Arma 3 Mechanized Infantry
Posted By admin On 23.10.19Hi!Introduction/Description:This is a script which makes infantry fighting vehicles and their infantry squad cooperate better. It does so in a simple way, when the vehicle discovers an enemy and the enemy is within preset engagement range then:1. The vehicle stops.2. The infantry squad dismounts and get locked out of their vehicle.3. The infantry goes in to combat mode and moves to the enemy position.4. The vehicle follows the infantry and support its attack.5. After the engagement the infantry mounts up.This script is intended for use by anyone and as long as my nick is shown in my file i am happy.Feel free to integrate this script in your missions and or addons!This script is designed to be easy to customize and have good documentation.Planned features:Make the script work for choppers.Background:I am/was a trained mech infantry soldier, so when i saw the standard behavior of the ai during assault, with its constant dismount and mount up with no logic and that the ifv wondered off i decided to code my own ai script to solve this.
So i started this summer and got a basic version up fast, but now i got a good version up which is highly customizable. What is cost management plan. The original thread is in the mission section here.Install instructions:You download the demo mission. In it will be a file named init.sqf and a directory named 'mechInfTac'.

These two you need to copy and place in your mission folder, then the script will activate for all vehicles which got infantry in their group, which is the standard behavior.Or you use the pbo, it might be outdated sometimes but i will try to keep it up to date.Instructions on how to only make it work for some vehilces (the script version not the pbo):In order to have different scripts with different variable values, thus behavior, running you need to copy the script and pass vehicle to the copy. Well, possibly a variable from an init line, and activated when reaching a certain waypoint, because landing AAVs/LAVs would probably come ashore at different times, so the 'lock inside APC' might better be deactivated individually to avoid late comers giving a bath for their passengers.My workaround for this problem was to place the passenger 'team' far away, then used a 'moveincargo' command for one of the waypoints for the LAV.Also, LAVs seemingly has a higher tendency to drop their units at first contact than AAVs. Hi is there a chance somebody can explain to me how I use this?Sure!Have you tried the mission?You download the demo mission. In it will be a file named init.sqf and a directory named 'mechInfTac'. These two you need to copy and place in your mission folder, then the script will activate for all vehicles which got infantry in their group, which is the standard behavior.Then you simply start up your mission and the script will work for the mission with the standard behavior, which is detect all vehicles with an infantry group and activate the script for these.I will update the first post with install instructions.
ARMA 2 is a hardcore military simulator that allows the player to carry out the many different roles of a soldier in combat zones. Its campaign takes place in the 225 square-kilometre fictional ex-soviet state of Chernarus where a bloody conflict is taking place. We base our tactics on a mix of common sense, the Australian Defence Force, and the Tactics, Techniques, & Procedures for Arma 3 (TTP3) book. Our equipment, weaponry, vehicles, and other assets all come from anywhere, though - and players are given a large amount of freedom to select gear that works for them. In the Arma 3 Tac-Ops Mission Pack, you’re tasked with leading an infantry, mechanized infantry, and/or special forces unit across an unrestricted war zone. Here, you will be assigned multiple objectives to accomplish.
Edited December 11, 2010 by Sirex1. This franchise has needed this since its inception. It has always been something that has bothered me, too. An IFV/APC that has dismounted its troops is a force to be reckoned with, not taken out with one RPG.And chance this can be made to work with Air Assault units (troops riding in helos, who will drop off their troops near the enemy, at a fairly safe distance, and cover them from above)?You might try it with airborne now.Their is no code that is land specific i think. As long as helicopters count as vehicle i think the code could be stretched. Problems would probably arise from that the detection variable is only 175 meters right now, try increasing this.I will ofcourse try also but i don't know when i have time, got some exams coming up now before chirstmas.

Arma 3 Mechanized Infantry War
After that i go home and i don't think i will have a computer that runs arma2.I will see if i manage to press in an airborne solution. Thanks for the answer.One last idea: a script that would make wheeled vehicle troops and contractors dismount when ambushed. I'm wondering if decreasing the distance to 50 meters for wheeled vehicles might accomplish that.Yes decreasing detection distance should accomplish that, since that controls when the script activates. The variable you want to change, on two places, is:(ifvArray select newIfv) setVariable 'distance', 150, true;to(ifvArray select newIfv) setVariable 'distance', 50, true;You could use a version of the method i explained above to only have it execute for the vehicle you want.
Create a second version of the script where the detection distance is lowered and pass it the wheeled vehicles. Edited December 15, 2010 by Sirex1.
.Bohemia Interactive have today released new content for their immersive and highly detailed Arma 3 combat simulation game with the launch of the Arma 3 Tac-Ops DLC Mission Pack which is now available to purchase directly from the Bohemia online store or the Steam games network priced at €4.99, $5.99 or £4.49 depending on your location.