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patpowercat

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Everything posted by patpowercat

  1. patpowercat

    Surgical Airstrike

    forceWeaponFire works great, but the planes fire as soon as they spawn. Is there a way to wait until they are at a second waypoint or something before they fire? If I use rockets or bombs they are so far away they can't hit anything. I tried adding a waypoint prior to the forceWeaponFire like below, but they still fire as soon as they spawn. _wp1 = _crew3 addWaypoint [(getMarkerPos "m3"), 0]; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointCombatMode "BLUE"; _wp2 = _crew3 addWaypoint [(getMarkerPos "r3"), 0]; _wp2 waypointAttachVehicle r_arty_3; _crew3 reveal [r_arty_3, 4]; CAS_3 doTarget r_arty_3; CAS_3 fireAtTarget [r_arty_3, "rhs_weap_s5"]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setwaypointCombatMode "BLUE";
  2. I am trying to make a trigger activate when a certain number of units out of a group of named units are killed. I know I can do something like {alive _x} count units ALPHA < 1 But I don't want to group these units as they are (A) across the map and (B) when too close to each other they move out of the positions I put them in in editor. Any suggestions?
  3. patpowercat

    AI Bombing run on building

    That worked, thank you!
  4. I am trying to figure out how to have an AI plane destroy a building. I have tried (successfully) to put a destroy waypoint attached to a vehicle, but the same will not work with a building. Any way to do this?
  5. patpowercat

    Simple ParaDrop Script

    Is there a way to execute this script within another script? I want to spawn a plane flying in on a trigger that then drops units. I have everything setup, but no one jumps out. Currently in my script it is _wp1 setwaypointScript "eject.sqf"; Any ideas?
  6. patpowercat

    Helicopter Extract Script

    Devastator_cm's script worked exactly how I wanted it to. Thanks a ton!
  7. I know this has been discussed before. But most of what I could find involves extracting using just the editor, and I am trying to use only a script. I want to spawn a helicopter, move to WP and land, wait until player group is in helicopter, then take off and move to next waypoint. I have got everything to work, but the helicopter will not take off once people are in. I have tried waitUntil { { ( alive _x ) || { ( _x in ( _airframe1 select 0 ) ) } } count (units ALPHA) == count (units ALPHA)}; waitUntil {player1 in _airframe1}; waitUntil {{_x in _airframe1} count (units ALPHA) == {alive _x} count (units ALPHA)}; waitUntil {alive _X && !(_X in crew heli)} count (units ALPHA) <= 0; waituntil {{_x in _airframe1} count (units group player) == {alive _x} count (units group player)}; With ALPHA being the player's group or the unit being named player1, with the helo being named _airframe1. Any help appreciated.
  8. patpowercat

    Helicopter Extract Script

    I can successfully get this to work with a number of different code in the condition field of a waypoint if the unit it already placed in editor. For example this works perfectly in the condition field: {_x in transport} count (units ALPHA) == {alive _x} count (units ALPHA); However in the script nothing with waitUntil works.
  9. patpowercat

    Helicopter Extract Script

    Didn't work. Helicopter still just sits and never takes off. Any other ideas? Here is the whole script in case it helps. _crew1 = []; _airframe1 = []; if (isServer) then { _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "pickup_spawn", markerDir "pickup_spawn", "B_Heli_Transport_01_F", _crew1] call BIS_fnc_spawnVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "pickup"), 0]; _wp1 setWaypointType "LOAD"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointstatements ["true", "(vehicle this) LAND 'GET IN';"]; //waitUntil { { ( alive _x ) || { ( _x in ( _airframe1 select 0 ) ) } } count (units ALPHA) == count (units ALPHA)}; //waitUntil {player1 in _airframe1}; //waitUntil {{_x in _airframe1} count (units ALPHA) == {alive _x} count (units ALPHA)}; //waitUntil {alive _X && !(_X in crew heli)} count (units ALPHA) <= 0; //waituntil {{_x in _airframe1} count (units group player) == {alive _x} count (units group player)}; //waitUntil {sleep 3; (count (allplayers select {alive _x})) isEqualTo (count (allplayers select {_x in _airframe1}))}; _wp2 = _crew1 addWaypoint [(getmarkerpos "pickup_spawn"), 100]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; }; All the different waitUntils I have tried are commented.
  10. patpowercat

    Hostage rescue script

    Thanks. Seems like what I had was almost the same, except naming the unit. This is more versatile though, thanks a lot again!
  11. Apologies, I'm sure this has been asked before, but I couldn't seem to find anything. If I wanted to spawn a vehicle in vehicle transport (for example quadbike in V-44), I understand how to do it in Eden editor moving it inside, but if I wanted to do it with scripting, I can't seem to figure it out. moveincargo or assignascargo don't seem to work for me. Any help?
  12. I am trying to set up a spawned helicopter that come in, picks up a group, and flys them out, then deleting both the group and the helicopter. The group is pre-defined in the editor. This is what I have so far: _crew1 = []; _airframe1 = []; if (isServer) then { _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "spawnrescue", 45, "B_Heli_Transport_03_F", _crew1] call BIS_fnc_spawnVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "rescue1"), 0, 1]; _wp1 setWaypointType "LOAD"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointstatements ["this land 'land'"]; _wp2 = _crew1 addWaypoint [(getmarkerpos "spawnrescue"), 0, 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; _wp1a = _prisoners addWaypoint [getmarkerpos "rescue1", 0, 1]; _wp1a setWaypointType "GETIN NEAREST"; _wp2a = _prisoners addWaypoint [getMarkerPos "spawnrescue", 0, 2]; _wp2a setWaypointStatements ["true","{deletegroup _x;}]; [_crew1,1] synchronizeWaypoint [[_prisoners,1]] However, nothing happens when running this script. Anyone able to spot why?
  13. I'm dumb. Didn't have the map assigned in TADST mod list.
  14. I have been running my own ALIVE missions using TADST for some time now. However, over the past several days I have been running into a problem. Several missions are giving me an error when I run them and I can't login to my server. It gives the the following error: "No entry 'bin\config.bin/CfgWorlds.xxx" Where xxx is whatever map that I have used for the mission (lingor, gunzkili, etc.) However, if I just make a mission with a blank map and a single player, everything loads fine. It's once I make a mission that it gives me this error. Anyone know how to fix this?
  15. I have been running my own ALIVE missions using TADST for some time now. However, over the past several days I have been running into a problem. Several missions are giving me an error when I run them and I can't login to my server. It gives the the following error: "No entry 'bin\config.bin/CfgWorlds.xxx" Where xxx is whatever map that I have used for the mission (lingor, gunzkili, etc.) However, if I just make a mission with a blank map and a single player, everything loads fine. It's once I make a mission that it gives me this error. Anyone know how to fix this?
  16. patpowercat

    Helicopter Pickup Script

    Got it by changing GETIN NEAREST to GETIN
  17. patpowercat

    Helicopter Pickup Script

    Ok so if I name the group leader of the prisoners p1 the following script works just fine: _crew1 = [];_airframe1 = []; _prisoners = group p1; if (isServer) then { { _x setCaptive false; _x EnableAI "Move"; } forEach units p1; _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "spawnrescue", 45, "B_Heli_Transport_03_F", _crew1] call BIS_fnc_spawnVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "rescue1"), 0, 1]; _wp1 setWaypointType "LOAD"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointstatements ["this land 'land'"]; _wp2 = _crew1 addWaypoint [(getmarkerpos "spawnrescue"), 0, 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; _wp1a = _prisoners addWaypoint [getmarkerpos "rescue1", 0, 1]; _wp1a setWaypointType "GETIN NEAREST"; [_crew1, 1] synchronizeWaypoint [ [_prisoners, 1] ]; }; The prisoners are become free, a helicopter is spawned that flies in. The prisoners move towards that point. However, the helicopter doesn't land, and the prisoners do not load. Soon as I add this to the script: _wp2a = _prisoners addWaypoint [getMarkerPos "spawnrescue", 0, 2]; _wp2a setWaypointStatements ["true","{deletegroup _x;}]; Then I get nothing. No errors, no spawns, no freed prisoners. Nothing happens at all.
  18. patpowercat

    Helicopter Pickup Script

    _crew1 = []; _airframe1 = []; if (isServer) then { { _x setCaptive false; _x EnableAI "Move"; } forEach units prisoners; _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "spawnrescue", 45, "B_Heli_Transport_03_F", _crew1] call BIS_fnc_spawnVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "rescue1"), 0, 1]; _wp1 setWaypointType "LOAD"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointstatements ["this land 'land'"]; _wp2 = _crew1 addWaypoint [(getmarkerpos "spawnrescue"), 0, 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; _wp1a = prisoners addWaypoint [getmarkerpos "rescue1", 0, 1]; _wp1a setWaypointType "GETIN NEAREST"; _wp2a = prisoners addWaypoint [getMarkerPos "spawnrescue", 0, 2]; _wp2a setWaypointStatements ["true","{deletegroup _x;}]; [_crew1,1] synchronizeWaypoint [[prisoners,1]]; }: Ok, added in the missing ; and }: However, still get nothing when I run the script.
  19. Not 100% sure, but I believe you have the helicopter you're spawning as named _helicrew1. Try this: _helicrew1 = creategroup GUER; //Assuming they're IND faction _heli1 = [[getMarkerPos "pablospawn", MarkerDir "pablospawn", "C_Heli_Light_01-civil_F", _helicrew1] call Bis_fnc_spawnvehicle; _helicrew1 allowdamage false; _heli1 allowdamage false; //Disallow damage to helicopter, not just crew Also, delete the _wpa1 waypoint. They already spawned there, don't need a waypoint to move there. Then continue with your script. Fair warning: I'm pretty drunk, and haven't tested or double checked anything I've done or you have done.
  20. So I was going to try out Vcom in place of ASR_AI3 today, and when I went to open a mission I have made in the editor, it wouldn't open saying that ASR_AI was required. However, I don't know why this is. Some other missions open just fine, and others don't open without it. Any ideas why this would be the case? I don't understand why ASR_AI would be required to open a mission in the editor.
  21. patpowercat

    UH-80 Dazzle Texture

    Thanks csk222! Your code just turns it green, but your help got me to get it correctly! Thanks a ton!
  22. How can I spawn a Ghosthawk with the dazzle (olive) texture? I figure it has something to do with setobjecttexture but I can't figure it out. I currently have this: this setObjectTexture [0, "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext01_CO.paa"]; I don't get any errors, but when the unit spawns it's just a black Ghosthawk. Thanks in advance!
  23. patpowercat

    UH-80 Dazzle Texture

    Still no dice with setobjecttextureglobal. Am I setting the texture right? I found it by looking up the UH-80 in the configviewer and going to hidden selections. Camo1 was the first in the array for that and then the first texture in hidden textures is the one I referenced. Any ideas?
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