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About TheDragon117

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  1. I'm using a Huron and a Wrangler so I don't think its the weight. it doesn't even reach the point that it attempts to descend to lift. I know if the few very old threads I'd found about this it was commented that part of the issue is that the waypoints can't snap to a spawned vehicle for some reason (well beyond my understanding assuming it is still true.) If I'm fully understanding your function to hook the jeep, the helo should be looking to pick up that type of cargo at the waypoint which I would imagine should correct the snapping to a spawned vehicle issue. The thing I can't seem to fully wrap my head around, is the way I tried to work around it, the helicopters seem to clear the waypoint long before reaching it. somewhere between 50-100 meters. I'm wondering if you think switching from markers to invisible helipads might make the waypoint completion radius smaller. currently I'm using empty markers.
  2. @Grumpy Old Man First off, I really appreciate your response, I've actually gotten help from you before, not to a direct question but through numerous google searches I've already done as I try to learn this scripting thing, so thanks for your help in that way also. I've been trying to get your script to work reducing my functions down to just the createvehicle for the jeep and the createvehicle and crew for the helicopter. I define them at the end of their respective functions with JEEP = _JEEP; AJEEPLIFTER = _AJEEPLIFTER; I assigned those to radio channels alpha and bravo respectively. then your function to charlie and delta. changing chopper for AJEEPLIFTER and cargo for JEEP. When I call charlie, the hook way point, it pops up (using curator to see the way points) but the helicopter approaches the jeep and just hovers. If I use curator to move the jeep the way point will snap to it a few seconds later but the helicopter won't move from that initial spot that it stopped at to try and lift the jeep.
  3. I've been fighting with this script for a couple of days now, I've searched every resource I can find and I can't figure out why the "HOOK" AND "UNHOOK" waypoints won't work. Unfortunately the waypoints sections of the wiki are oddly empty on any information regarding these two waypoints. The idea of the script was so that instead of having all kinds of vehicles at the beginning of my mission I could save some frame rate have players request a vehicle and it would be lifted and dropped off at designated locations. I did get it working where the helo would fly to the area and just drop the vehicle from the standard 100 meter flight height, but it just looks terrible and would always drop about 100 meters or so before it actually got to the marker. So what I really need is to figure out how to either get the helicopter to go exactly to the waypoint and not decide 100 meters away is close enough, or to actually get the "HOOK"/"UNHOOK" way points to work the way they do in the Eden editor. AL_FNC_REQARMYJEEP = { private ["_JEEP","_LIFTER","_LIFTERGROUP", "_POS1", "_POS2", "POS3"]; //sleep 20; _JEEP = createVehicle ["I_C_Offroad_02_unarmed_F",[(getMarkerPos "ARMYliftable" select 0),(getMarkerPos "ARMYliftable" select 1),(getMarkerPos "ARMYliftable" select 2)],[],0,"Can_Collide"]; [_JEEP,["Olive",1],["hideLeftDoor",1,"hideRightDoor",1,"hideFenders",1,"hideHeadSupportRear",1,"hideSpareWheel",1]] call BIS_fnc_initVehicle; //SLING LOAD HELO AND WAYPOINTS. _LIFTER = createVehicle ["B_Heli_Transport_03_F",[(getMarkerPos "ARMYlifter" select 0),(getMarkerPos "ARMYlifter" select 1),(getMarkerPos "ARMYlifter" select 2)+100],[],0,"FLY"]; [_LIFTER,["Green",1],["Minigun",0.333333,"Minigun2",0.333333,"AddCargoHook_COver",0]] call BIS_fnc_initVehicle; createVehicleCrew _LIFTER; _Sling = _LIFTER setSlingLoad _JEEP; AJEEPLIFTER = _LIFTER; AJEEPLIFTERGROUP = GROUP (DRIVER AJEEPLIFTER); _POS1 = (getMarkerPos "ARMYDELIVERLIFTED"); _POS2 = (getMarkerPos "ARMYDELETELIFTED"); _POS3 = (getMarkerPos "PREPARETOLAND"); _WP0 = AJEEPLIFTERGROUP ADDWAYPOINT [_POS3, 0]; _WP0 setWPPos [(getMarkerPos "PREPARETOLAND" SELECT 0),(getMarkerPos "PREPARETOLAND" SELECT 1), (getMarkerPos "PREPARETOLAND" select 2)]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointCombatMode "GREEN"; _wp0 setWaypointStatements ["true", "AJEEPLIFTER flyInHeight 12;"]; _WP1 = AJEEPLIFTERGROUP addWaypoint [_POS1,1]; _WP1 setWPPos [(getMarkerPos "ARMYDELIVERLIFTED" SELECT 0),(getMarkerPos "ARMYDELIVERLIFTED" SELECT 1),(getMarkerPos "ARMYDELIVERLIFTED" select 2)]; _WP1 waypointAttachObject ARMYDELIVERLIFTED; _wp1 setWaypointType "UNHOOK"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointCombatMode "GREEN"; _wp1 setWaypointTimeout [20, 20, 20]; _wp1 setWaypointStatements ["true", "_Sling1 = AJEEPLIFTER setSlingLoad objNull;"]; _wp2 = AJEEPLIFTERGROUP addWaypoint [(getMarkerPos "ARMYdeletelifted"),0]; _wp2 setWaypointType "MOVE"; _WP2 setWaypointBehaviour "CARELESS"; _WP2 setWaypointCombatMode "GREEN"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew AJEEPLIFTER;deleteVehicle AJEEPLIFTER;"]; }; I gave up on hook and used set slingload to have the jeep just automatically hook to the bottom of the helicopter, but then the unhook wouldn't work. I've fought with trying to get the helicopter to just "MOVE" to the location and then fly in height, but it refuses to go to the exact location of the markers, then it will lower heights at _wp1 it goes pretty much anywhere it wants around my markers but never on my markers. it always stops somewhere around 100 meters short or too far. so when I setslingload objnull it drops too far away from where its supposed to be delivered. I can't wrap my head around why placed in the editor waypoints work just fine, but when I try to script it everything just falls apart. Any help would be GREATLY appreciated.
  4. I'm going to give this a shot tonight when I get home. you sir are a saint and a scholar! I appreciate you sharing that because it was driving me nuts, and I'm sure a lot of other people that read this will too. Tried it out last night worked like a charm, thanks again!
  5. Like cdn_biggdogg I'm getting the default inventory on all of my crates. was wondering if their was any projection on the date that might get fixed, or perhaps a work around. Also any chance this new release has to do with persistence? If its a new system I might want to wait for it before I get to deep into the older one. Any help would be greatly appreciated.
  6. TheDragon117

    Issues with Vehicles on dedicated server

    Kylania, first and foremost thanks for taking the time to offer some advice and help. I've actually considered starting them inside of the helo since I could give the story line in flight as easily as a scripted briefing and its become such a massive headache for me, I'll try reinstalling all of the mods on both the server and the client and see if that helps. I'm not infront of it at the moment but as I recall its about 6. I had not considered that during the course of making it there have been a few updates to a couple of the mods perhaps this has caused a hiccup in the system somewhere, I'd just assumed it was something I was doing wrong. Part of the reason i was hoping to find a cause was eventually I may find myself in a situation where there isn't a simple work around like starting in the helo vs having a scripted briefing then walking up to it after doing other things. Also since i'm seeing this issue with empty vehicles as well some vehicles that i want people to interact with later in the mission are getting destroyed in the first couple of seconds. I'm hoping to create very strong story driven campaign and while I appreciate that playability is fundamentally the most important piece of the puzzle, I'm hoping to really make the environment feel real and for the players to feel vested in the story and assuming i can get some of the little bugs along the way sorted out i'd hope that they won't be replaying a single mission for a while as I'd like to release with 3 or 4 missions to begin with and crank a few more out soon there after. After I've reinstalled all everything I'll report back on whether or not its fixed anything. Thanks again for the advice!
  7. TheDragon117

    Issues with Vehicles on dedicated server

    I've even tried removing the gas from the vehicles now, and the helicopter and plane still jerk forward or up and down several times like its trying to decide if it can fly or not and then usually explode from the bouncing now. I'm at a complete loss.
  8. Since Eden release I've had lots of issues with vehicles. When I test it in the editor everything works golden, but when I move it over to the dedicated server things just seem to go haywire. I think they're all tied to some similar problem of something that I'm just completely missing. I have a mission where at the beginning the players should spawn, run to a helicopter on a helipad, it should take off once they are inside and then other planes in the area should also take off when the chopper hits a trigger a few feet in front of it. When testing it in the MP mode in the editor works exactly as intended. When I load it on dedicated server all the vehicles immediately take off and seem to ignore all the way points that were set in the editor. In case it helps, its not pressing but may be a symptom of something I'm doing wrong I've also had a problem where I make a mission, a bunch of empty planes and helicpoters. in MP test it works fine, but when loaded to my server all of the planes and helicopter spawn with engines going full blast take off and crash because there is no pilot. I've googled for hours and cannot seem to find anyone else having this issue, so I'm assuming I'm a special bird and I'm doing something the wrong way. All of the missions I made in the 2d editor never had this issue, so I"m at a loss. Any help would be appreciated.
  9. TheDragon117

    Modify audio of specific object?

    So sorry, I realize this is like 6 months later but it's been a minute since I've been on the forums. I've not run into that issue myself, but you may want to try contacting the person who made the script on armaholic.
  10. So, I'm new to editing and I've mostly been working with mission making and basic scripts. My mission starts as more of recon stealth op where they would never carry a launcher and a pistol would be underpowered. I've found an smg in a mod pack that is in the secondary slot but for now I'd like to stick with vanilla weapons so I can make a fairly clean mission with out a lot of mod dependencies. My hope is that by using the vanilla weapons I won't have to add items that would force players to use a specific mod set. I prefer that they would be free to use what ever weapon packs they want. I guess my question is can I configure the vermin and other smgs to be a secondary weapon instead of a primary? If I were to figure out how to do this? (assuming it is possible) would this create a dependency and would it still be able to use all of its regular attachments and magazines. Thanks in advance for any recommendations or advice.
  11. TheDragon117

    Modify audio of specific object?

    Have you considered an addaction earplugs? Then they can put them in, jump take them out and then they have the luxury of using them if ever the game was too loud for them. Personally I've used this one in every mission I make cause everyone has a different opinion on what's too loud. http://www.armaholic.com/page.php?id=26624
  12. TheDragon117

    Diary entry overwriting

    I like the ease and simplicity of the concept of diary entries but as a novice mission maker I'll have to defer to more experienced creators advice. If you find a way to make them work please share. I'll have to wait on trying to understand the gui til I'm a bit more experienced I think.
  13. TheDragon117

    addWaypoint to multiple Groups

    I'm working on something similar, still having some issues. If you could lend me your assistance I can't seem to figure out what I'm doing wrong. I have a trigger that fires properly by killing a target. This triggers 4 squads that move to join and become one group alpha. I've tried placing a final way point using several variations of the above adjustments made for my mission something like- if (triggeractivated attack) then { _waypointPos = _3 addWaypoint [[_base select 0, _base select 1, 0],0]; _waypointPos setWaypointType "DESTROY"; } forEach [Alpha]; I've tried it on init of team leader, script and act of the way point and the act of the trigger itself Attack is the name of the trigger that starts the process, Base is the name of the object I want them to destroy. If it makes any difference the object is one of the respawn tents and can move namely why I'm trying to create a waypoint on the fly mid mission.
  14. TheDragon117

    Diary entry overwriting

    I appreciate your advice, I'll look into the gui options you've suggested.
  15. TheDragon117

    Diary entry overwriting

    Terox, would there possibly be a way to create a tree effect. Where you had your main entry with sub entries below it? Where you could strike out or check off something with a trigger? Perhaps this could be helpful for OP as well if he's attempting to do something similar. Mission I'm working on I wanted to use Intel pick ups for the guides forcing players to figure things out on their own. With several side line objectives it can get pretty clustered. If that's not possible can you think of another way I might get around that and stay true to my concept. Any suggestions are greatly appreciated.