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Coladebote

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About Coladebote

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  1. Coladebote

    ArmA3 Classnames - no discussions

    An excellent work that greatly facilitates the edition. Thank you.
  2. The script fulfills the function that I wanted. It is one of the objectives of my next mission. The convoy must be destroyed with explosive charges. When the explosives specialist accesses the road point where the convoy is to circulate, the trigger is activated with a delay of a certain time, 10 or 15 minutes, as necessary. Explosive charges are installed, taking into account that the length to be covered is 150 meters. When the convoy passes the detonator is activated. Each vehicle has its own name so that when they are destroyed, the activator jumps (! Alive convoy_1;! Alive convoy_2;! Alive convoy_3;! Alive convoy_4;! Alive convoy_5;! Alive convoy_6;). This completes the first objective of the mission. My knowledge is scarce, but if I can clarify something about this particular script, count on it. Have fun.
  3. Hi guys: With this script I have managed to form a convoy of 6 vehicles. if (!isServer) exitWith {}; // CONVOY // _markerstr = createMarker ["convoy_1",[4480.02,14026.1]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_1"; _convoy_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_1; _leader = leader _convoy_1; [_leader,"convoy_1"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_1", _leader, true]; _wp1 = _convoy_1 addWaypoint [getmarkerpos "wp_1A", 1]; _wp1 setWaypointTimeout [12, 12, 12]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_1 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_1 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_2",[4465.62,14018.3]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_2"; _convoy_2 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_2; _leader = leader _convoy_2; [_leader,"convoy_2"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_2", _leader, true]; _wp1 = _convoy_2 addWaypoint [getmarkerpos "wp_1B", 1]; _wp1 setWaypointTimeout [14, 14, 14]; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_2 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_2 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_3",[4453.86,14011.6]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_3"; _convoy_3 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_3; _leader = leader _convoy_3; [_leader,"convoy_3"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_3", _leader, true]; _wp1 = _convoy_3 addWaypoint [getmarkerpos "wp_1C", 1]; _wp1 setWaypointTimeout [16, 16, 16]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_3 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_3 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_4",[4441.19,14004.9]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_4"; _convoy_4 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_4; _leader = leader _convoy_4; [_leader,"convoy_4"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_4", _leader, true]; _wp1 = _convoy_4 addWaypoint [getmarkerpos "wp_1D", 1]; _wp1 setWaypointTimeout [21, 21, 21]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_4 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_4 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_5",[4428.7,13998.4]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_5"; _convoy_5 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_5; _leader = leader _convoy_5; [_leader,"convoy_5"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_5", _leader, true]; _wp1 = _convoy_5 addWaypoint [getmarkerpos "wp_1E", 1]; _wp1 setWaypointTimeout [24 , 24, 24]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_5 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_5 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_6",[4418.13,13992.8]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_6"; _convoy_6 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_6; _leader = leader _convoy_6; [_leader,"convoy_6"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_6", _leader, true]; _wp1 = _convoy_6 addWaypoint [getmarkerpos "wp_1F", 1]; _wp1 setWaypointTimeout [32, 32, 32]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_6 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_6 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; private _myArray = ["_convoy_1", "_convoy_2", "_convoy_3", "_convoy_4", "_convoy_5", "_convoy_6"]; private _myNewArray = _myArray; _myArray set [1, "_convoy_6"]; _myNewArray select 1; Units 1 and 6: armored vehicles. units 2, 3, 4 and 5: ammunition trucks. The convoy is approximately 150 meters long. The script works perfectly. Although it could be debugged using a WP block for all vehicles and reduce the length of the convoy, shortening the distance between vehicles. I have used "forceSpeed" because limitSpeed "does not respond. I pass a link with the image of the convoy underway and another with the demo mission. LINK: PHOTO CONVOY IN TRAINING https://drive.google.com/open?id=1P4Sb3s6H_tMFQismtDGaIzW0IW7BQ7CY LINK: DEMO MISSION (RAR FILE) https://drive.google.com/open?id=1tD3ckxt-7Ekj8PuopLD-qSN9uabmzjwW Clarification: I have made several convoys in the editor, placing the vehicles on the map. But generating the units by script no. I am sure it can be improved. Thanks.
  4. Coladebote

    Armored Disobedient

    I could not wait for tomorrow. With the corrections indicated, it seems functional well. The little script would look like this: ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["ARMORED_1",[4570.69,21463.7]]; _markerstr setMarkerShape "ICON"; _height = -3.05176e-005; _pos = getMarkerPos "ARMORED_1"; _ARMORED_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Tracked_02_cannon_F"],[],[],[],[],[],75] call BIS_fnc_spawnGroup; {_x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x disableAI "PATH"; _x setBehaviour "STEALTH"; _x setCombatMode "RED"} forEach units _ARMORED_1; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Thanks
  5. Coladebote

    Armored Disobedient

    There is an error here: forEach units ARMORED_1; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["ARMORED_1",[4570.69,21463.7]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "ARMORED_1"; _ARMORED_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Tracked_02_cannon_F"],[],[],[],[],[],75] call BIS_fnc_spawnGroup; { group _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x forceSpeed 0; _x setBehaviour "STEALTH"; _x setCombatMode "RED"} forEach units _ARMORED_1; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// With this script, the armored vehicle starts the engine, tries to move, but cannot. Tomorrow I will take a look at those suggestions. Bedtime. Thank you.
  6. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["ARMORED_1",[4570.69,21463.7]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "ARMORED_1"; _ARMORED_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Tracked_02_cannon_F"],[],[],[],[],[],75] call BIS_fnc_spawnGroup; { group _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x forceSpeed 0; _x setBehaviour "STEALTH"; _x setCombatMode "RED"} forEach units ARMORED_1; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Hi guys: With this little script I generate an armored car in one position. The vehicle must remain at that point, defending it. It should not move (_x forceSpeed 0). But as soon as the hostilities begin, he leaves the point and goes to look for enemies. Something very ridiculous because it bumps into everything. I am doing something wrong? Surely yes. A little help please. Thanks.
  7. Coladebote

    Realistic weapons addons

    ACE advanced ballistics is very realistic. I know this addon perfectly.
  8. Coladebote

    Realistic weapons addons

    I'm obviously looking for something more realistic.
  9. Hi guys: I have been handling the game's most popular addons for a long time, CUP, RHS, SMA, KA, however, I don't think they are very realistic: I mean the weight of weapons, range, recoil, dispersion, impact, types of ammunition Is there any addon that is closer to reality? Many editors and players greatly appreciate the appearance of each weapon, its modeling and termination. This is important, but the rifle's behavior I think is much more.
  10. Coladebote

    Black dots on the map

    I downloaded your demo this morning and I have been testing it for five minutes, but I am not able to see a clear utility for what I am doing. It may be my fault, due to ignorance, more than anything else. Because it is something very schematic. I have also tried the "Enemy Occupation System" script. The CTI that I am doing in Altis I put it in layers and then I incorporate them by merging the maps. Each theme on a map and then the different files are merged into one. It is similar to the photoshop or Illustrator layer system I pass you the link of one of the layers that I have already finished. There are 50 "IEDs" on the roads of Altis. Link: https://drive.google.com/open?id=18Gkw6dpC4J3agRubddXgBWmBZFCx2Wlz Keep in mind that if a squad has to take a position, at 1,500 meters away the AI has to be seen, especially in the watchtowers.
  11. Coladebote

    Black dots on the map

    I stopped using the Show / Hide module when AI was not generated in a very epic mission of World War II. It was such a disappointing experience, that I decided to do everything by scripts. All units and objects: vehicles, barricades ... I place them on the map by ecript associated with a trigger. It's a lot more work, but it works great and, of course, it's very accurate.
  12. Coladebote

    Black dots on the map

    Tonight I will test it. thanks. The black dots appear in the mission that I published in my previous thread. Link mission: «Rescue in GeorgeTown» https://drive.google.com/open?id=1HXg8WTJ74CVr3MmWjzwgKA_1Lj5hAJN3
  13. Coladebote

    Black dots on the map

    I have started using scripts so that missions have better performance on the server. I have built a CTI in the 35 villages of Altis that I am now expanding. In principle, I tried the "show / hide" module, but the server performance drops a lot. The machine has to use a part of its resources to hide everything it should not show on the map. It works very well with scripts, but for me it is a new and complicated world. That is why I value the help of the forum. thanks for everything.
  14. Coladebote

    Black dots on the map

    Your contribution has been very helpful. Obviously I am starting with scripts and anything is a huge obstacle. But little by little I will overcome it. The help of this forum is very important to me. Thanks.
  15. Coladebote

    Black dots on the map

    Hi, wogz187: With your little explanation, I think it's clear what the problem is. https://community.bistudio.com/wiki/cfgMarkers (41. Dot / "hd_dot") This is the little script I use: ////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["SCRAP_A1",[5870.24,11006.8]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _vehicle = createVehicle ["Land_Wreck_Ural_F", (getMarkerPos "SCRAP_A1"),[],0,"NONE"]; _dir = 90; _vehicle setDir _dir; //////////////////////////////////////////////////////////////////////////////////////////////
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