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About Vanished00One

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  1. Vanished00One

    Eden Defense Module

    Yeah, too right. It seems all information is woefully outdated. It can't be too difficult to update their sample missions on steam, or put out some videos regarding each module. You can't give people a powerful tool like Eden then not provide any information about important functions. I would say its just as bad with modded modules. Some modders give great explanations about their added modules, but with others there's none at all.
  2. Vanished00One

    Eden Defense Module

    Is there any current video tutorials or wiki entries for the defense module? Everything I have found is about 3-4 years old. If anyone has a set up for this I would appreciate it. Nothing seems to work correctly with this module and all information about it seems completely outdated.
  3. Its working, VR supply vehicles are deleting themselves. There are two issues I've found. _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; // optional remove the _crateCode line if you don't want an arsenal Removing this optional line for arsenal also requires removal of _crate call _crateCode; Or you receive an error message Last issue is both crate and vehicle drops are deploying a vehicle. I have found a work around for this by simply adding another virtual supply drop set only with defaults of the module and it works.
  4. I have a simple test mission set up so I can test MP and SP situation. Unfortunately it seems the new script is not dropping anything. Neither the supply ammo drop or vehicle drop deploy anything. Both vehicles are also landing at the last waypoint and not being deleted. Suppy drop Virtual module set up Player set up. Im using the BIS_fnc_addSupportLink for multiplayer/server This is my basic set up just for testing purposes This is my basic set up just for testing purposes no mods enabled It does seem to work on and off. Odd behavior at times then works perfectly. I don't think there is anything wrong with the script just Arma being Arma.
  5. I found this script on BIS forums. It works beautifully until the vehicle, in this case a V44 Blackfish, has dropped its vehicle. It circles the drop off point. It drops the vehicle but does not return to the original spawn point of the Virtual support module and despawn. No scripting experience sorry to say. However this is exactly what I need so if someone has a fix it would be appreciated. _veh = _this; if !(_veh isKindOf "uns_ach47_m200") exitWith {}; // choose the helicopter class you want for car drop, the other ones will drop crates. _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', 'uns_xm706e2', this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crateType = _this select 3; _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; _crate call _crateCode; _crate attachTo [_chute, [0, 0, 0]]; waitUntil {position _crate select 2 < 0.5 || isNull _chute}; detach _crate; _chute setVelocity [0,5,0]; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _veh land "none";
  6. Have this working in my mission. Only problem is, after dropping the vehicle (which btw is awesome, thanks for the script) The Heli just stays there. Using the virtual module so I expected it to return to the module location and disappear but it just hangs around. When using the "B_T_VTOL_01_armed_F" it circles the waypoint of the supply drop without returning to the modules position.