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Altsor

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Posts posted by Altsor


  1. This thread is very helpful as I am trying to learn this whole deal about how to initiate and call functions in a proper way! Thanks

     

     

    The best way to initialise all of your functions is to create a preinit function, defined in the cfgfunctions class of your description.ext

    and in that function, define all of your functions, using the example i used above.

     

    I wouldn't even know how to do this part... Could you (or anyone) provide an example of how this is done?


  2. Hi guys, in light of a certain situation that has happened on a border somewhere in the middle east I decided I would try to replicate the scenario in ARMA III, unfortunately the AI pilots of the shot down plane do not eject so I figured i either have to force them to or spawn two pilots when the plane is !alive...  I am very foggy and have all but forgotten on how to do any of this, and so I am asking for some assistance!

    Thanks.

    Edit:

    All ive managed so far is :

    made a pilot, named him "A"

    Made an empty plane, called it "plane"

     

    added this moveindriver plane to "A"

     

    Created a trigger:

     

    !alive plane

     

    A action ["eject", plane]

    Edit 2:

     Got it to work by making: this allowDamage false to the pilot as the missile was killing him outright, i then added another trigger with a countdown of 25 seconds allowdamage true.

    Its ramshackle, any better ways of doing this!?

     

    Whats wrong with that way as long as it works ;) How did you scrpit the plane being hit by a missile? Mind publishing the code?


  3. What is the best way to initialize the script only version of DAC for either dedicated or hosted server? I'm trying to get DAC_Marker's showing on clients but only seems to be showing on the host because I am initializing everything to do with DAC in an isServer scope. But I'm not sure what I can initialize outside of that or how I should properly do it. I'm not sure the documentation covers anything like this.

     

    I don't think you need any isServer clauses. The DAC functions take care of that and make sure everything runs where it's supposed to. At least I found it works fine for a dedicated server and all clients can see the markers

    • Like 2

  4. It seems like you are not actually grouping the units/vehcles, but rather they are given waypoints as single units and the fact that the land vehicles stick together is more likely a coincidence. The chopper gets his waypoints and heads straight there not regarding anything else.

     

    If you want to group the units then try with the join command. However this will probably not help with the chopper since it will fly straight to its waypoint anyway. How about skipping the grouping thing and just using doFollow on all the units telling them to follow vehicle1 and then give only vehicle1 the waypoints? I dont know if it works but thats what I would try. 


  5. DAC is a wonder tool but the only shortcoming I have felt over the months is what Altsor pointed out. But mine mostly deals with helicopters:

    WP search was interupted   - zone "zonename" is not suitable for unit type helicopter
    

    I havent been able to use helis with DAC, ever :'(

     

    I am spawning stuff over Stratis Airfield, and if helis are not able to spawn given the above error, the only option worth changing in the DAC_Config_Waypoints#Air column appears to be increasing the value of _CheckRadius1 from 15 to something like 30 or 40. But still why heli wps need to detect something in vicinity beats me as they patrol in the air unlike on the ground. Why is such a check needed?

     

    The inability to spawn helis is the only missing factor for me to give it 5 stars. I was looking for alternate scripts last night for just spawning helis as I am making a random tasks mission so cant really temper with the editor. I also want helis to spawn in certain towns. And I spawn only 1 heli 90% of the time in DAC calls. 

     

    Just to check, you are using the latest version of DAC right? 3.1 I think it is.

     

    I have managed to get some choppers to spawn and I'm not sure why you are getting this problem all the time. Does it happen even if you make a huge zone?


  6. Just wanted to say that this is an awesome mission and I have had alot of fun for a long time playing it! So huge thanks to the developers!! :)

     

    One question, why is the night so goddamn dark?. Even though its a moonless night, usually you can distinguish the ground from the sky, or see a house that is right in your face. Is there anyway to add a little more light? ;)


  7. Whatabout something like this? (see changes in bold)

     

    I still dont really understand the creating of a "M_Titan_AA". Can you explain this? 

    I Tried but didn't work.
     

    PATLAT.SQF
     

    switch(playerSide) do
    	{
    		
    		case west:
    		{
    			
    		tasiyici removeaction patlat;
            bvazgec = tasiyici addAction["<t color='4169e1'>PATLATMAKTAN VAZGEC</t>", "patlatvazgec.sqf"];
    
                    bombActive = true;
    
    		hintSilent "30";
    		sleep 5;
    		hintSilent "25";
    		sleep 5;
    		hintSilent "20";
    		sleep 5;
    		hintSilent "15";
    		sleep 15;
    		hintSilent "10";
    		sleep 1;
    		hintSilent "9";
    		sleep 1;
    		hintSilent "8";
    		sleep 1;
    		hintSilent "7";
    		sleep 1;
    		hintSilent "6";
    		sleep 1;
    		hintSilent "5";
    		sleep 1;
    		hintSilent "4";
    		sleep 1;
    		hintSilent "3";
    		sleep 1;
    		hintSilent "2";
    		sleep 1;
    		hintSilent "1";
    		sleep 1;
            if(bombActive) then {bomb="M_Titan_AA" createVehicle (getPos tasiyici);
            tasiyici setdamage 1;};
    			
    		};
    	};
    
    
    
    

    PATLATVAZGEC.SQF
     

    private ["_vazgec"];
    
    switch(playerSide) do
    	{
    		
    		case west:
    		{
    		
    		hint "Patlama Iptal Edildi";
    		tasiyici removeaction bvazgec;
    		bombActive = false;
    		patlat = tasiyici addAction["<t color='4169e1'>PATLAT</t>", "execvm 'patlat.sqf'"];
    			
    		};
    	};
    

    I dont know,Where is the mistake ?


  8. I will check but from what I can understand due to my limited scripting knowledge, I do not know how to put 2 inits in the createunit call line. I mean one for naming him as per your suggestion, and the other for have him patrol the area as per taskpatrol function. I am in the office so cant try and check. :(

     

    Yeah, you can probably also do what the guy above me suggested. If you wanna do it your way you should be able to put two peices of codes just like this:  

    "B_Officer_F createUnit [ _setpos, [], "[this, getPos this, 100] call bis_fnc_taskPatrol; newUnit = this;", 1, "COLONEL"]

  9. Been trying the code a bit and it works great! Very reasonable to have shorter time for the Kajman as it is pretty overpowered. Actually they Kajman almost surely means your are dead unless you have AA (and even then) so I will only use it once when I know the players have access to AA ;)

     

    Sometimes the Orca seems to have some problems finding a target and ends up just circling the players position until it leaves. Not sure why this is. Maybe its to some degree realistic that they don't always spot a target but then I try getting their attention by shooting at them and still the circling just continues. I only tried a couple of times so I'll give it some more tries tonight. 


  10. Thanks for the advice!

     

    Even after I moved the player away from the zones I encountered some problems which I solved in different ways:

     

    1. By setting the time condition in the zones to a higher value I seemed to get less problems with waypoint errors. I set the conditions in all zones to time>25; I suppose this allows time for all the inits to finish running and then the DAC can run nicely by itself

     

    2. I had a problem where I would get error 7 if I had too many waypoints in all zones combined. The limit seemed to be around 300-310 waypoints. I solved this by using the function to create new zones and created some of the zones in-game at a later time. (Note that zones created in-game can only be created one at a time and something like 30 seconds or so should be allowed in between each zone creation).

     

    3. Also the size and number of objects in the zone has an effect as posts above me pointed out. If the zone is located in a city there will more likely not be suitable spaces for waypoints to be created

     

    Thees are just my observations, and those smarter than me are welcome to correct if anything I said is wrong or I missed something ;)


  11. So the problem is that the chopper doesn't take off/ doMove doesn't do anything? 

     

    Have you tried creating a waypoint instead like this?: (Haven't tested it myself but maybe worth trying)

    _heliGroup = group heli1;
    _wp = _heliGroup addWaypoint [getMarkerPos "ar1", 0];
        _wp setWaypointType "MOVE";
        _wp setWaypointBehaviour "CARELESS";

    Also this might be helpfull in the debug consol to see if there are any waypoints assigned at the moment

     (group heli1) currentWaypoint;

  12. Huge thanks for the help! You were right about the the parameters being wrong and I ended up pretty much copying your code cuz it looks much nicer and works better!

    Only thing that doesn't work in your code is the end-part where the heli and crew should be deleted. The way I wrote it works though: 

    waitUntil{ (getPos _heli) distance (getmarkerpos "wpCas") < 2000};
     
    	{deleteVehicle _x} forEach (crew _heli);
    	deleteVehicle _heli; 

    Now the only problem I have is with helicopter behavior. When I use the "Search and Destroy" waypoint type the helli will not move on to the next waypoint until everyone around is dead. I don't want the chopper to be quite that ambitious so I set the waypoint to MOVE, but then he doesn't seem to find anyone and just hovers at the wp untill its time to go to the end-point. Any ideas how to use the SAD and then have him disengage`? I tried _heli disableAI "TARGET"; but no luck. 

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