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Hello all,

 

I'm trying to get the following script to work, but I get the following error when the AI tries to call artillery fire: 'scalar  |# |bool array string 0xfcffffefo': Error unknown operator bool

 

Script:

  Reveal hidden contents

 

I'm not a scripter, so I'm not sure what the exact problem is. Any assistance appreciated!

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Hey Snafu,

 

Looks like it uses CoC UA. If you also have that you might be missing the Preprocess line required in the Description.exe file. This is covered in the docs for CoC UA.

 

You also need two of GenB's functions with their Preprocess lines in the description file too.

 

findUnits.sqf
knownUnits.sqf

 

If you don't have these I can dig them up for you.

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Are you referring to this? - #include <CoC_FED\FED.hpp>

 

I have that in my description.ext, but I still get the error.

 

I have those two functions as well, so they go in the description.ext? The script states init.sqs. 

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Ok init.sqs for the other functions.

 

Was there some kind of demo or template that came with the script and does it work?

 

You want the earlier CoC UA addon I believe, ver. 1.0.

 

Since you supplied the script maybe I'll see if I can make it work.

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No, I pulled the script from a user mission. I couldn't find an original copy anywhere. The only instructions are the ones in the script itself.

 

I implemented UA 1.0 into my mission, but it still didn't work. I'll try it in a new mission from scratch tomorrow.

 

Thanks, zulu1.

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Hi,

 

Ok I played around some and I got it to work. The tip about placing the artillery units first seems to be the key to it. My first attempt give me the scalar booleen error that you got.

I made 3 basic scenario's for you to try. The 3rd shows you can have multiple observers ordering multiple batteries (or even a single one).

Try these out.

http://www.mediafire.com/file/mnhh73hq1rlqatp/UA_AI_Test.zip/file

 

The only beef I have with UA is the long delays and it's really not too accurate.

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Thank you, zulu1, I really appreciate the assistance!

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Glad to help.

 

Here are some thoughts I have.

 

1. Fwd Observer will start calling fire missions as soon as the enemy is in sight, so placing him is critical like I did in the first demo.

 

2. The observer will continue to call fire missions as long as enemy is in view. Gen.Barron did not provide a way to end or kill the script,

so I guess you need to use deletevechicle to get rid of the observers at some point. You can use an alive check in a trigger.

Here are some examples of conditions to use in a trigger.

!alive shilka && !alive t80 && !alive bmp

"alive _x" count units eg1 < 2

"alive _x" count units egrp1 <= 3 && "alive _x" count units egrp2 <= 3

"alive _x" count thisList > NUMBER

("alive _x" count units groupname) == count units groupname

("not alive _x" count units natz) == count units natz

(("alive _x" count ConvoyArray) <= 10)

Another solution may be to move the observer with the trigger instead of deleting him???

 

3. With the delays this script only works good when units are stationary or confined to an area. Trying to hit moving targets will not work very well.

 

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Very useful tips, thank you.

 

The artillery is mostly for show. The player is a tank platoon commander, so the Soviet arty is never a threat due to, as you say, constant movement.

 

I included spotters with the friendly infantry units so it should be helpful to them if they get in a bind.

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