Like always you make it look too easy.... Very thorough and I really like how you show the deletion and try different ways to command single and multiple actions with troops and vehicles also the description of each keyon the board is so helpful.
Your welcome William, i figured since you were struggling last Sunday with the ai you had under your command, then what better to have a video to show you how to do it. I try to keep it as simple as possible and not over explain things, and imo its better to demonstrate what you say or explain then to just talk about it. Ya timestamps for a video like this are crucial, helps you review something if your not totally understanding something. Commanding ai gets more complex then this when you have a full squad, when all the F keys are set with ai. So just a tip here if you get more then 11 ai units in your squad, then to choose an individual ai that is say #12, 13 or more numbers you press F12 and the whole bottom row of the ai will change rows. And then you'll see F1-f4 as ai #12, #13, #14 ect,. to switch it back press F12 again. imo its easier to control a smaller squad and keep track of them then a large squad, theres less micromanaging, then it also depends on what your trying to do. Theres other aspects with ai as well, when you press the F key for an individual ai and you go to the action 6 depending on if your using a mod, or if that ai has explosives or have access to other things, you can have them do other functions, like place mines and such. I remember doing that in the OFP days, i would have ai get mines and then point where i wanted mines and have them place each mine, even did satchel charges. But remember you can also tell ai where to go using the map, like i did with the truck and the artillery, so if you choose the ai or all the ones you want, then go to your map, and put your mouse where you want them to go then you just give the command and they'll go there. Just remember too you can press the keyboard numbers corresponding to the menu you want so press 1 for move, that opens the move menu ect,. 2 for target 3 for engage 4 for mount 5 for status 6 for actions 7 for modes 8 for formations and directions 9 for teams 0 for reply Dont forget to press the F key for the AI you want to command first, or the ~ tilde key to highlight them all. If AI get stuck like wont respond to commands, press 1,1 to return them to formation, if still no response, point at the ground somewhere to get them to move, so alot depends on where your at and whats around and in front of the ai. Its more efficient over time to remember and create those associations with the numbers, you will actually command the ai faster once you get it down. The real basic common ones you can remember are: - return to formation 1,1 - engage 3,1 - disembark 4,1 - danger 7,2 - stealth 7,1 another trick is when your in a tank, if you play as the driver and your ai as the gunner, you can command him by giving him targets, tell him to disengage with the 3 menu, then open the target menu pressing 2, then scroll through the list of targets. For each of the targets they have a distance for them in meters, so you can target them that way. You can do that the same way with attack helicopters where you fly and hes the gunner, i played like that all the time i'd hit targets from far away from behind a hill, as long as the radar can spot them and they show in the target list their fair game. Lots to learn, so i hope that helps, any questions dont hesitate to ask! Also be sure to take a look at the artillery video as that will go in depth on how to command ai with different types of arty support, as well as different ways to command them be it directly or indirectly. Cheers!
Hi KennyB322, welcome to Arma! Thanks for the compliments, and your welcome, if theres ever any questions about anything mainly what i show on my channel then dont hesitate to ask. If you want to send me a donation thats fine, best way to do it is through the channel, under the video itself towards the right where you can set the save to watch later, there should be a heart with a dollar sign in it. If you click that, you can choose how much and then do it that way, and when UA-cam pays me then it will be in there.
Hello, I follow your channel and I have already tried some scripts, they are very good ideas, something came to mind that would help a lot in a game mode that I am thinking about doing. Do you think you could develop something related to the action of calling a "doctor" when a player falls in a battle against AI/PVP. The idea would be when "fallen" to request the respawn or Call Doctor button. A system where a paramedic AI would parachute, 100m high close to the player. Where she would perform the service and be "deleted" at the end of the service.
there are revive scripts that automatically let the medic in your group come to you and heal u tho, having one paradrop would necessitate custom scripting
@@desktopwindows3086 If you were down ingame, you'd never see the ai do a halo, maybe come in and paradrop into your area, but for halo to work without killing the ai, they'd need to be at least 500m up. As far as come and heal you after a paradrop and then delete, let me look into it and i'll get back to you.
Hello, I want to create my own asset setting (for example Gryphon with gray paint and its own pylons) and add it to an Arma 3 Warlords asset list (where you can then buy the vehicle in paint and pylon) but I can't find ANYTHING! Find out how to do it somewhere on the internet. There is the problem that I can ONLY find the Gryphon in the standard asset setting. Not like the Ghost Hawk where I also find the model with the other paintwork as an asset. (Need it for my Zombie Warlords)
Hi, take a look at my compilation list on Arma 3 BI forums, it has modeling, and retexuring, guides and tutorials, maybe something there can help. forums.bohemia.net/forums/topic/229235-modeling-retexturing-guides-tutorials-compilation-list/ i cant really help you other then that as i know nothing really about retexureing or what your looking to do, so i hope you find what your looking for there.
@@Gunter_SeverlohTo explain: As far as I know, every item in Arma has a cfg right? For example, there is a black, a green and 2 tropical versions of the Ghost Hawk. So far so good. The black, +2 tropical versions can be found in the editor. But not the Green Party. Nevertheless, it exists. Black: B_Heli_Transport_01_F, Green: B_Heli_Transport_01_camo_F. So the same applies to the Huron Unarmed. Exists in the editor as a black version: B_Heli_Transport_03_unarmed_F, but not as a green version in the editor. ALTHOUGH you can select this color when editing the garage symbol (right-click on the vehicle). This green version still exists: B_Heli_Transport_03_unarmed_green_F. So. Now to my Warlords. In Warlords you have an asset list. In this you have to enter the B_Heli_....blabla in the Description.ext etc so that you can buy it in Warlords and play with it. Then the Huron spawns, for example, as a green unarmed version in your called sector. The same applies to the Blackfish, Blackwasb etc. So it should "theoretically" be used by EVERYONE! Vehicle (MUST exist) also the version with the respective paintwork. Just where and HOW you find them and why (as with the Green Ghost Hawk variant 'he lands by parachute instead of flying into the sector') is completely unclear. The paint finish I'm looking for is the gray one that you can also select in the editor for the Gryphon. Now the mystery of all questions is how I have to script this into the desc.ext so that either the gray one comes when requested or the cfg of the vehicle. I also found the stuff for the Blue Blackfish but not for the Blackwasb paint job (of which there is ACTUALLY a cluster version apart from the paint job) which I can't find either.
@@finalbiologic I see, imo your best to ask on BI forums in the same section as the compilation list i linked. Create a thread and ask what you need help with, and describe what your trying to do, someone should know, i dont know anything of the subject, im familiar with cfg's and other aspects related but not what your trying to do.
Timestamps and link to the AI Artillery video are in the description of the video!
Like always you make it look too easy.... Very thorough and I really like how you show the deletion and try different ways to command single and multiple actions with troops and vehicles also the description of each keyon the board is so helpful.
Your welcome William, i figured since you were struggling last Sunday with
the ai you had under your command, then what better to have a video to show you how to do it.
I try to keep it as simple as possible and not over explain things, and imo its better to demonstrate
what you say or explain then to just talk about it.
Ya timestamps for a video like this are crucial, helps you review something if your not totally
understanding something.
Commanding ai gets more complex then this when you have a full squad, when all the F keys are
set with ai. So just a tip here if you get more then 11 ai units in your squad, then to choose an individual ai
that is say #12, 13 or more numbers you press F12 and the whole bottom row of the ai will change rows.
And then you'll see F1-f4 as ai #12, #13, #14 ect,. to switch it back press F12 again.
imo its easier to control a smaller squad and keep track of them then a large squad, theres less
micromanaging, then it also depends on what your trying to do.
Theres other aspects with ai as well, when you press the F key for an
individual ai and you go to the action 6 depending on if your using a mod, or if that ai has explosives or
have access to other things, you can have them do other functions, like place mines and such.
I remember doing that in the OFP days, i would have ai get mines and then point where i wanted mines and
have them place each mine, even did satchel charges.
But remember you can also tell ai where to go using the map, like i did
with the truck and the artillery, so if you choose the ai or all the ones you want, then go to your map, and put your mouse where you want them to go then you just give the command and they'll go there.
Just remember too you can press the keyboard numbers corresponding to the menu you want so
press 1 for move, that opens the move menu ect,.
2 for target
3 for engage
4 for mount
5 for status
6 for actions
7 for modes
8 for formations and directions
9 for teams
0 for reply
Dont forget to press the F key for the AI you want to command first, or the ~ tilde key to highlight them all.
If AI get stuck like wont respond to commands, press 1,1 to return them to formation, if still no response,
point at the ground somewhere to get them to move, so alot depends on where your at and whats around
and in front of the ai.
Its more efficient over time to remember and create those associations with the numbers, you will actually
command the ai faster once you get it down.
The real basic common ones you can remember are:
- return to formation 1,1
- engage 3,1
- disembark 4,1
- danger 7,2
- stealth 7,1
another trick is when your in a tank, if you play as the driver and your ai as the gunner, you can command him
by giving him targets, tell him to disengage with the 3 menu, then open the target menu pressing 2, then scroll
through the list of targets. For each of the targets they have a distance for them in meters, so you can target
them that way.
You can do that the same way with attack helicopters where you fly and hes the gunner, i played like that
all the time i'd hit targets from far away from behind a hill, as long as the radar can spot them and they show
in the target list their fair game.
Lots to learn, so i hope that helps, any questions dont hesitate to ask!
Also be sure to take a look at the artillery video as that will go in depth on how to command ai with different
types of arty support, as well as different ways to command them be it directly or indirectly. Cheers!
But good Video 🔥👍🏻🤙🏻
😎👍
😎😎😎👍👍👍👍👍👍
I'm new to Arma and find your video the best. Thank you so munch for your help. Can i send you a payment for appreciation with PayPal?
Hi KennyB322, welcome to Arma!
Thanks for the compliments, and your welcome, if theres ever any questions about anything
mainly what i show on my channel then dont hesitate to ask.
If you want to send me a donation thats fine, best way to do it is through the channel, under the video itself
towards the right where you can set the save to watch later, there should be a heart with a dollar sign in it.
If you click that, you can choose how much and then do it that way, and when UA-cam pays
me then it will be in there.
Hello, I follow your channel and I have already tried some scripts, they are very good ideas, something came to mind that would help a lot in a game mode that I am thinking about doing. Do you think you could develop something related to the action of calling a "doctor" when a player falls in a battle against AI/PVP. The idea would be when "fallen" to request the respawn or Call Doctor button. A system where a paramedic AI would parachute, 100m high close to the player. Where she would perform the service and be "deleted" at the end of the service.
Hi, interesting idea, so this is with a helicopter, or a plane dropping the medic, or just without?
@@Gunter_Severloh Halo jump.
there are revive scripts that automatically let the medic in your group come to you and heal u tho, having one paradrop would necessitate custom scripting
@@desktopwindows3086 If you were down ingame, you'd never see the ai do a halo, maybe come in and paradrop into your area, but for halo to work without killing the ai, they'd need to be at least 500m up.
As far as come and heal you after a paradrop and then delete, let me look into it and i'll get back to you.
@@6komodo6 Can you write this in the Description.ext? If yes, what is the code?
Hello, I want to create my own asset setting (for example Gryphon with gray paint and its own pylons) and add it to an Arma 3 Warlords asset list (where you can then buy the vehicle in paint and pylon) but I can't find ANYTHING! Find out how to do it somewhere on the internet. There is the problem that I can ONLY find the Gryphon in the standard asset setting. Not like the Ghost Hawk where I also find the model with the other paintwork as an asset. (Need it for my Zombie Warlords)
Hi, take a look at my compilation list on Arma 3 BI forums, it has modeling, and retexuring, guides and tutorials, maybe something there can help.
forums.bohemia.net/forums/topic/229235-modeling-retexturing-guides-tutorials-compilation-list/
i cant really help you other then that as i know nothing really about retexureing or what your looking to do, so i hope you find what your looking for there.
@@Gunter_SeverlohTo explain: As far as I know, every item in Arma has a cfg right? For example, there is a black, a green and 2 tropical versions of the Ghost Hawk. So far so good. The black, +2 tropical versions can be found in the editor. But not the Green Party. Nevertheless, it exists. Black: B_Heli_Transport_01_F, Green: B_Heli_Transport_01_camo_F. So the same applies to the Huron Unarmed. Exists in the editor as a black version: B_Heli_Transport_03_unarmed_F, but not as a green version in the editor. ALTHOUGH you can select this color when editing the garage symbol (right-click on the vehicle). This green version still exists: B_Heli_Transport_03_unarmed_green_F. So. Now to my Warlords. In Warlords you have an asset list. In this you have to enter the B_Heli_....blabla in the Description.ext etc so that you can buy it in Warlords and play with it. Then the Huron spawns, for example, as a green unarmed version in your called sector. The same applies to the Blackfish, Blackwasb etc. So it should "theoretically" be used by EVERYONE! Vehicle (MUST exist) also the version with the respective paintwork. Just where and HOW you find them and why (as with the Green Ghost Hawk variant 'he lands by parachute instead of flying into the sector') is completely unclear. The paint finish I'm looking for is the gray one that you can also select in the editor for the Gryphon. Now the mystery of all questions is how I have to script this into the desc.ext so that either the gray one comes when requested or the cfg of the vehicle. I also found the stuff for the Blue Blackfish but not for the Blackwasb paint job (of which there is ACTUALLY a cluster version apart from the paint job) which I can't find either.
@@finalbiologic I see, imo your best to ask on BI forums in the same section as the compilation list i linked. Create a thread and ask what you need help with, and describe what your trying to do, someone should know, i dont know anything of the subject, im familiar with cfg's and other aspects related but not what your trying to do.