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scottb613

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Posts posted by scottb613


  1. Hi Folks,

    Man - I owe you two a beer... This coding thing is a bit addicting - I was up until after midnight trying to get this all to work...

    Hah - the sleeps are to just leave the hints up on the screen long enough for me to read them while troubleshooting...

    I have a leg in both Arma 2 and Arma 3 - so I'm just trying to allow for backwards compatibility by only using commands that were available in Amra 2 - when I looked - vectorAdd appeared to be an Arma 3 command...

    I think I have it now - I'm sure you saved me countless hours of trouvpbkeshooting...

    :)

    Thanks...

    Regards,

    Scott

    Sent from my iPad using Tapatalk


  2. Hi Folks,

    I'm trying to manually assemble a position array after dong some math on a known position... When I look at the hint - the position appears to be in a valid format - but I don't seem to be able to use it to get a unit to move to - is there anything special in the format of a positional array? Any idea as to why the code would not work as is ?

    Thanks...

    Regards,

    Scott

    	_posit = getPos s1;
    	hint format [ "Player Position = %1",_posit ];
    	sleep 10;
    	_arayX = _posit select 0;											// Get player position and break down array
    	_arayY = _posit select 1;
    	_arayZ = _posit select 2;
    	
    	_arayXn = _arayX - 150;												// Define new position 1
    	_arayYn = _arayY + 150;
    	
    	_targ1 = format [ "[%1,%2,%3]", _arayXn, _arayYn, _arayZ];			// Create new position array 1
    	
    	hint format [ "Targ1 Position = %1",_targ1 ];
    	sleep 10;
    	
    	_arayXn = _arayX + 150;												// Define new position 2
    	_arayYn = _arayY - 150;
    	
    	_targ2 = format [ "[%1,%2,%3]", _arayXn, _arayYn, _arayZ];
    

    Sent from my iPad using Tapatalk


  3. Hi Folks,

    I thinks I'm making some pretty good progress on my first attempt at Arma scripting... Much of what I'm trying to accomplish seems to be working - LOL - still working on the guns side if the house and haven't started testing my slicks yet... I have a keg in both Arma 2 for Unsung and Arma 3 for IF and RHS... Some of the commands had to be edited to make them backwards compatable....

    For reference:

    //=============================//
    // GUNSHIPS - My Launch Script //
    //=============================//
    
    // Given: Two loaded gunships ready for launch - named as listed in assets.
    // Given: Player named s1.
    
    // Assets: (guns1 - gunship helo) (guns2 - gunship helo) (M1 - initial lz target marker) (M2 - initial lz target marker)
    // Assets: (s1 - player)
    
    hint "Launch Gunships";
    
    // global var - run flag //
    FlgGunRtb = 0;
    
    // var - gun units //
    _gunU1 = guns1;
    _gunU2 = guns2;
    
    // var - gun groups //
    _gunG1 = group guns1;
    _gunG2 = group guns2;
    
    // var - array test //
    _aray1 = true;
    _aray2 = true;
    
    // var - player position //
    _posit = getPos s1;
    
    private ["_gunU1","_gunU2","_gunG1","_gunG2","_posit","_targ1","_targ2","_aray1","_aray2"];
    
    sleep 2;
    
    // Get marker positions - M1 M2 //
    _mpos1 = getMarkerPos "M1";
    _mpos2 = getMarkerPos "M2";
    
    {
    	// Test to see if markers exists - M1 //
    	_aray1 = _mpos1 select _x;
    	if ( _aray1 != 0 ) exitWith {false};
    } foreach [0,1];
    
    	hint format["aray1 = %1",_aray1];
    	sleep 2;
    
    {
    	// Test to see if markers exists - M2 //
    	_aray2 = _mpos2 select _x;
    	if ( _aray2 != 0 ) exitWith {false};
    } foreach [0,1];
    
    	hint format["aray2 = %1",_aray2];
    	sleep 2;
    
    // If either M1 or M2 missing - create new positions //
    if (_aray1 != 0 && _aray2 != 0) then
    {
    	_targ1 = getMarkerPos "M1";
    	_targ2 = getMarkerPos "M2";
    	
    	hint "M1 and M2 Markers Exist";
    }
    else
    {
    	// Get player position and break down array //
    	_posit = getPos s1;
    	_arayX = _posit select 0;
    	_arayY = _posit select 1;
    	_arayZ = _posit select 2;
    
    	// Define new position 1 //
    	_arayXn = _arayX - 150;
    	_arayYn = _arayY + 150;
    
    	// Create new position array 1 //
    	_targ1 = [_arayXn, _arayYn, arayZ];
    	
    	// Create new marker M1 //
    	_mkr1 = createMarker ["M1", _targ1];
    	_mkr1 setMarkerShape "ICON";
    	_mkr1 setMarkerType "hd_dot";
    	_mkr1 setMarkerText "M1-SAD";
    
    	// Define new position 2 //
    	_arayXn = _arayX + 150;
    	_arayYn = _arayY - 150;
    
    	// Create new position array 2 //
    	_targ2 = [_arayXn, _arayYn, arayZ];
    	
    	// Create new marker M2 //
    	_mkr2 = createMarker ["M2", _targ2];
    	_mkr2 setMarkerShape "ICON";
    	_mkr2 setMarkerType "hd_dot";
    	_mkr2 setMarkerText "M2-SAD";
    
    	hint "No Defined Markers";
    };
    
    sleep 2;
    
    // Delete all waypoints guns1 //
    while {(count (waypoints _gunG1)) > 0} do
    {
    	deleteWaypoint ((waypoints _gunG1) select 0);
    	hint "delete waypoints gunG1";
    	sleep 2;
    };
    
    // Delete all waypoints guns2 //
    while {(count (waypoints _gunG2)) > 0} do
    {
    	deleteWaypoint ((waypoints _gunG2) select 0);
    	hint "delete waypoints gunG2";
    	sleep 2;
    };
    
    // Create new SAD waypoint and launch guns 1 //
    _gunG1 addWaypoint [_targ1,0,1];
    [_gunG1, 1] setWaypointType "SAD";
    _gunU1 forceSpeed 100;
    hint "Launch guns1";
    sleep 5;
    
    // Create new SAD waypoint and launch guns 2 //
    _gunG2 addWaypoint [_targ2,0,1];
    [_gunG2, 1] setWaypointType "SAD";
    _gunU2 forceSpeed 100;
    hint "Launch guns2";
    
    //==========================//
    // GUNSHIPS - My RTB Script //
    //==========================//
    
    // Given: Two loaded gunships ready for launch - named as listed in assets.
    // Given: Player named s1.
    
    // Assets: (guns1 - gunship helo) (guns2 - gunship helo) (M1 - target marker) (M2 - target marker)
    // Assets: (HmPad5 - home helo pad) (HmPad5 - home helo pad)
    
    // global var - run flag //
    FlgGunRtb = 1;
    
    // var - gun units //
    _gunU1 = guns1;
    _gunU2 = guns2;
    
    // var - gun groups //
    _gunG1 = group guns1;
    _gunG2 = group guns2;
    
    / var - home helo pad //
    _hmPad5 = getPos HmPad5;
    _hmPad6 = getPos HmPad6;
    
    private ["_gunU1","_gunU2","_gunG1","_gunG2","_hmPad5","_hmPad6"];
    
    hint "Gunship RTB";
    sleep 2;
    
    // Delete any markers //
    deleteMarker "M1";
    deleteMarker "M2";
    
    // Delete waypoints guns1 //
    while {(count (waypoints _gunG1)) > 0} do
    {
    	deleteWaypoint ((waypoints _gunG1) select 0);
    	hint "Delete Waypoints guns1";
    	sleep 2;
    };
    
    // Delete waypoints guns2 //
    while {(count (waypoints _gunG2)) > 0} do
    {
    	deleteWaypoint ((waypoints _gunG2) select 0);
    		hint "Delete Waypoints guns1";
    		sleep 2;
    };
    
    // FUNCTION - landing //
    _myLandGun = {
    	hint format ["helo func start = %1", _this];
    	// delay - to make sure ready //
    	sleep 3;
    	waituntil {unitReady _this};
    	if (!alive _this) exitWith {false};
    	if ( FlgGunRtb == 0 ) exitWith {false};
    	_this land "LAND";
    	hint format ["helo func end = %1", _this];
    	sleep 3;
    	};
    
    		hint "Add Waypoints guns1";
    		sleep 2;
    
    // Add waypoints guns1 and spawn land //
    _gunG1 addWaypoint [_hmPad5,0,1];
    [_gunG1, 1] setWaypointType "MOVE";
    _gunG1 setBehaviour "CARELESS";
    _gunG1 setCombatMode "BLUE";
    _land = [_gunU1] spawn _myLandGun;
    
    		hint "Add Waypoints guns2";
    		sleep 2;
    
    // Add waypoints guns2 and spawn land //
    _gunG2 addWaypoint [_hmPad6,0,1];
    [_gunG2, 1] setWaypointType "MOVE";
    _gunG2 setBehaviour "CARELESS";
    _gunG2 setCombatMode "BLUE";
    _land = [_gunU2] spawn _myLandGun;
    

    Regards,
    Scott


    Sent from my iPad using Tapatalk


  4. Hi Folks,

    One more question and I'll slink off to work this on my own for a while... In the editor - when you do an air assault - and you're dropping troops at an LZ - you have to sync the "transport unload" and the "get out" waypoints for the transport helicopter and the troops so they unload properly...

    I'm now trying to generate everything dynamically via scripts including all waypoints - do I have to code this sync (if so how ?) - or is it not necessary ?

    Thanks...

    Regards,

    Scott

    Sent from my iPad using Tapatalk


  5. Hi Folks,

    So putting it all together - might this seem plausible ? Haven't had a chance to try it - just typed up on my iPad...

    //My Launch Script Slicks//
     
    hint "Launch Slicks";
    FlgGun = 1;                                                                // flags global
    FlgIni = 0;
    _slkU1 = slick1;                                                     // slick units
    _slkU2 = slick2;
    _slkU3 = slick3;
    _slkU4 = slick4;
    _slkG1 = group slick1;                                               // slick groups
    _slkG2 = group slick2;
    _slkG3 = group slick3;
    _slkG4 = group slick4;
    _lzPad = _lzPad;                                    // lz landing pads
    _lzPad1 = getPos LzPad1;                                       
    _lzPad2 = getPos LzPad2;
    _lzPad3 = getPos LzPad3;
    _lzPad4 = getPos LzPad4;
    _hmPad1 = getPos HmPad1;                                        // home landing pads
    _hmPad2 = getPos HmPad2;
    _hmPad3 = getPos HmPad3;
    _hmPad4 = getPos HmPad4;
    _count1 = 1;                                                         // counters    
    _count2 = 1;                                                   
     
    private ["_slkG1","_slkG2","_slkG3","_slkG4","_lzPad1","_lzPad2","_lzPad3","_lzPad4","_count1","_count2"];
     
    _myLandSlick = {                                                     // function lz land
    params ["_chopper"];
    sleep 3;                                                            
    waituntil {unitReady _chopper};
    if (!alive _chopper) exitWith {false};
    _chopper land "GET OUT";
    };
     
    sleep 10;
     
    {
         while {(count (waypoints _x)) > 0} do                // delete all waypoints
         {  
               deleteWaypoint ((waypoints _x) select 0);
               _count1 = _count1 + 1;
         };
         _lzPad = str _lzPad + str _count2;
         _x addWaypoint [_lzPad,0,1];                               // add lz waypoint
         [_x, 1] setWaypointType "MOVE";                            // move to waypoint
         _count2 = _count2 + 1;
         sleep 5;
         _land = [_x] spawn _myLandSlick;                           // spawn landing function
    } foreach [_slkG1,_slkG2,_slkG3,_slkG4];
    
    Regards,

    Scott

    Sent from my iPad using Tapatalk


  6. Hi Grumpy,

    Thanks for the response...

    One bit of clarification ? If I understand it correctly - the first helicopter to be "alive" and "ready" will break the loop - thereby - issue land commands to every helicopter all at once - even those not ready ? From testing - it seems I should have each helicopter at its final waypoint location before issuing the land command to the respective helicopter ?

    Regards,

    Scott

    Sent from my iPad using Tapatalk


  7. Hi Folks,

    Working on my first attempt at real Arma scripting - wiki in one hand and notepad++ in the other...

    I'm trying to script a function to launch an Air Assault and for the most part it's going pretty well... I'm starting to get the hang of controlling helicopters via script...

    One question - I have bunch of helicopters approaching an LZ - I don't know who's going to be there first - i don't want anyone hovering over a hot LZ waiting for loops in the script to complete... I posted a simplified version of what I am working with below... The code is already running is a "spawned" sqf called from the editor...

    I guess a could just spawn each helicopter in its own shell and execute the code for each helicopter separately ? Is there a better way to do this ? Again - just learning so I'm trying to figure out the correct and efficient way... There are more than two helicopters...

    while { ( (alive guns1) && !(unitReady guns1) ) } do
    {
           sleep 5;
    };
     
    while { ( (alive guns2) && !(unitReady guns2) ) } do
    {
           sleep 5;
    };
                   
    hint "3";
    guns1 land "LAND";
    guns2 land "LAND";
    
    Regards,

    Scott

    Sent from my iPad using Tapatalk


  8. Hi Folks,

    I played with ORBAT a bit last night - the potential of this mod is fantastic... Thanks so much one and all !!!

    I figured out how to create new factions, new units, and new groups - the one piece I didn't seem to get is once you build a new faction - how do I get the groups I build into it... It seems when I have the new faction selected - I don't have any of the group/unit options available to add to said faction...

    I'm specifically working with Unsung Charlie - and on the faction screen - the only faction that appears to have units is the overall Unsung West (unsung_w) or something like that - which includes all western units - all the other smaller Unsung factions won't show any units... All the existing Unsung factions show "incompatible" status with ALiVE hence my need to build new ones...

    Regards,

    Scott

    Sent from my iPad using Tapatalk


  9. Hi Egg,

     

    Thanks !!!

     

    Also - - - NEW - - - development release of ALiVE has a new tool - "ORBAT" for Order of Battle - you can create all your own groups and load outs right inside of ALiVE... Just downloaded and looking at it now...

     

    ALiVE ORBAT Wiki

    http://alivemod.com/wiki/index.php/ORBAT_Tool

     

    ALiVE - Development Build

    https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.2.0.1608231

     

    Regards,

    Scott

    • Like 1

  10. Hi Folks,

    Just looking for some guidance - been working on an Unsung Air Cav assault for the past several weeks... I've read countless posts on how to do it - but - much of what is described doesn't really seem to work without some serious work around...

    Basic things - like if I place more than a single "move" waypoint in the helicopter path - the helicopter flies to the first move waypoint and hovers indefinitely... OK - so only use a single move waypoint - right - all well and good unless you're trying to avoid known air defenses... I seem to be able to add script at a waypoint - to tell the helicopter to fly to the next one - but - it seems as if a move waypoint should infer I want it to fly to the next one...

    On landings to insert troops - I've read and used the "transport unload" on the helicopter path synced to the troops "get out" waypoint - which gets the job done - but again - the helicopter refuses to depart the LZ and fly to the final RTB waypoint... If I kick it in the butt with a script to do it - it seems to work...

    Tons more of similar issues...

    Is this pretty much everyone's experience with AI helicopters - or is something messed up on my end ? It just seems really buggy...

    Regards,

    Scott

    Sent from my iPad using Tapatalk


  11. Hi Folks,

    A couple of questions if you don't mind and you have a moment...

    Spent some time again with "Grunt's" SP missions last night - it appears that many have been updated for Charlie and is that night mission a new one ? Anyway - on more than one I noticed after I played for 15 to 20 minutes - all of a sudden I'm getting dumped back to the load screen for the mission and it freezes - no messages - and I have to kill Arma to get out... While it certainly could be something on my end - it just seems related to the mission since it dumps back to the mission load screen you see at the start of the mission - before freezing... Has anyone else experienced this issue ??? I thought maybe they were timed and I failed - but - it really seems frozen...

    I believe this is just a generic Arma question... In one of the missions there is a static machine gun - and - I thought I was getting into man the position - the next thing I know the machine gun is in a bag - I tried everything I could think of - but I couldn't get it out of the bag to deploy it for use... No pressure - my position was being overrun by the NVA and I'm stuffing my weapon in a bag... LOL - what do I do ?

    Again "Grunt" nice job on the missions - although I still haven't completed any - it sure is fun trying - the new Tanoa trees seem larger - therefore providing better things to hide behind - so I'm doing better - if I can just stop it from freezing in that load screen... With a name like "Blood Red Sandman" how could it be other than great - very creative naming - I like it... Hope to see more from you !

    Has anyone made a hot LZ Air Assault SP mission for Unsung Charlie ?

    Just one bit of constructive feedback on Da Krong - if acceptable - the plants that look like Rhododendron - could have their texture toned down a bit - they seem to almost glow in the day and night in comparison to all the other texture used on the map - it's meant only as a respectful suggestion and just my 2 cents - so please take it for what it's worth...

    :)

    Thanks to all involved with this fantastic project...

    Thanks,

    Scott

    Sent from my iPad using Tapatalk


  12. Hi Folks,

    Yeah along those lines - if it's possible and not too much work - I'd really like to see the ALiVE factions be able to specify an - early war/late war - time frame... I've been spending most of my time running around as a Marine with an M-14 in Unsung... While it sounds like you're almost done - opendome - if I can be of any help - I'd gladly help out - I've been a UNIX admin for more than 20 years - have some basic programming skills - and can manipulate text files/spreadsheets all day... With a little guidance - those skills should probably be relevant to what you're doing... I've been spending some time building all the config files for Unsung in DAC - since I know how to make them - for more dynamic missions....

    Anyway - a big thank you for your efforts...

    Regards,

    Scott

    Sent from my iPad using Tapatalk

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