wildbill2016
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Posts posted by wildbill2016
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So in the initialization script I defined a unit group like this
townenemy = ["wp1_enemy1","wp1_enemy2","wp1_enemy3","wp1_enemy4","wp1_enemy5","wp1_enemy6"];
and I want to use a trigger to disable their AI, when the player lefts the trigger.
so I use the for each loop and the magic variable. But it always pops up a generic error..
{ _x disableAI "TARGET"; } forEach _townenemy; { _x disableAI "TARGET"; } forEach townenemy; { _x disableAI "TARGET"; } forEach units townenemy; { _x disableAI "TARGET"; } forEach units _townenemy;
None of the above works..
Is that I missed something?
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Looks like I forgot the
null= .....
...Can I find an updated wiki page to this..
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In one of my trigger's "onActivation",
I use
exec "endcine.sqf";
and in this sqf file is like this
Sleep 1; bomb = "Bo_GBU12_LGB" createVehicle (getPos dem1); Sleep 2; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget1); Sleepleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget2); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget3); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget4); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget5);
this sleep causes generic error..
From all the googled results I only find it is caused by the unscheduled environment.
I have found a similar case here
It said as long as I put this
[] spawn { Sleep 1; bomb = "Bo_GBU12_LGB" createVehicle (getPos dem1); Sleep 2; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget1); Sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget2); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget3); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget4); sleep 1.5; bomb = "Bo_GBU12_LGB" createVehicle (getPos ramptarget5); };
In to the trigger's onActivate, it will be Ok,
But I got a "Type Script, expect nothing " error..
So how can I add some delay between this explosions?
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9 minutes ago, Grumpy Old Man said:The command still works.
The rotating back to init position of the turret is most likely an indicator of the arty gun being outside of the firing arc.
Make sure the arty gun is a fair distance to its target, >10km is usually advisable.
Cheers
Hi Grumpy,
Thanks for the info. So, the default firing range setting for my game for the M5 is 1000m-1300m (currently the distance between the M5 and the target is 1400), I think that also applies to AI players? But should the AI automatically set the range mode?
I'm currently using an alternate script.
I'll verified it after the first playable version is made.
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https://gyazo.com/9b5ad00a9f21fcbf0d4bd9dfd9929bcd
RT. After the Tank DLC update,
unit commandArtilleryFire [[8016, 9750, 30], "12Rnd_230mm_rockets", 2];
does not make the M5 fire on the fixed point.
Also,
guySupport commandSuppressiveFire [8016, 9710, 30]; guySupport doArtilleryFire [[8016, 9710, 30], "12Rnd_230mm_rockets", 10];
don't work.
The doArtileryFire only makes the turret rotate about 10 degrees and then it rotate back to the zero position.
Simple question....Have a generic error in ForEach loop
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hi guys, thanks again (And thanks for the additional info about the loop nesting).
It's the double quotation marks....
And I define the group of townunits in another .sqf file.
Maybe global variables should be defined in certain script like init.?
When I define the array of units in another custom script and tried to access the array from another script, there is an undefined variable error.
It is removed after I copy and paste the array definition to the disable AI execution script..