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PigeonSparrow

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Everything posted by PigeonSparrow

  1. PigeonSparrow

    ai Jet fires AA missile while on ground

    Thanks for your help Pierre! Your workaround was just what I was looking for!
  2. I keep running into this issue and it's driving me crazy. Whenever a taxiing ai jet targets an enemy aircraft in the air, it fires an AA missile while still on the ground and blows itself up. It does it every time. Anyone else have this issue? Though it might be a mod but I unloaded everything and they still keep blowing up.
  3. PigeonSparrow

    Grimes Simple Revive Script

    That works!!! Thanks so much for your help and very useful script!
  4. Hi all, I've been running into this issue a great deal. Whenever a MACC controlled aircraft taxis onto the runaway, and there is a nearby air target in range, the aircraft on the ground fires a missile and blows itself up on the runway. It does this with all aircraft including vanilla. As far as ai mods, I'm using ASR so not sure if that could be what creating the conflict. Has anyone else run into this?
  5. PigeonSparrow

    Grimes Simple Revive Script

    Replacing "player setDamage 1" to "teamswitch" does exactly what I looking for! One minor thing that happens though is that the dialog box that is supposed to stay closed pops up repeatedly. Not sure why it does that since you have what I'm assuming a line that turns off the dialog once you click give up.
  6. PigeonSparrow

    Grimes Simple Revive Script

    Haha well I'm the opposite, I pretty much only tinker around in the mission editor and somehow make use of the ai. If I come up with something, I'll be sure to share but I am by no means a competent coder, so might a take a bit.
  7. PigeonSparrow

    Grimes Simple Revive Script

    Hi Grimes, For single player, is it possible to teamswitch while the player is incapacitated? It'd be helpful to switch to another unit to manually save yourself. For example, I have a helo medevac that is a playable unit back at base. I'm guessing you use "G_Custom_Exec_1" for the player? Thanks
  8. PigeonSparrow

    HAFM NAVY v1.5 Release

    Looking good, keep up the great work!
  9. PigeonSparrow

    Grimes Simple Revive Script

    Turns out it wasn't any mods that were conflicting when I whitelisted a medic unit. I tried putting in a different medic unit classname and it worked. I could of sworn I didn't misspell it but I guess I did. Probably just my newbie old hands. Thanks for the help!
  10. PigeonSparrow

    Grimes Simple Revive Script

    Thanks for the tip Grimes. I'll try adding that check to my mission. I'm having a lot of fun messing around with this script of yours. I did run into a possible bug, but not sure if its because its conflicting with ASR ai or not. When I white list "B_Medic_F", the medic gets caught running around in a loop. It looks like the squad leader is ordering him back into formation when he attempts to revive another unit. I'll try testing it out when I get home from work to see if it is indeed ASR Ai conflicting with it.
  11. PigeonSparrow

    Grimes Simple Revive Script

    Disregard, I figured it out. I used this and it worked. 0 = [] spawn { { if(_x distance (getMarkerPos "FOBa_Med") < 8) then {_x spawn G_fnc_exitIncapacitatedState}; } forEach allunits; sleep 1; }; hint "Patients Fully Recovered";
  12. PigeonSparrow

    Grimes Simple Revive Script

    Hi Grimes, Is it possible to setup a trigger that revives any unit that enters? I'm trying to have a medical tent that heals and revives units that are dragged inside. I tried using this code in a trigger that is set for BLUFOR Present, but I believe it only works for individual units: {_x spawn G_fnc_exitIncapacitatedState} Foreach thislist; What am I doing wrong here?
  13. PigeonSparrow

    HAFM Submarines V2.0

    Can't wait, thanks for all the hard work!
  14. PigeonSparrow

    HAFM Submarines V2.0

    This is awesome! I really love the cruise missile system among other things. Any way a unit outside the sub can call in a strike if its manned by ai?
  15. PigeonSparrow

    All-In-One AI Command Menu

    Hi Leapard20 , I was wondering how you turn on the "team leader on team switch" function. I'm not too familiar with changing the cba settings.
  16. PigeonSparrow

    C2 -Command And Control

    Oh, didn't realize you can use also use the spacebar. Well that answers that.
  17. PigeonSparrow

    C2 -Command And Control

    Hey Mad Cheese, Is there a way to switch the move key? I don't see an assigned key for it under the control options. I'd like to assign it to something else other than the RMB because when I use it, it switches the optics back and forth. Thanks for the great mod btw.
  18. Yesss! That worked! You are a champion my friend.
  19. Thanks for such an in depth response. I've managed to load the boats using the first approach but but now I'm having issues with the winch. I created a trigger and ran the code to unload the boat but I get this error message: '...tvariable "FFAA_Ship"); _vehicleCargo = |#|_ship getvariable ["FFAA_WinchCargo",[]]..." Error undefined variable in expression: _ship Error undefined variable in expression: _vehiclecargo File ffaa_ar_bam\functions\fn_shipWinch.sqf [FFA_fnc_shipWinch], line 41 It also teleports the boat to the top of the BAM in a weird position. This is what I used in the trigger: [mhq_3,boat3,"Winch_3"] spawn FFAA_fnc_ShipWinch;
  20. I have a question regarding the lifted boats on the B.A.M. Where can I find the variable names for them? I'd like be able to spawn ai and move them into those boats using the moveincargo command.
  21. Is there a way to add combat support access to artillery after the mission starts? I want to be able to add in units via player logistics and setup a functioning battery. Thanks for the awesome mod btw, I don't leave home without it.
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