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Nicoman35

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Everything posted by Nicoman35

  1. The syntax for addAction is: object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] The script of the addAction command will run in scheduled environment. I made a mod, where I added the action to a mortar. It's purpose is to rearm the mortar. The action is available to any unit assigned as gunner of that mortar. Now, when I command the gunner to rearm the mortar, rearming will take some time. But the AI gunner unit will tell "READY" immediately after ordering him to rearm. Because of the scheduled environment, which comports as if it was spawned, and not called. How am I able to delay that "READY" radio message until after reloading is finished?
  2. Absolutely embarrassing 🙈 It works. Sorry for being a muppet. Many thanks to you guys!! Awesome, how patient you are with an amateur. Just one more question. Where did you find the name of the sound? I would like to vary the 'ready' reply with some others like 'Standing by' or 'Waitin'. Cant seem to find it in the config viewer in the editor.
  3. Nice. This is what I need! Many thanks. BUT I tried this in the editor: cursorObject groupRadio "SentSupportReady"; and it works fine. Inside the addAction script, the gunner is the "_caller", thus reffered as '_this select 1'. So, this should work, right? Well, not for me. _this select 1 groupRadio "SentSupportReady "; -> fails Even more funny, because muting with _this select 1 disableAI "RADIOPROTOCOL"; and unmuting him with _this select 1 disableAI "RADIOPROTOCOL"; works flawless. What am I doing wrong?
  4. Thanks for your reply. Yes, the first time you give the order, the ai unit confirms with a 'COPY', which is good. But then, he immediately says 'READY'. Guess I could suppress that 'ready', and let him say 'ready' after the action is completed. My only problem now: How do I let him say 'ready`? I did not found that 'ready' sound In cfgRadio (for the command 'GroupRadio'), nor in cfgSounds (for the command 'Say')'. Where is this basic 'ready' stored? I already thought to make an onwn sound 'mortar rearmed', but that would not match to the voice of the corresponding ai unit.
  5. Ok Grumpy. I will see if and how it is possible for me to implement your lead. Many thanks for the answer.
  6. When you add an action to some units, which is available via action menu, then choosing 6. Action, all is good as long as you choose a single ai unit. Is it possible to make these actions available, when more than one unit is chosen?
  7. Look, I made a script for AI mortar gunners to be able to rearm from ACE ammo crates. So, when I got an AI unit in my team, and he is in the mortar, and he tells: "Ammo low", I can simply tell him to rearm. Now, if I got 4 AI units, each of them in a mortar, I would like to tell them all at once: Rearm. And not every single one. Or maybe only 2 of the 4. And I ask this question as I am single playing a lot, commanding a lot of AI units. And on multiple occasions, I would like to be able to select multiple of them to tell them this or that. For official commands, like 'move' or 'stop' or similar, this is no problem. I press F2 to F8, then I tell them all to STOP. And I wanted to copy this behavior to some of the scripts I have done. Like the mortar rearm.
  8. Hello guys. As stated in the title, I would like to make a rearm script for MK6 mortars. I know these can be rearmed, when an ammo truck or another similar service vehicle is in vicinity. But I would like to be able to rearm the mortar from an ACE 82 mm ammo crate. These crates contain a limited number of rounds. My idea: Add an action menu entry, where you can rearm the mortar from these crates. Now the mortar is counted as a vehicle, and vehicle magazines cannot be refilled with an exact amount of rounds. So, I thought I would define my own magazines for the mortars in the config. Problem: I cannot reload the mortar with these magazines. So, there must be a flaw inside the config. Here is my config. Can you guys point me where the error might be? class CfgPatches { class NIC_MK6_mortar { units[] = {}; weapons[]= {"NIC_mortar_82mm"}; requiredVersion = 1; requiredAddons[] = {}; magazines[]= { "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum" }; }; }; class CfgFunctions { class NIC { class base { class InitFlightHeight { preInit = 1; file="\NIC_rearm_MK6\scripts\init.sqf"; }; }; }; }; class CfgWeapons { class CannonCore; class mortar_82mm: CannonCore {}; class NIC_mortar_82mm: mortar_82mm { author="NIC"; magazines[]= { "ACE_1Rnd_82mm_Mo_HE", "ACE_1Rnd_82mm_Mo_Smoke", "ACE_1Rnd_82mm_Mo_Illum", "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum", "8Rnd_82mm_Mo_shells", "8Rnd_82mm_Mo_Smoke_white", "8Rnd_82mm_Mo_Flare_white" }; }; }; class cfgMagazines { class 8Rnd_82mm_Mo_shells; class NIC_2Rnd_82mm_Mo_HE: 8Rnd_82mm_Mo_shells { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=3; }; class NIC_4Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=4; }; class NIC_5Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=5; }; class NIC_6Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=6; }; class NIC_7Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=7; }; class 8Rnd_82mm_Mo_Smoke_white; class NIC_2Rnd_82mm_Mo_Smoke: 8Rnd_82mm_Mo_Smoke_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=3; }; class NIC_4Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=4; }; class NIC_5Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=5; }; class NIC_6Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=6; }; class NIC_7Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=7; }; class 8Rnd_82mm_Mo_Flare_white; class NIC_2Rnd_82mm_Mo_Illum: 8Rnd_82mm_Mo_Flare_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=3; }; class NIC_4Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=4; }; class NIC_5Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=5; }; class NIC_6Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=6; }; class NIC_7Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=7; }; }; Regards EDIT NVM, Solved the issue. Config is correct. I just interchanged 'weapon' with 'vehicle' I tried to create the weapon, while you have to create the vehicle, then change the weapon ON the vehicle. Sorry for inconvenience.
  9. Nicoman35

    Fuel Stations

    I copy paste this in the debug console: _HTNKallFuelStations = ([0,0,0] nearObjects 150000) select {getFuelCargo _x > 0}; diag_log formatText ["%1%2%3", time, "s (service) _HTNKallFuelStations: ", _HTNKallFuelStations]; {diag_log formatText ["%1%2%3", time, "s (service) ", _x]}forEach (_HTNKallFuelStations); And the result is: 15:01:16 5.888s (service) _HTNKallFuelStations: [] in the logfile. Here is a picture of the setup in the editor (hope I am allowed to post pictures) btw. thank you for your fast answer. EDIT aha! Could have something to do with this here: https://community.bistudio.com/wiki/getFuelCargo Just tried the code on Malden 2035 and Altis. Empty arrays on both islands. EDIT 2 Sorted out. Of course, it was something on my end. You should have asked: 'What mods do you have installed, stupid?' It was the ace mod. Because I play on same account on different devices. One of the devices had ace mod installed. I don't know why, but ace empties all fuel cargo containing objects. Not the new ones, contained in the contact campaign, though. Sorry for having caused trouble.
  10. Nicoman35

    Fuel Stations

    Grumpy, I got a problem here. For some reason, on the newest bulid (1.95.146030) this is not working anymore. In virual reality, I distributed some fuel pumps, a forrest fuel bladder, a fuel container, and some bobcats. In version 1.92, it worked perfectly, now, it no longer works. I get an empty array. I would greatly appreciate, if you could check, if I am just dumb, or there is some bug?
  11. I made a complete play through the strategic game mode. Great work species. Just one funny thing. I do not believe it is related to your mod, but anyhow: I took over all islands but one. Enemy carrier destroyed. Last island had scramblers. I sat out all walruses, and began destroying island defences. I was pretty far from the carrier with the walruses, when suddenly the enemy assaulted me with a new carrier. I jumped to carrier, and managed to destroy the enemy carrier. After the destruction sequence, :-O all island scramblers were back to function. And of course, all four walruses were outside telemetry range :-( I tried to recover them, but they were finished off by island forces.... Oh, and one more thing. Would it be possible, to choose which weapon support droids have? Mine are all armed with lasers, which is nice. Just would like to have an option.
  12. Just wanted to have the possibility to aim at a steep ankle to shoot near objects behind hills. When I set shell projectile impulse at higher values, at 80° the nearest hit distance possible is about 1.5 kilometres. Wanted to be able to reduce this distance is spite of high impulse rates. Oh, and all those changes you made - brilliant. Love the details such as the middle section of the compass getting darker when the needle of the tagged unit zeroes in.
  13. Then everything is fine now, thanks a lot. Oh, another question. The max. ankle for the main carrier shell gun is 80°. Can this be changed or is this hard coded?
  14. A quick question regarding drone fuel: Could you please hint me, which variable I have to alter to increase fuel amount of the drone? Or alter its fuel consumption? I would like to play around a bit. EDIT nvm, I found out myself. Another question: Is it possible to add the feature of refuelling the drone at island refuel stations? EDIT2 Unfortunately, this does not apply for me. Walruses, mantas and defence towers do take damage when looking at them with the drone camera while shelling. Other buildings do not take damage. For example scramblers.
  15. I was able to continue my game with your help. Many thanks. Much appreciated. The main save folder did only contain those 1kb small files named deadlyislands followed by a number. They do not have any name extension. Anything else was not there any more!?! Well, I had this backup folder, and there were all the saves. Copied them back, and I could continue. Wonder what might have deleted my save files. Anyway, will continue and report any other errors I run into.
  16. Started new game v1.31 I just encountered some weird error. After destroying the enemy carrier, during the sinking scene, I accidentally pressed the 'k' key for time warp. After the scene was finished, I could only see the time warp tunnel. I was not able to stop the time warp by pressing the k key, nor was I able to enter map. Only thing possible was calling your mods menu with F12. I saved the game with F6. Then I aborted the game to main menu. I wanted to reload last working save, but the only option was to begin a new strategy game! No continue, no loading of ANY other save (I made about 50) was possible. Completely closing and restarting the game did not help either. Any idea?
  17. Oh, I just see you released another version :-). Well, anyway, just had another crash with this message, but with v1.30. I was fighting the enemy carrier in open water (no island to be seen). I had 4 walrusses outside, all equipped with howitzers, also shooting at the enemy carrier. Seconds before the enemy carrier was at 0% hull, the crash occurred. Half an hour before this crash, I turned on maximum lod in the options menu of your deadly islands mod. Well, I do not know, if this issue still persists in v1.31, because I am currently playing v1.30. Will try to reproduce this error. If I manage to repeat it, I will send you the savegame. As said, I do not know if you are able to get any information out of this, but I decided to share it with you. Here is the second error message related to that crash. And yes, on my pc I can reproduce the error. Here is a link to what I mean is the correct savegame. The carrier is in open sea facing enemy carrier. Tell me, if you need any other files from savegame folder. http://www.mediafire.com/file/uep2lz2yoyosbpl/strategy_save_auto2_398.save
  18. Yes I did. I altered speeds and range of certain projectiles, such as carrier lasers, shell and plasma. As well as range of walrus plasma and turret missiles. I did not touch HEAT though. Maybe it was something else causing the crash. As I did not experience it again yet.
  19. Ah yes, will investigate this blueprint thing further. And as for the save game, I can send it to you, but it does no longer crash... typical. I reloaded like 4 times, and it crashed. Now, I can reload as much as I want, and it no longer crashes.
  20. Thank you for this update, Species. Can't believe how diligent you still are improving the game and ironing out bugs! Will download newest version and incorporate the changes I like to play with in the config files - again :). EDIT I begun a new strategy game with 1.30. I had 3 islands. I approached the last one I took, and took control over a droid near the research station. I got two blueprints. One, as I approached the station, and one, as I "hacked" the station. Must be a bug? EDIT 2 I just had this crash Occurs repeatable when I assault a enemy walrus garage on Thermopylae island with a walrus equipped with a HEAT cannon. Do you know if this is somehow related to your mod?
  21. Hi species, it's me again, nicoman. For some reason the forum did no longer knew me and I had to sign up new. I am amazed and happy that you still develop this mod :D very good job bro. I am currently giving another playthrough with your latest v1.28. Most impressive. The drone landing sequence, the support barque arriving sequence - super. And all those new features!! Cool. I especially like the drone aquiring targets and displaying them on the left side. The tagging and all of course too ;) . This is what I would have guessed to be in the original game. All the features you added make this game really enjoyable now! Oh, before I do an applause overkill, I got one possible bug. When I tag a target with the drone, then allign the carrier shell and fire at the target, I switch back to the drone for looking at the impact place of the shell. It happened twice now, but I hit the target EXACTLY (a shield booster), and it took no damage. At least not, if I quickly swapped to the drone and whatched the impact of the shell. When I then only fired and did not switch to the drone, the target recived the damage and was destroyed.... And, it would be REALLY helpfull, if we would get ancle and heading with a precision of at least one digit past the comma :). I mean, instead of ancle 75, ancle 75.4. But I assume you already thought of it and you hit a game limitation there..... is that helpfull soul of the Bohemia coding team still around? Once again, thanks for your prolonged effort species.
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