patpowercat
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Everything posted by patpowercat
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Surgical Airstrike
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"; -
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?
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AI Bombing run on building
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That worked, thank you! -
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?
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Simple ParaDrop Script
patpowercat replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a ton! -
Simple ParaDrop Script
patpowercat replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Helicopter Extract Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Devastator_cm's script worked exactly how I wanted it to. Thanks a ton! -
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.
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Helicopter Extract Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Helicopter Extract Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Hostage rescue script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Seems like what I had was almost the same, except naming the unit. This is more versatile though, thanks a lot again! -
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?
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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?
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"No entry 'bin\config.bin/CfgWorlds.xxx"
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm dumb. Didn't have the map assigned in TADST mod list. -
"No entry 'bin\config.bin/CfgWorlds.xxx"
patpowercat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
No entry 'bin\config.bin/CfgWorlds.xxx
patpowercat posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
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? -
Helicopter Pickup Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got it by changing GETIN NEAREST to GETIN -
Helicopter Pickup Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Helicopter Pickup Script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_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. -
Script problem (waypoint: crew not as group defined)
patpowercat replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
ASR_AI Required for mission in editor
patpowercat posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
ASR_AI Required for mission in editor
patpowercat replied to patpowercat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thank you much! -
UH-80 Dazzle Texture
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks csk222! Your code just turns it green, but your help got me to get it correctly! Thanks a ton! -
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!
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UH-80 Dazzle Texture
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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?