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HAFM NAVY - Submarines & Ships - v2

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Thia is the problem I had in my tests.

In my case, I tried with both Meko200 and the FREMM.

To reproduce, just fire an anti missile ship to one of these ships with any kind of CIWS activated in an Eden test.

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So, I put  a meko to map and started the mission.

I activated the CIWS on my MEKO and then fired the Anti Missile. I got no error...

Please make a video :(

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Damn, I wrote it wrong :(

 

I mean, fire an anti-ship missile (from a russian ship for example) to the meko with the CIWS activated. Basically, let the auto defense do its job.

If not, I'll try to make the video

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tested it again and no error. So I need a video which shows how your mission looks from eden, and then how you play and get the error. Be sure you have the latest versions of the core and ships mod as well

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New fix released for both Ships and Submarines

 

- Performance improvement for dedicated server (for ships and subs)
- CIWS error message by resuply ships fixed (for ships only)
- improved AI skills by ships (for ships only)

known-issues
- In dedicated server vehicles spawned during mission have no working GUIs
- In dedicated server landing zone by ships is not working. It is arma engine restriction which we might improve via additional scripting in future
- In dedicated server some smoke effects are not visible by missile launch

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Good afternoon guys, hello to all of you, I have a question to see how you can help me, I am trying to create a scripts with addwaipoint to a submarine of sub mod, and I am trying to place the scripts so that in a journey it is submerged during the journey, then been doing this:

 

_wp = group enemi_6 addWaypoint [ getPos player, 1];

[ group enemi_6, 1] setWPPos getPos player; 

[ group enemi_6, 1] setWaypointType 'move'; 

[ group enemi_6, 1] setWaypointSpeed 'FULL';

 

I have seen in the default waipoint of your HAFM mod that brings the line of the scritps which is the following:

 

HAFM_Submarines_Config\scripts\wpPerDepth.sqf

 

How can I call that scripts with enemy unit enemi_6 and submerge?

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Well, I know it's obvious that if it comes against the player, it will be submerged, but suppose I put a marker on it, something like this:

 

_wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1];

[ group enemi_6, 1] setWPPos getMarkerPos marker1; 

[ group enemi_6, 1] setWaypointType 'move'; 

[ group enemi_6, 1] setWaypointSpeed 'FULL';

 

How could I do to call the submerging scripts?

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Thank you Mr. Devastator, I could already see the manual, but nevertheless, I am trying to make a scripts where everything is called from a variable, without placing anything on the map, just with the name of the submarine variable, and use the HAFM Custom Waypoints so that in a determined path the submarine navigates submerged, please help me to do it

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The HAFM waypoints have a name with which they can be identified ?, for example setWaypointType? as the default "move", "Cycle", "Destroy",? how could I call the HAFM waypoint, maybe with the name of the waypointType I could call it

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5 minutes ago, Devastator_cm said:

you can set them over editor. Is that not sufficient?

what happens is that I am creating a scripts where the submarine will move to certain positions when conditions are met, the conditions will be in the scritps, then the route points will be as follows:

 

_wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1];

[ group enemi_6, 1] setWPPos getMarkerPos marker1; 

[ group enemi_6, 1] setWaypointType 'move'; 

[ group enemi_6, 1] setWaypointSpeed 'FULL';

 

Sleep 300;

 

_wp = group enemi_6 addWaypoint [ getMarkerPos marker2, 1];

[ group enemi_6, 1] setWPPos getMarkerPos marker2; 

[ group enemi_6, 1] setWaypointType 'move'; 

[ group enemi_6, 1] setWaypointSpeed 'FULL';

 

So, when is it necessary to change the "movement" for the HAFM waypoint, but is it possible to use a name that identifies it? please help me

 

 

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How do you set waypoints for the Vanilla BIS diver vehicle?  Surely it is the same

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try 

[ group enemi_6, 1] setWaypointType 'wpSub35Depth';  

and tell me if it let submarine to dive or not. I didn't test it :) So need your testing

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9 minutes ago, Devastator_cm said:

try 

[ group enemi_6, 1] setWaypointType 'wpSub35Depth';  

and tell me if it let submarine to dive or not. I didn't test it :) So need your testing

 

I think that this will give "unknown enum value" error m8 ...

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if you can create a scripted wp via script, then all youneed to do is calling 

"HAFM_Navy_Core\scripts\wp35Depth.sqf";  

it needs two parameters which are

1: group

2: wp pos

if you can make it work, I can tell you other sqf file names for other wp types

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Exactly what I'm trying to create is a script with which I could be able to use that script for that route, for the submarine to submerge or place a waypoint manual, but if the waypoint is _wp and the group is enemi_6, then it is necessary to know how to call the scripts with your route, on the other hand maybe if you create a variable that contains what is necessary for the scritps to be fulfilled within the same waypoint scritps you can work ?:

 

wpSub35Depth = (script content);

 

 

_wp = grupo enemi_6 addWaypoint [getMarkerPos marker1, 1];

[grupo enemi_6, 1] setWPPos getMarkerPos marker1; 

[grupo enemi_6, 1] setWaypointType 'wpSub35Depth'; 

[grupo enemi_6, 1] setWaypointSpeed 'FULL';

 

Could this be valid?

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nope that will not work. I never created scripted waypoint over script :) It is easy to do over editor.

So if you find some examples give it to me and I can check

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I understand Mr. Devastator, could you help me create it? since you are the best person to help me, the scripts of the submarines are yours: /, please help me

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