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scottb613

First Mission - Operation Anaconda

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Hi Folks,

 

While I'm sure it's been done already...

 

OK - while very new to Arma (a couple weeks) - I worked my way through building a basic ambush mission over the weekend - my very first mission - very loosely based on Operation Anaconda type mission... It's based on the Takistan map set in the pre-dawn hours and - to me - seems pretty immersive so far and I'm actually quite pleased... It's entertaining to just sit on a mountain top and watch the AI duke it out... Basically - it loads two Chinooks up with Army BLUFOR at an airbase - transports them to an objective in the mountains - lands - unloads - and - has them attack the objective while the Chinooks provide CAS... Those mini-guns are devastating tools even on lowly Chinooks - what a light show... The OPFOR (ISIS) was ready with a trap (Triggers) that is sprung when the Chinooks are at their most vulnerable - while landing... They open up with everything they have including a few AA assets... It's nice how it never plays out exactly the same - sometimes the helo's make it - sometimes I lose one - others I lose both... LOL - the first time I saw my Chinook hit and explode in the pre-dawn light - I swear I had a knot in my stomach - and the thought "we just lost the initiative"... So as the attack progresses - the besieged objective is reinforced by two different groups in pickup trucks from different directions... They arrive after the Chinooks left and press the attack... Even though my troops are surrounded and outnumbered - they win more often than not - mainly due to the mini-gun support...

 

So - now my questions...

 

I can't seem to get a helo to land on top of the mountain - they only seem to work in the valleys - I even put down an invisible helo pad and the terrain seems plenty smooth and level... Is there anyway to know where a landing will work and where it will not ?

 

I can't get the OPFOR to really take cover - they stand out in the open and get decimated by the mini-guns a little too easily - even in stealth mode... There are enterable buildings at their base - however - they almost never go in them... I did learn that the buildings should have predefined points for AI - but the selection never seems to come up on my "Move" waypoint... I have the troops outside and the first move is onto the dark grey representing the building - still no joy - the interior locations are never shown... Any ideas on how I can get the AI to occupy the buildings to preserve some of their force until the Chinooks leave ?

 

Triggers - how high in the vertical - does a trigger trip ??? The trap is being sprung while the helicopters are still a hundred feet or so off the deck...

 

Seems we always hear about caves in real world events - are there any caves on these maps ?

 

Is there a way to "spawn" additional enemy AI at a specific location - in a controllable manner ? I had thought I could have them "materialize" after the Chinooks leave as if they were hiding in a basement or something...

 

Is there a way to "fast rope" troops off a helicopter ?

 

Is there a listing of the differences in "Waypoint Types" - some seem self explanatory - others not so much...

 

I found some posts - and it seems the BI methods available to custom "equip" troops is pretty archaic - I added some NVG goggles in the script box for the unit - seems painful for complex edits... Are AI blind in the dark without NVG's on dark nights ??? In fighting groups - not equipped with NVG's - would they have any alternate means of lighting the area - such as flares ??? 

 

Any help - guidance - or tips appreciated...

 

Regards.
Scott

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I'd start with this thread:

 

https://forums.bistudio.com/topic/184276-basic-editing-guide/

 

There are a few editing guides that will teach you the basics of working in the editor.

 

For your questions:

 

1 - the AI will only land on a spot it deems level and clear enough... what that is exactly is BIS voodoo magic formula :)

 

2- you'll need an AI mod or script to handle stuff like this.  I would suggest @ASR_AI or @bCombat mods.

 

3 - trigger ceiling is unlimited AFAIK (there must be a limit but it's very high!!)  to limit this you'd need to add something in the Condition field (see guides)

 

4 - nope... caves (or any underground structures) are apparently hard to create in Arma.. there are a few custom islands that do have caves though 

 

5 - yes

 

6 - yes (http://www.armaholic.com/page.php?id=23961)

 

7 - yes (see editing guides)

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Hi...

 

Thanks for responding...

 

I looked in that post you mentioned for guides... I checked the WIKI and tried several searches - I couldn't really find any detailed information in the WIKI - even after registering an account... Would you have a link to the parent of the editor section for Arma 3 ???

 

It also mentioned older guides - for Arma 2 -  is that what I should really be checking ? Are the changes between Arma 2 and Arma 3 editors significant ?

 

Again - thank you...

 

Regards,
Scott

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