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pognivet

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About pognivet

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  1. I'll try to make this as concise as possible. The objective: I'm making a mission where armies capture cities in sequence. I've named these cities "sectors". There is only one active sector at a time, defined by the variable "activeSector". There is an array containing all of the sectors that are possible to attack. When the active sector is captured the variable name of that sector (e.g. sector1) is removed from the array of all the sectors and a new sector is selected from that array. To make sure that people can only capture the active sector (don't accidentally capture other sectors while in transit i.e. stopping in another city for a few minutes while on the way to the active sector etc) the activeSector variable is called in the seized by trigger. Sector centers are gamelogics named "sector1", "sector2" etc. What works: - Units going to a sector and fighting/helping each other. - Units capturing a sector. What doesn't work: - Setting/changing active sector using a variable. The piece of shit init script I'm using: sectors = ["sector0", "sector1", "sector2", "sector3", "sector4", "sector5", "sector6", "sector7", "sector8", "sector9", "sector10", "sector11", "sector12", "sector13", "sector14", "sector15"]; importantSectors = ["sector1", "sector8", "sector14"]; baseSectors = ["gMain", "bMain"]; unimportantSectors = sectors; unimportantSectors deleteRange [importantSectors]; activeSectorPool = ["sector1"]; activeSector = selectRandom [activeSectorPool]; sector1 setVariable ["active", 1, true]; "activeSectorm" setMarkerPos (getPos activeSector); sectorlayer1 = ["sector2", "sector3", "sector4", "sector5"]; sectorlayer2 = ["sector6", "sector7", "sector8", "sector9", "sector10"]; sectorLayer3 = ["sector11", "sector12", "sector15"]; gCappedSectors = ["sector0"]; bCappedSectors = ["sector1", "sector2", "sector3", "sector4", "sector5", "sector6", "sector7", "sector8", "sector9", "sector10", "sector11", "sector12", "sector13", "sector14", "sector15"]; Independent capture trigger for sector0 (capturing this sector leads to sector 1): Trigger condition: this && !(triggerActivated sector0bt) && (sector0 getVariable "active") == 1 Trigger activation: activeSector setVariable ["active", 0, true]; activeSectorPool deleteRange [sector0]; activeSectorPool append [sector1]; activeSector = selectRandom [activeSectorPool]; activeSector setVariable ["active", 1, true]; gCappedSectors pushBack sector0; bCappedSectors deleteRange [sector0]; "sector0g" setMarkerAlpha 1; "sector0b" setMarkerAlpha 0; "activeSectorm" setMarkerPos (position activeSector); 0 = execVM "update.sqf"; Update.sqf simply refreshes the units in the game. It deletes their waypoints and adds new ones around the new active sector. Why do I use selectRandom when theres only one thing in the array? Because in certain areas where there's more breadth there will be multiple sectors in activeSectorPool and one must be chosen at random. In some areas such as near main faction bases there are bottlenecks hence only one sector to choose from. But I digress. The above trigger doesn't work. I don't even know if the active variable even works. I tried also checking to see if "activeSector" == "sector0" but couldn't get that figured out either. This is the script that I use in order to make units go to a sector: _unit = _this select 0; _gl = _this select 1; waitUntil {_unit == _unit}; deleteWaypoint [(group _unit), 0]; deleteWaypoint [(group _unit), 1]; _pos0 = [[[position _gl, 250]],[]] call BIS_fnc_randomPos; _wp1 = (group _unit) addWaypoint [_pos0, 0, 0]; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointType "SAD"; _h = (leader group _unit) spawn { waitUntil {(count units group _this) == 0}; }; (group _unit) setCurrentWaypoint _wp1; I call it as such: 0 = [this, sector1] execVM "sectorattack.sqf". The first option being the unit to be given the orders and the second option being the place to go and execute the orders. With this active sector setup it would look more like this: 0 = [this, activeSector] execVM "sectorattack.sqf". Yes, I know it's all rather confusing, but I think I'm on the verge of a breakthrough here. So can someone help me select a random gamelogic from an array, use that gamelogic's name as a variable and use that as a trigger condition? Thanks.
  2. Is there a way to make an intel item that has no image? Only text? Thanks.
  3. you fellows plan on adding any artillery to armies besides the Germans?
  4. cool mod, but i get a weird glitch. when i use this mod for some reason no RHS impact grenades will ever detonate. throwing RGO/RGN grenades is like throwing a rock essentially.
  5. i have to also work in real life
  6. Yeah, I mean it varies. I've had it just be like .5 before, but I've had it so bad one time it was almost comical. I had a Faces of War MP40 which was working fine, but I ran out of ammo. So I go and pick up this IFA3 PPSH-41 that was on a recently departed Soviet in a house. As I pick up the PPSH I notice that there are more Soviets just outside of the house. I aim through a window and press down the trigger - nothing happens. I press it again and again. Nothing. I begin to run away towards where most of the Germans were along with all the trucks and ammo and shit. The Soviets that had been around the building hadn't seen me and so I sprinted straight across an open field in order to make haste. In the middle of this open field the gun I'm holding suddenly starts firing and doesn't stop until the mag is empty. The Soviets immediately see me and cut me in half with a DP-28.
  7. I tried Fired, FiredNear, FiredMan. All give the same result. Tried throwing grenades using both vanilla and ace throwing methods. No dice. I'll try copy-pasting your code and see if some magic happens.
  8. If I'm the only person in existence they work as expected, but if there's even just two squads fighting it begins to degrade rapidly. I mean just like a battle between like 20 people, most of them using bolt action rifles anyway, and it gets to the point where I put someone in my sights, pull the trigger and like 4 seconds after they run off the gun actually fires.
  9. Long story short: Making an insurgency mission. I want a lot of people dressed up like civs. They're setcaptive and look normal from a distance, but if you get too close they'll throw molotovs or rocks at you or maybe even take out grandpa's revolver and bust a few shots off. This adds tension in dealing with the civs. What I have so far for the init line of these insurgent units: this setCaptive true; this addEventHandler ["FiredNear", "this setCaptive false;"]; _h = this spawn { waitUntil {!(currentWeapon _this == "")}; _this setCaptive false; }; The only problem is that when they throw anything at all they remain as captives. It's the same withe ACE throwing, vanilla throwing and so on and so forth. Is there a way to detect if a unit has fired the "throw" weapon or whatever it's called? The invisible weapon whereby you throw grenades, grenades being just magazines for this invisible weapon? I looked for 2 hours online and couldn't find any way to do this. Please someone help me. Thank you.
  10. it can help me. :D thanks.
  11. I would like to see such a script completed. I have attempted it myself, but with only marginal success.
  12. thanks. i appreciate you taking the time to explain. this really helps me a lot. The only problem is that the FPS is fine, everything else is fine, no script lag with anything. Everything is just very normal and fine. It's just the submachineguns that behave in that bizarre way, and only Iron Front ones. I will try to upload a demo mission soon. Perhaps the problem is on my end, but I don't think so because I have friends who complain to me all the time about the same issue.
  13. i don't see why you think it's that crazy of a concept to just use attachto and play some animations, move a guy 20 feet and do moveincargo with the wounded guy while cancelling the animations. i just need some way of making it not look stupid. and yes quicksilver that is essentially what i have in mind. but why clear the terrain and make the helo land on top of the wounded? there's a function in arma for finding the nearest safest landing spot that's flat. i forget what it's called. the helicopter can dynamically find a safe lz (in theory), but i just need some mechanism to physically move that wounded man to that lz. i assumed that just doing attachto with drag animations like ace does for dragging would be simple enough, but i have no idea how to make an ai drag someone, only a player. the medevac helo can land with a medic ai whose sole job is to perform the dragging so it's not too much of an issue to try to find someone to drag them in a dynamic way. the other solution is to have some sort of ambulance take them to the lz, but this might be difficult owing to the behavior of driving ai in rough terrain. one mod, i forget which, had a stretcher "vehicle" which could be crewed by two people and used in this strange way. i think it was the swedish mod.
  14. well, the only problem with that hypothesis is that the mission does not use any scripting whatsoever. therefore, it cannot be the source of the issue. the source of the issue seems to be the way the submachineguns are configured. apparently their firing is somehow executed in this "scheduled" way, but the gun firing its ammunition seems to be a very low priority in this "schedule". in some way or another, the weapons from other world war 2 mods are not programmed in this same manner and therefore do not suffer from this problem.
  15. what is this speed boost hack? should a move waypoint be given almost to the shore and then the amphibious assault waypoint only a couple meters ahead? is this "speed boost" intended to beach the craft? please elaborate. i am interested.
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