, the init script will only execute after a slight delay; see Killzone_Kid's note below for more information and issues about this syntax.
Examples
- Example 1:
_unit = groupplayercreateUnit ['B_RangeMaster_F', positionplayer, [], 0, 'FORM'];
- Example 2:
'B_RangeMaster_F' createUnit [positionplayer, groupplayer];
- Example 3:
'B_RangeMaster_F' createUnit [getMarkerPos 'barracks', _groupAlpha];
- Example 4:
'B_RangeMaster_F' createUnit [ getMarkerPos 'marker_1', _groupAlpha, 'loon1 = this; thisaddWeapon 'BAF_L85A2_RIS_SUSAT', 0.6, 'corporal'];
- Example 5:
_veh = 'O_Quadbike_01_F' createVehicle (playergetRelPos [10, 0]);_grp = createVehicleCrew _veh;_unit = _grp createUnit [typeOfdriver _veh, _grp, [], 0, 'CARGO'];
Additional Information
- See also:
- Groups:
- Object Manipulation
Notes
_grp = createGroupeast;hintstrside _grp; // EAST_ap = _grp createUnit [ 'C_man_p_beggar_F', positionplayer, [], 0, 'FORM'];hintstrside _ap; // CIV, not EAST
We can use join command or fill the _grp with entities in advance to set _ap to the desired side.private _grp = createGroupsideLogic;'ModuleSmokeWhite_F' createUnit [ getPosplayer, _grp, 'thissetVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];'];
Another very important difference is that the older syntax (Alt Syntax) will create unit of the same side as the side of the group passed as argument. For example, if the group is WEST and the unit faction is OPFOR of type, say 'O_Soldier_GL_F', the unit created will be on the WEST side as well. In contrast, newer syntax will create the same unit on the EAST side in the WEST group, which will be treated as hostile by other group members and eliminated.
- Posted on June 19, 2020 - 10:13 (UTC)
- fusselwurm
- 1.98 note that even when setting the placement special parameter to 'NONE', 3DEN-placed objects are being ignored when looking for a free position. In other words: units will spawn within editor-placed rocks or under houses.
This brief guide will illustrate how to better control your AI SQD…by creating separate Teams
Intro
When playing in Single player mode, the ability to create Teams is often not used to its full potential.
This in-game ability allows for players to better control their AI soldiers
This added control has many benefits like:
- allow for one team to be 'Weapons Free' while another is on 'Weapon Hold/Tight'
- enables to have Assault/Support By Fire/Security Teams
- controlling a group of Soldiers in 1 command versus separate and individual commands
Arma Team Choices
Arma allows for one basic category of Teams:
- Colors (Red/Green/Blue/Yellow/White)
To create a Team, you must select all the AI players that you want on that Team
- Team Red (SBF) – AR; MG TM (2 players); PSG
- Team Green (Assault) – Rifleman X2; PL
- Team Blue (Security) – Rifleman X3 (Three 1-man Teams)
During in-game, your AI players don't have to be numerically ordered to be on a Team together
- Players 1, 3, 4 & 7 on Team Red
- Players 2, 5 & 6 on Team Green
- Players 8, 9 & 10 on Team Blue
***Teams Within Teams ***
Here is something that I find works well:If you have 3 main elements (Assault/SBF/Security) numbering a total of 10 AI players, you can break each section down even more
Step 1 – Select the PL as 'Player' in the Eden Editor
Step 2 – While still in the Editor, select the other 2 Section LDRs as 'Playable'
Step 3 – While playing, toggle (default 'U') into each position (including PL) and break-down your current Team into more Teams for extra control
This allows you to provide 'Buddy Teams' within your Bounding Element
- Fire TM of 3 AI player and yourself can now become 2 separate TMs
SQD Attack w/th AI Teams
AI Team control is fundamental while conducting a SQD attackTeam control of AI allows for separate:
- Security element
- Assault force
- Support By Fire
Team control allows you to set up your Security element first, then your SBF and finally, your Assault section
Once the separate Teams are in place, you can keep them in place (Security & SBF) and allow your Assault element to close-in on the Enemy position
Bounding with AI Teams
You choose the technique based on the probability of Enemy contact
Dismounted movement techniques:
- Travelling
- Travelling Overwatch
- Bounding Overwatch
Bounding Overwatch can be accomplished by 2 methods:
- Alternating – Teams bound to a point PAST the Overwatch section
- Successive – Teams always stay on ‘Line' with each other
Also, SQDs can bound using different sizes of their elements:
- SQD – can bound by Fire TM (2 in a SQD) or 'Buddy' Teams (4 in a SQD)
Dismounted Movement w/th AI
Team control of an AI unit also allows for rapid change in:
- Formation type (wedge/file/'V' etc.)
- Alert status (careless/safe/aware/ etc.)
- Stance (standing/kneeling/prone)
Formation controls allows you to:
- Have Alpha TM in 'Wedge' formation
- HQ TM (MG TM/PL/RTO) following in 'File' formation
- Have Bravo TM trail in 'V' formation
Lead Fire TM in wedge;
Platoon to follow in file;
Fire TM in wedge while providing R/L flank security
Combat Control of AI Teams
Creating AI Teams can allow for:- Weapon Control Status (Hold fire/Weapons Free)
- 'Suppressing Fire'
- 'Watch Over There'
- 'Target That…'
Mission Example
Task: Conduct SQD attack of Enemy checkpointStandard: Eliminate Enemy position with resulting KIA/EPW
Condition: Given a SQD plus attached MG Team, 3 separate elements (Security/SBF/Assault)
BEFORE you reach the OBJ area, make sure to:
- position your Security TMs in such a way as to increase your defense and seal off the OBJ
- select a good SBF position that has small arms range ‘stand-off'
Arma 3 Pc
- some form of cover (natural or man-made) for your 3 elements
- find a good route for your Assault element to close in on the OBJ
Menu Selection
While in-game select the AI players you want:
- on a Team (F1/F2/F3 etc.)
- scroll to 'Team'
- scroll to 'Assign' (Red/Blue/Green etc.)
Youtube pink floyd wish you were here.
Once your first TM is created, repeat the process for the additional Teams
After all the TMs for that player have been created, change your player to create other TMs
This will allow for separate elements to all have Teams and sub-teams
Once playing, to call the Teams into action:
- 'Backspace' for menu
- scroll to 'Team'
- scroll to 'Team' one more time
Arma 3 Create Group
- choose whichever Team your need (Red/Blue/Green etc.)
- choose another menu action for them to execute
Conclusion
Arma 3 Editor Group Name
Creating Teams allows you to:- quickly and easily control Fire TMs/SQDs
- create separate elements (Assault/SBF/Security etc.)
- have different elements in different movement formations (lead TM in wedge, second TM in file)
- manage different Fire Control Status of separate TMs
By Greybeard