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About Twiznak

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  1. NVM, i answered my own question, trying to be funny in my response. Please see my avatar for details 🙂 thank you for responding!
  2. ANSWER: When creating multiple units with script, their local variables can all be the same because only global variables are used in multiplayer. addSwitchableUnit selectPlayer createUnit Variables
  3. Twiznak

    Spawn 700 units

    Hello, I make missions! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1922552989 this is a mission type I made that CAN spawn 800,000+ units. if you want a custom mission on a specific map, let me know.
  4. HI.I love the combat patrol game mode and I have tinkered with Basstards Custom Combat Patrol with some success, but I need help modifying the combat patrol init.sqf so that a new objective is spawned when the current objective has been completed.: fn_cpinit.sqf I think for my idea to work I would need to remove the ? "CPEnd"? mission fail conditions and then replace the remaining ? (BIS_CP_ending)? cases with ?"CCP_init"? to restart the script. I am not sure at all that I have identified the functions properly, Nor am I sure how to go about it. Please help. Thank you.
  5. No dice. Change of title had no effect. I have to delete. trouble shoot, and reupload, one by one. A true labor of love. My_Avatar==My_Life;
  6. Thank you for staying positive and helping me☺️ the TITLE is in Russian. In the editor. I will try deleting and re-uploading the mission with an English title........
  7. Hi, thank you for replying. I changed the tile to english , but I get the same error. I'm frustrated with ARMA to the point where I want to throw my keyboard at the wall and quit the game. It took me a LONG time to translate the whole mission, scripts and all, into russian. and it's all my fault. If I have to go back and redo the missions in english, is there any point? My avatar = my life............over and over again.
  8. Hi, I recently uploaded a Russian language mission series Titled "Dynamic Combat Simulator" https://steamcommunity.com/sharedfiles/filedetails/?id=1909922778 However, when everyone tries to play the mission for the first time we all get this error What have I done wrong? I have never seen this before. Please help. Thank you.
  9. IFA3 Combat Patrol https://steamcommunity.com/sharedfiles/filedetails/?id=1890287022 Let me know what you think.Thank you again for your help.
  10. Ok guys, with your help I have finalized the CAS script. I'm not going to amend the Combat patrol script. Rather, I am just going to call in waves of planes, 2 at a time, starting the waves when Blufor is detected opfor/resistance. I have tested it today and they fire at ground targets. DiveBombers.sqf for 'i' from 0 to 99 do { _crew1 = creategroup resistance; _crew2 = creategroup resistance; _airframe1 = [getPos air1, 180, "LIB_P47", _crew1] call BIS_fnc_spawnVehicle; _airframe2 = [getPos air1, 180, "LIB_P47", _crew2] call BIS_fnc_spawnVehicle; C_1 = _crew1; publicVariable "C_1"; C_2 = _crew2; publicVariable "C_2"; _a1wp1 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp1 setWaypointType "SAD"; _a1wp1 setWaypointSpeed "FULL"; _a1wp1 setWaypointCombatMode "RED"; _a1wp1 setWaypointBehaviour "COMBAT"; _a1wp2 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp2 setWaypointType "CYCLE"; _a1wp2 setWaypointSpeed "FULL"; _a1wp2 setWaypointCombatMode "RED"; _a1wp2 setWaypointBehaviour "COMBAT"; _a2wp1 = _crew2 addWaypoint [BIS_CP_targetLocationPos, 0]; _a2wp1 setWaypointType "SAD"; _a2wp1 setWaypointSpeed "FULL"; _a2wp1 setWaypointCombatMode "RED"; _a2wp1 setWaypointBehaviour "COMBAT"; _a2wp2 = _crew2 addWaypoint [BIS_CP_targetLocationPos, 0]; _a2wp2 setWaypointType "CYCLE"; _a2wp2 setWaypointSpeed "FULL"; _a2wp2 setWaypointCombatMode "RED"; _a2wp2 setWaypointBehaviour "COMBAT"; waitUntil {({alive _x} count (units C_1 + units C_2) < 1)}; sleep 600; }; From my tests, they perform better when operating independently. IF the players are stealthy they won't ever see the planes. Ten minutes in between waves feels pressured but not insurmountable. I am going to release they missions tomorrow. If the players say its too much, I will make it one plane with a longer respawn interval. Anyway, i'm happy. I scripted a plane to spawn and shoot me in the face and it did. Mission accomplished! Thank you gentlemen.
  11. Hi, thanks for responding! 1. Yes, you are correct. I circumvented this by spawning the plane from an invisible fence post 1500m above the center of the map. I WANT them to start in a nose dive. Its crazy I know, but at that altitude they can pullout at level off at about 300m. In the editor or zeus, the cinematic effect of wailing divebomber engines is lost. When your on the ground it sounds amazing! I'm happy with that BUT your second point is my point of contention. 2. Your right again. target info is shared by units with mods like ASR AI3, vcom and lambs danger. I am going to try adding setWaypointBehaviour "COMBAT"; to each waypoint. When I run ASR AI3 and VCOM together, the info sharing and backup calling should bring things on target. OR https://community.bistudio.com/wiki/reveal I see you on there, & https://community.bistudio.com/wiki/knowsAbout. I see you on there TOO! According to the info I would need to add something like _crew1 knowsAbout P_1; _crew1 Reveal [P_1, 4]; to get the plane to fire on player right from the get. But that feels more "North by Northwest" and less like a battlefield support role. What would you do think .kju? Would target info sharing handled by ASR/Lambs/Vcom be enough to get the plane to fire on ground targets?
  12. Hi. Thank you. I went with a similar approach with inspiration from you diveBombers.sqf _crew1 = []; _airframe1 = []; if (isServer) then { _crew1 = creategroup resistance; _airframe1 = [getPos aas1, 180, "LIB_P47", _crew1] call BIS_fnc_spawnVehicle; _a1wp1 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp1 setWaypointType "SAD"; _a1wp1 setWaypointSpeed "FULL"; _a1wp2 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp2 setWaypointType "CYCLE"; _a1wp2 setWaypointSpeed "FULL"; }; I call the script from a trigger at mission start..... HOWEVER, my idea is no good. The AI pilot won't engage ground targets. Either because he can't see them or he just won't. Scripting an attack feels to forced as CAS needs to feel organic in response to player aggression. It works like that for so many other of my missions I am saying FUG IT. I'm leaving the the planes out and just adding more grenadiers, bazookas and machine gunners. Should add that extra pucker factor I was going for. I feel like my avatar is a perfect summation of this situation. Anyway, thank you for your help sir! Game on.
  13. Hi, Thanks for replying. I am trying it out now. I will get back to you with an update soon!
  14. Hi everyone! I making a set of combat patrol missions with IFA3 assets. Everything works as it should except for the Planes being spawned as reinforcements. What is happening is that planes spawn on the ground and then taxi into a tree. I want the planes to spawn in the air at 2500m. Adding crazy immersion to the battlefield with the wailing engines of dive bombers. Please help. I'll show you my approach, please correct me. Here is the script I am working with. It is the custom combat patrol mod by Basstard420. fn_cpsendreinforcements.sqf The part I am trying to modify is this: if (_vehType in ["air", "autonomous"]) then { _sleep = FALSE; _newPos = [BIS_CP_targetLocationPos, BIS_CP_radius_reinforcements * 3, random 360] call BIS_fnc_relPos; _startingPos = _newPos; if (_vehType == "autonomous" && toLower getText (configFile >> "CfgVehicles" >> _reinfType >> "simulation") == "airplanex") then { _newPos set [2, 300]; _veh flyInHeight 250; } else { _newPos set [2, 75]; }; _veh setPos _newPos; _veh setDir (_veh getDir BIS_CP_targetLocationPos); } else { _veh setDir _dir; }; I have tried adding a Z coordinate to the _newPos Set [x,y,z] and _newPos setPosATL [0,0,2500] but I'm lacking in a deeper understanding of the functions and syntax. Please look over what I have presented and correct my approach.
  15. Allow me to explain. The AO and insertion/ extraction points are generated with script. They aren't placed in the editor by the mission maker. I use this bit of code to start the players off at the blufor base I placed on the map: initPlayerLocal.sqf private _pos = getpos player; waitUntil {!isNil "BIS_CP_initDone"}; player setpos _pos; I am asking if anyone, who is familiar with the combat patrol script and functions, knows of a work around (similar to this one?) that can be applied to the extraction point.