Jump to content

Cockheaven

Member
  • Content Count

    78
  • Joined

  • Last visited

  • Medals

Everything posted by Cockheaven

  1. Hi guys, Ive been trying to get a few bar gates to open automatically when a vehicle enters a trigger area. I am trying to get the trigger to fire when ANY vehicle (land vehicle) is inside the area. I know I can do this by naming each vehicle but I would rather have a general solution that works for any vehicle that is occupied by a side AI and or Players alike. I have tried typeof and Iskindof but I think my syntax is wrong in each case. Thanks!
  2. Cockheaven

    Large Static Models

    Hello. I've just begun to make some assets for arma with the aim at starting simple (or what I assume to be simple). Thus far I have created a model of a medical ship, I have been able to import the model into game as either a boat with buoyancy and as a static object. For the scope of the object I prefer a static object, the intent is a platform similar to the carrier that the IDAP/UN faction can deploy from, again the intent is a simple model no doors maybe ladders in the future. At this point I have the ship in game and it is place able and I receive no errors. However when I attempt to land on the ship (helicopter) I clip through it and when I place a unit on the ship and run around at a certain distance I fall through it. I have Geometry LOD, Roadway LOD and regular (resolution?) LODs, I have not applied any texturing or mapping as the first step (in my head) is to get the shapes working. I remember reading something on object size limits and I'm pretty sure that's the problem. The object is nearly the size of USS Freedom, I guess I need to break it into smaller models and stitch them together, can anybody point me in the right direction for doing so? Thanks!
  3. Cockheaven

    Large Static Models

    Update pics. https://imgur.com/a/ibsyjMA Beautiful textureless geometry. A few problems to note, most of my Geo LODs are simple boxes but some of them are allowing clipping (they all contain components with mass and ive checked the normal) not sure what to look for to resolve that. Also the last picture shows how vehicles interact with horizontal surfaces of the model, the "lean" and eventually roll over while hovering above the surface. Anyway mistakes were made, lessons were learned, and I'm beating my head against a rock called progress. Big thanks to @TeTeT, @HorribleGoat and @HazJ for their help!
  4. Hi guys, I'm trying to get a sector control module to execute a script when control of the sector changes. I want the script to grab that sectors name and append Flag to the end of it, then change the texture of a pre placed flag with that name to the appropriate side's flag. Here's what I have right now _MyFlag = format [_this,"flag"]; if (_this select 1 isEqualTo west) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_NATO"; }; if (_this select 1 isEqualTo east) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_CSAT_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_CSAT"; }; I'm not sure how to do the concatenation between the flag and the sector name as I don't know if the sector control module passes that info, it says it passes <module>,<ownerSide> and <previousOwnerSide> I'm trying to avoid making a script for each flag/sector, also still struggling a little with the syntax.
  5. Cockheaven

    Sector Control execVM

    Thanks @Larrow, what a simple solution!
  6. Cockheaven

    Mk45 (Drone Ai) Ignore enemy

    That worked perfectly @Grumpy Old Man Thanks!
  7. Hi guys, I have a MP mission that has a capture zone on the USS Liberty and when the capture zone flips the commander of the side that owns the zone gains access to the Mk45 that is placed on the bow of the ship. My problem is that the Mk45 only exists for Blufor and as a result whenever an Opfor unit comes within range the Mk45 lets loose regardless of which faction has access to the artillery support. I would like the Mk45 to ignore everyone but the support requester, I played around with using the virtual artillery but it doesn't give the persistence that I'm after and it likes to spawn an Mk45 in the water and just overall looks bad. I've tried a few different disableAI in the units init, not sure what to try next. It seems that the Ai for drones or terminal accessed units is unique and I'm not finding much on how to control them.
  8. Cockheaven

    Mk45 (Drone Ai) Ignore enemy

    I'll give it a try, although the article states "Creates crew to given empty vehicle. Crew members are default crew defined in config. Crew side will also correspond to vehicle's faction. ". when I look at the config its all defined as Blufor units "crew = B_UAV_AI" . Let you know if it works. Is there something I could do with I_UAV_AI?
  9. Cockheaven

    Large Static Models

    Thanks TeTeT, I use sublime(Poseidon I think) and I have PBO maker which can PBO, what I'm asking is for the directory, I will keep poking around... or are you saying its the jdg_carrier.pbo in the Jets addons folder? Thanks again! Nvm found it!
  10. Cockheaven

    Large Static Models

    Okay cool, where do I find these? I'm looking in the samples folder and my install folder but no dice...
  11. I've been building a mission for the better part of a week now and I have everything working the way I want it, triggers are firing spawning AI, scripts are executing blowing players up its quite lovely. However with everything kicking off and running well (or at least running) I cannot get my spawn system to work properly, mission specifics in spoilers. My description.ext My init Some example scripts Any help is greatly appreciated, I'm kind of swimming in it right now and I haven't a clue what to try next... This mission is running on a dedicated server.
  12. from description.ext respawn = "BASE"; respawnDelay = 1; respawnDialog = 0; enableDebugConsole = 1; allowFunctionsLog = 0;
  13. Okay, @HazJ I setup the server to run a vanilla mission, and uploaded the vanilla version of my mission, then I started the mission spawned in checked a few scripts and teleporters (they worked) then I aborted and rejoined and this happened @pierremgiI will disable respawn on start, aswell as rebuild the scenario as that is the last thing I have not done. Thank you both for the help!
  14. I'll give that a shot. Here I was thinking that I had already done that, I had "vaniallaized" the mission but I never striped the server launch parameters of mods. Your mission did work however, mods loaded and vanilla.
  15. So, I have a lot of objects that have some stuff in their init like Is this my problem?
  16. where do I put this code?
  17. Yah its the Eden BIS respawn module. It happens with just mission.sqm being in the folder, nothing else not even textures.
  18. Okay so I load the mission on the server and take a slot from the lobby and launch the map. I load into the map and select a spawn location and spawn in. I throw a smoke grenade to allow stuff to load and give some idle time. I hit "esc" and respawn, selecting the same original spawn location and see my smoke grenade going off. I hit "esc" > "Abort" and I am back in the lobby. I select another role (Or the same role) and I begin to load the mission. I get stuck hearing waves and a seagull while staring at a full load bar and some interesting facts about Malden.
  19. Thanks for the reply @HazJ. I applied the things you said and still no luck. I also made a vanilla version of the map and the issue still exists, you can download it here https://drive.google.com/file/d/16XGy6VvlzxnWlVwrDX3PZ3706Zf2Urea/view?usp=sharing I've gone through deleting every script so that only the mission.sqm exists and the issue still persisted, then I went through each area of the map deleting assets and got to the point where all I had was the players and a respawn module and the issue still existed. This is running on a dedicated host.
  20. Thanks @pierremgi, eagerly awaiting your findings!
  21. Thanks for the reply, as for this If statement I just saw it in another forum and it fixed what looked like a similar issue so I threw it in. I'll upload the mission folder. Re: "JIP is not working", When I launch the mission on my server every player who starts in the lobby in a playable slot when the mission is launched is able to load in and play, however when the mission is in progress players get stuck at a loading screen, they can hear in game sounds but do not pass this load screen. Here is the mission folder https://drive.google.com/file/d/1aM1Akijw4xTDRQMqRg8CIfb4Mybkp6Y1/view?usp=sharing
  22. Update I copied the mission folder and renamed it, deleted all scripts in the folder and ran the mission on the server. JIP still not working so I believe I have narrowed it down to an asset on the map. Is there something specific I should look for? Thanks!
  23. Okay, so I fixed the respawning its working fine now with a selectable respawn location. JIP is still not working though =(
  24. Hi guys, I'm building a sort of training map that's getting to be quite ambitious the overall objective being to allow for multiplayer training of equipment and tactics in arma. I have a lot of equipment down and have been creating scenarios etc... for each type of equipment to instruct players how to respond to the specific scenarios. I have a few transport helicopters (little birds) placed in an area with a trigger encapsulating them (10m height) the condition of the trigger being "This" and this code in the upon deactivation field This all works great however I am running this on a dedicated server and it seems only the pilot has control of weather or not the specific vehicle component is damaged, I would like if the copilot could control this so as to have an instructor in the copilot seat randomly disabling components at inconvenient times.
  25. Cockheaven

    MP-Training Rotor Failure

    Thank you Stanhope that worked perfectly your amazing. I am also having a problem with JIP on this map its broken, I have a few scripts that execute and spawn ai aswell as 3 spawn locations for blufor and a few vehicles with some lite code in their init. How can I go about troubleshooting my JIP problem... Thanks again!
×