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scottb613

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Everything posted by scottb613

  1. Hi @das attorney Will do - all I have is the SQF with me - when I get in this weekend - I'll swap all the assets for vanilla - takes 2 minutes - and I'll package it up and post it... Much obliged - sir... Regards, Scott
  2. Thanks for looking Pierre - yeah - with the "hint" I have it appears to have valid data being fed to it - but it throws an error - I'll take some screenshots of the actual error messages when I get a chance to work this... I'm still getting that "Undefined Variable" error on Slick3 that GOM did not - which is odd in and of itself - but I haven't been able to try the new information posted here yet... This all started with ALiVE - as I'm a huge fan of their work but I got tired of losing assets while flying directly over known hostile enemy emplacements - wanted the ability to fly a designated path with multiple helicopters for an air cav assault... I have a similar script I'm working on for the supporting gunships in the CAS role... I'm getting there - line by line... It's still kind of amazing to me when your script runs and does what it's supposed to do - in the sim... Again - a big thank you for everyone's help and input... Very much appreciated - one and all... Regards, Scott
  3. Hi Gunter, Are you sure about the tanks thing with ALiVE ??? I've worked pretty heavily with IFA3/ALiVE and used the tanks/mechanized/motorized units - you just need to use their faction name from the ALiVE wiki - no ??? You can use more than one faction per side and I've had plenty of tanks running around on custom ALiVE missions with infantry (I'll gladly post if desired - nothing fancy - just sandbox stuff)... I've been thoroughly enjoying that mission posted above by @autigergrad - and it has tanks as well... The physics of the tanks seem a little bit off as they sometimes zip around like a swarm of bees - so fast they roll over on occasion - but they are present... Granted ORBAT gives you the ability to customize your faction to your hearts content... Regards, Scott
  4. Hi Das (oddball - great movie), Thanks so much for taking the time writing this all up - big help I think - I'm getting a grasp on all this and I have more things to try when I get home... I wish my laptop could handle enough ArmA just to some basic testing while I travel - but it can't... I just came across that "diag_log" command and included it in my diag routine - so I can start writing to the log file - seems far better than trying to catch the hint windows... I'll probably add GOM's system chat messages as well... I'll be sure to read your reference... I've got most of the other errors in my script cleared except one towards the end - a simple WP sync - that seemed to work fine in A2... The WP's look valid to me - I'll have to play with this some more as well... _wpSlkUn synchronizeWaypoint _wpChkUn; Appreciate the help... Regards, Scott Updated Script:
  5. Thanks Pierre - I'll give that a shot... I didn't have a chance to test - but looking at the WIKI - it seems that isNil is looking specifically for a variable - - - while @jshock's - - - isNull is looking for an object - perhaps that's the cause of my error ??? "slick1" is a named asset in the editor so I would assume that's an object... I won't have a chance to try it until next weekend - but that's on the list now too... Regards, Scott
  6. scottb613

    AI helicopter doesn`t know how to land !!!

    Hi Folks, Just messing with my Air Assault script over the weekend (latest production build of ArmA) - successfully landing - dropping troops - then departing the area - all AI... This is all I'm setting... I do create invisible landing pads... Perhaps try "CARELESS" mode... _wpSlkUn setWaypointType "TR UNLOAD"; _wpSlkUn setWaypointSpeed "LIMITED"; _wpSlkUn setWaypointBehaviour "CARELESS"; Regards, Scott
  7. Hi Folks, One other thought - I guess I can't redirect the output of a command to something like /dev/null - so even though it errors - no output is splashed on the screen ? In UNIX: 2>/dev/null Regards, Scott Sent from my iPad using Tapatalk
  8. Hi, Thanks - I really don't want to take too much of your time - really appreciate the extra mile - I'll try that system chat thing - never thought of that before - I always debug with hints which seem less than ideal... The hint I had does show the proper values for _slkarr = "slick1,slick2" and the helicopters will launch - strange you're not seeing the error... LOL - this is what happens when I try to improve the code... Regards, Scott Sent from my iPad using Tapatalk
  9. Hi... #99 which equates to the !isNil statement... The script still has issues further on - adapting it from one I had in Arma 2 - but this is the first error it throws... Regards, Scott
  10. Hi, Re: slick1 and slick2 exist; slick 3 and slick 4 do not exist. I tried this - and like my earlier attempts - it works - but the script throws an error when it hits slick3; = "undefined variable" ??? Complete Script: Regards, Scott
  11. scottb613

    [UNSUNG] River Run [SP]

    Hi... Sounds great - my favorite mods in action - will be sure to give it a try... Thanks for sharing... Regards, Scott Sent from my iPad using Tapatalk
  12. Hi... I do... It seems so simple now - I'll give this a try as well... I've spent hours on this... Thank you... Regards, Scott Sent from my iPad using Tapatalk
  13. Hi... Hah - "redundant" - so it is - yeah - it's a WIP - I had found commands I used later on required the group name instead of the asset name - so I was pulling the group name initially - I must have changed it - the distance check seemed to be working even though it was throwing the error when the asset didn't exist... I'll look at the command you suggested and take it on board... Half the battle is just finding the proper command to use on the wiki... Thank you !!! Regards, Scott Sent from my iPad using Tapatalk
  14. Hi Kludo, Yeah - we were all x-military defense contractors - so the camaraderie was good - just a bit tough on family life... The SEALS go through "hell week" out there - so always something interesting going on... I lasted four years before moving on to other things... All sounds good - love the Bahamas too... Regards, Scott
  15. Hi Kludo, Yeah - used to work at the SOCAL counterpart on San Clemente Island - SCORE - back in the 90's - great place to work - other than having to live on the island all week... Ran the EW range... Good luck... Regards, Scott
  16. scottb613

    Observation Night Sky [BETA]

    Hi Folks, Nice work - pretty cool stuff - reminds me of camping out when a kid - trying to find satellites in the night sky - I was really skeptical at first but you can see them with the naked eye... Regards, Scott
  17. Hi MC, One other thought of minor importance if interested in constructive feedback - while I like the icon on the interface wheel for "Enhanced Movement" (very cool icon) - - - when it displays with your traditional placement icons on the terrain itself - it just kind of stands out like a sore thumb every time I see it - it doesn't seem to fit - I'd suggest finding an icon more along the lines (color shape) with those you already use - merely a look and feel aesthetic suggestion - so very low on the importance scale - take it for what it's worth... Regards, Scott
  18. scottb613

    AI Boat Beach Insertion ?

    Hi Johnny, Just a coincidence - recently came across the video of your dog and was thoroughly amazed... Thanks for taking the time an posting this... Yeah - I wanted to stay away from the "capture" thing - as that's a one time only deal - I'd prefer a more modular script - where - with a few changes - it could used with a variety of boats at any beach... It seems we may have examples of both functions needed posted here - approach and egress - so maybe I can get something going - I'm just an intermediate level scripter though - LOL - so don't expect elegant... I'll post anything I figure out here... Probably more questions though - before a real answer... I can't test until the weekend... Regards, Scott Sent from my iPad using Tapatalk
  19. Hi MC, Yeah - FHQ - yes - sorry - you nailed it... I followed Woofer's guidance in one of his videos - Careless - Hold Fire - FHQ Mod - etc etc etc - and they all seem to disengage and run with me if we have to move - no matter how bad the combat... It seems to work every time... All initiated by a single voice command... Thanks for the info... However you would see fit would be fine on boats - and appreciated... I've been messing with scripting them myself lately and all I'm trying to do is to get the AI to do a simple beach insertion on command - pull the bow up to the beach - disembark the shore party - then backup and leave the area - LOL - it's harder than it sounds - at least at my skill level... Regards, Scott
  20. Hi MC, Thanks so much - sounds fantastic - using Voice Attack as well (don't know how I could play SP without it) - started with Woofer's most excellent profile but now most of it has been customized for my own needs... The combo of C2 and VA makes it feel like you are almost commanding real troops... Is the "autocombat" similar to the FWC AutoCombat Mod - meaning I could use C2 and delete the mod ? FWC seems to work pretty well at getting troops to disengage from combat when needed... What exactly does the "refresh groups" do ? I have read the manual and I didn't note any specifics... If you could ever improve AI boat ops - that would be most welcome as well... Appreciate all your efforts... Regards, Scott
  21. Hi Folks, Does this help ??? You can change the "then" to whatever you need... _opfor = []; {if ((side _x) == east) then {_opfor pushBack _x}} forEach allUnits; Regards, Scott
  22. scottb613

    Spyder Addons

    Hi Spyder, Yep - that answers my question - I searched my entire PC looking to find that folder structure - thought I might have missed it... Thanks for all your do... Regards, Scott
  23. scottb613

    AI Boat Beach Insertion ?

    Morn'n Folks, Thanks so much for the great responses and digging out the example - I have a few things to try out now... Regards, Scott
  24. scottb613

    AI Boat Beach Insertion ?

    H Hi Haz, I did have CARELESS set... Thanks for the response - haven't messed with setVelocity before - I'll take a gander... Regards, Scott
  25. scottb613

    Faces of War [WW2]

    Hi Folks, Question - I searched this thread and I see mention of a generic voice module - do any of the factions have voice enabled ? I was surprised to find out how much I rely on feedback from my AI squad ? I keep walking into ambushes now - it's WAY harder... Regards, Scott
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