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scottb613

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Everything posted by scottb613

  1. Hi... OMG - is it that easy - I'll give it a shot... Funny - I had noticed that my getmarkerpos - needed the items in quotes - had meant to try it - LOL - oops... Thanks - I'll post when I have a minute to test... Regards, Scott Sent from my iPad using Tapatalk
  2. scottb613

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

    Hi Folks, Been testing helicopters exclusively for days... The issue posted above does indeed exist - however - it depends on the helicopters used... For Example: Use Vanilla MH-80 - no issue... Use RHS MH-60 - has issues... Use RHS UH-1Y - has issues... Use 3CB Wildcat - no issues... Use CUP SH-60 - no issues... At least this is what I've found - spent many hours on it... Regards, Scott
  3. Hi GOM, LOL - thanks for your patience with me - I'm running this in the editor - instead of a full blown mission - perhaps that's why I am getting it ??? The error shows up on any line where I try to reference a nonexistent slick... I'm trying to make these scripts very modular - so I can slap them down anywhere - without having to edit a script... So - depending on the mission - the number of required slicks could vary... The vanilla mission I posted above has the concept... Slap down a few slicks and respective chalks - with some markers to reference desired path - wam bam - instant air assault on an LZ anywhere you want it... No messing with waypoints - the script handles the rest... Here's a screenshot (Shows the Error Message and the Contents of the ARRAY in the chat - slick5 is only referenced once in the whole script for testing and the error line referenced is the isNil statement posted above): https://www.dropbox.com/s/sspkd4c4s4ezhjn/arma3_x64 2017-08-27 10-47-52.png?dl=0 Thanks for your time !!! Regards, Scott
  4. Hi Folks, Note: Update the above link for true VANILLA - realized initially I had some other content - now corrected... Also tried this: _slicks = [slick1,slick2,slick3,slick4,slick5] select {not isNil "_x" and {not isNull _x}}; diag_log _slicks; Same issue - had slick1-slick4 existing - slick5 did not - same error: Resulting array shows [slick1,slick2,slick3,slick4] - but throws ERROR slick5 is an "Undefined Variable" ? LOL - this seems like it should be an EASY task - identifying content that exists in the mission... Anytime I try to reference a global variable that doesn't exist I get the same error... Arrrgh - I've spent SOOO many hours on this... Thanks... Regards, Scott
  5. scottb613

    3CB BAF Equipment

    Hi Folks, RE: 3CB Helicopters AI Control Been working on some scripts for an airborne assault - came across something - that may or may not be my issue... I can repro without scripts... The Apache will take off and just continue to steady climb indefinitely (at least as long as my patience last) - you can't force it low with flyinHeight - as it just ignores it and continues its perpetual climb... The Merlin's and Wildcat's behave normally... I tested CUP and RHS as well - same issue with Apache - while other helicopters behave fine... Posted below is a simple mission with my scripts that's not compressed - again - I can do the same without scripts... The Wildcat stays on the deck and the Apache shoots for orbit - albeit - slowly... Same waypoint instructions issued... Radio Trigger India launches the gunships. Radio Trigger Juliet issues an RTB for the gunships. Radio Trigger Alpha launches the slicks on insertion mission. Repro Link: https://www.dropbox.com/s/0p1ntka6eo407g1/SCO_SctiptTest3cb.Altis.zip?dl=0 Thanks - quite the fantastic bit of kit you have here - much appreciated... Regards, Scott
  6. Hi... I haven't had time to work on it yet - swapped out and tested with all vanilla - still throws the same two errors on the following two lines - yet actually seems to run properly: _slkArr = [slick1,slick2,slick3,slick4] select {!isNil "_x"}; _wpSlkUn synchronizeWaypoint _wpChkUn; Mission is ready to launch as is... You can 1-4 slicks with respective 1-4 chalks... You can 1-4 or no inbound waypoints... You can 1-4 or no outbound waypoints... You will insert chalks at marker labeled lz1, lz2, lz3, lz4... Fire trigger for Radio Alpha and the mission will run autonomously - no other action required... Debug switch at start of script - currently off... MISSION LINK: https://www.dropbox.com/s/y8g69dbw8ztpyyp/SCO_SctiptTestVan.Altis.zip?dl=0 //============================// // SLICKS - SCO Launch Script // //============================// // Note: Only tested in Single Player // Given: 1 to 4 helicopters preloaded with crew - units named in assets. // Given: Infantry squads (chalkx) will be loaded as cargo into helicopter (slickx) with respect to number when _loadChk = 1. // Given: Helicopters will assault LZ with defined helipads - drop troops - RTB to home helipads. // Given: User can define manual path with up to four inbound markers "inb1-inb4" if desired - else direct to LZ pad. // Given: User can define manual path with up to four outbound markers "out1-out4" if desired - else direct to BS pad. // Given: Example Flight Path - [BsPad1 -> inb1 -> inb2 -> inb3 -> inb4 -> LzPad1 -> out1 -> out2 -> BsPad1]. // Given: In order to have outbound waypoints work - you need at least one inbound waypoint specified. // Given: Even though helicopters are individual units - they will maintain a diamond formation along flight path. // Named Asset: [OPTIONAL] ("s1" - player unit) // Named Asset: ("slick1" - slick helo) ("slick2" - slick helo) ("slick3" - slick helo) ("slick4" - slick helo) // Named Asset: ("chalk1" - inf squad) ("chalk2" - inf squad) ("chalk3" - inf squad) ("chalk4" - inf squad) // Named Marker: ("lz1" - lz pad marker) ("lz2" - lz pad marker) ("lz3" - lz pad marker) ("lz4" - lz pad marker) // Named Marker: [OPTIONAL] ("inb1" - inbound marker) ("inb2" - inbound marker) ("inb3" - inbound marker) ("inb4" - inbound marker) // Named Marker: [OPTIONAL] ("out1" - outbound marker) ("out2" - outbound marker) ("out3" - outbound marker) ("out4" - outbound marker) // Classname: ("Land_HelipadEmpty_F" - invisible helipad) // Classname: ("Land_HelipadCircle_F" - visible helipad) Thanks... Regards, Scott
  7. Hi Pierre, Hah - sorry - yes - because without the "case" statement I don't need the test that throws the error on me... I see said the blind man... Let me see what I can do now that the coffee has kicked in... Regards, Scott
  8. Hi Grumpy, Thanks as well - what started out as a simple question has turned into a pretty comprehensive learning experience for me... I'll keep all this in mind as I'm working on a few other scripts right now as well - and once I clear the errors - I'll go back through this one optimizing it a bit more... I still have more plans for this one as well - as once the "insertion" is over - there's the "extraction" to worry about... Much appreciated - sir... Regards, Scott
  9. Hi Pierre, OK - think I understand - it's more efficient ? I'll see if I can rework that part as well after clearing the remaining errors... Thanks... Regards, Scott
  10. Hi... I believe it's a known issue slated to be fixed in Echo... Regards, Scott Sent from my iPad using Tapatalk
  11. Hi Folks, It's all good and appreciated - some of the changes like the isNull I added this week before I had some new information - never tested - now that I think I've got a better grasp on it and have some new things to try - thanks to all the help I've been getting here... LOL - god knows I'm a hack and my code is far from elegant... Pierre - I'm not sure I follow with the case stuff yet - I'm short of time but I'll read it over more carefully tonight... The bottom line is we can have a random number of helicopters assigned to the mission - that's up to the mission creator - I just need the option to handle any number though 4... Each one has it's own unique set of variables that need to be set - so I'm not exactly sure what you're saying to get around it - again - I'll read more closely tonight and see if I can figure it out... Again - if you see something I'm doing badly - - - your wisdom, insights, and experience is most welcome... This is my first Arma script... Regards, Scott
  12. Hi Gunter, Hope it didn't come across like I was trying to belittle your effort - as I greatly appreciate all you've done on the WWII front... Just trying to pass along what I've discovered... You have to be careful how you list multiple factions on the Military Commander module to get it to work right - with quotes and such - not in front of me - just what I recall... I don't think the syntax for multiple entries is uniform throughout the mod...Looking forward to whatever you produce... Regards, Scott
  13. 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
  14. 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
  15. 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
  16. 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:
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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