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Posts posted by Nope.X
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@Grumpy Old Man firstly thanks a lot it finally worked! I still have one last question though.
Could you either explain to me how detecting if a unit is close to its waypoint works or create my a script in which I can insert what's supposed to happen when they are a certain distance away?That'd be so awesome!
Cheers
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@Grumpy Old Man I'd like to delete the entire group if at least one unit is within the range because I don't want any stragglers out and about due to Arma's AI.
I have now switched commandMove to move wherever I need to order a group to move.
What part if any would need to be changed in the script you've sent?_delete = [_units,_waypoints] spawn { params ["_units","_waypoints"]; {_x commandMove getMarkerPos (_waypoints#(_units find _x))} forEach _units; while {count _units > 0} do { {deleteVehicle (_units deleteAt (_units find _x))} forEach (_units select {_x distance2D getMarkerPos (_waypoints#(_units find _x)) < 10}); sleep 1; } };
This part checks whether units are close to the waypoint or if they aren't and if they are close deletes the units right?
Cheers!
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On 6/19/2019 at 6:27 PM, Grumpy Old Man said:commandMove will only move individual units, not groups.
For individual units this will do the trick:
_units = [Patrol_Evac_1,Patrol_Evac_2,Patrol_Evac_3]; _waypoints = ["Move_Patrol_Evac_1","Move_Patrol_Evac_2","Move_Patrol_Evac_3"]; _delete = [_units,_waypoints] spawn { params ["_units","_waypoints"]; {_x commandMove getMarkerPos (_waypoints#(_units find _x))} forEach _units; while {count _units > 0} do { {deleteVehicle (_units deleteAt (_units find _x))} forEach (_units select {_x distance2D getMarkerPos (_waypoints#(_units find _x)) < 10}); sleep 1; } };
@Grumpy Old Man Would I just need to add my other units to the _units list? E.g.
_units = [Patrol_Evac_1,Patrol_Evac_2,Patrol_Evac_3,Patrol_Evac_4,Patrol_Evac_5,Patrol_Evac_6,Patrol_Evac_7,Patrol_Evac_8];
If the above works even with more than 3 units, do I then need to individually assign each unit it's own move command or can I just give the group a move command and they'll still get deleted?
Cheers!
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9 minutes ago, sarogahtyp said:forum bug
@sarogahtyp So nothing to worry about right?
26 minutes ago, mrcurry said:I recommend trying the code before making assumptions. AI units operate on the same routines no matter which side they belong to.
Edit: Sorry, disregard the above. I misread your reply.
Incase of groups just use regular waypoints and their activation statements:
Private _wp = Patrolgroup addWaypoint [getMarkerPos "testmarker", 0];
_wp setWaypointType "Move";
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];
P. S. We really need more editing options on mobile.
@mrcurry Do I need to have the private before my variable, because I learned that the "_" is enough to make the variable private?
Also since it seems you know your way around variables, can I change a variable from within another script?I can agree with the need for more editing options on mobile!
Cheers -
@Grumpy Old Man Okay, I should've specified with units I mean groups of enemies so that above wouldn't work right, if so what am I to use instead?
And what do you mean by invisible spaces, these: _?
Cheers
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Hello,
So I have a small problem (hopefully). As the title states, I want to delete a group of units when they've reached their waypoint the problem is that I don't know how to detect whether or not they've reached their waypoint and how to delete the units when the script detected them reaching the waypoint.
Here's the code I used to create the move order:
Patrol_Evac_1 commandMove (getMarkerPos "Move_Patrol_Evac_1"); Patrol_Evac_2 commandMove (getMarkerPos "Move_Patrol_Evac_2"); Patrol_Evac_3 commandMove (getMarkerPos "Move_Patrol_Evac_3");
They have as you can see different waypoints so they need to be deleted at different times.
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Sorry for not reading everything that you've sent.
Thanks for the answers and the links to guides.I just have one last question:
Is it possible to have the main script check in my task_1 script whether the task is finished or not, or do I just need to recreate the loop in the task_1 script? -
@Grumpy Old Man
How do I use the killed event handler? Is it in the list of all the commands?Would the following be correct?
while (run) do{ if (!alive bob) then{ hint "Bob is dead"; task_1 setTaskState "Succeeded"; run = false; }; };
Or do I also need to change the brackets around the "run" for curly brackets?
Cheers
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Hello there,
as the title already states my script is missing a semicolon but my 2 friends couldn't figure out where it was missing and neither could I.
The following is the code:run = true; task_1 = player createSimpleTask ["Kill Bob"]; task_1 setSimpleTaskDescription ["Kill Bob that stupid prick","Kill Bob"]; task_1 setSimpleTaskDestination (getPos bob); task_1 setSimpleTaskType "attack"; player setCurrentTask task_1; while (run){ if (alive bob) then{ hint "Bob is dead"; task_1 setTaskState "Succeeded"; run = false; }; };
The error says it missing in the same line in which I start my while loop.
Quick sidenote this script is just something I created to learn to script for missions.I also have another question because I want to be able to execute this script from my main script how do I do that because I couldn't get execVM to work and how can I check within the main script wether task_1 is finished and then start task_2?
Thanks for your helpCheers,
Nope.X -
Thank you for your help greatly appreciated!
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I seem to have fixed the floating part with rebuilding the task. The script to finish the mission when the Ghost Hawk touches the Aircraft Carrier is still greatly appreciated.
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@HazJ @Gunter Severloh So I don't want to remove anything and since I don't want to know and know anything about scripts I'm forced to use modules. Just to make things clearer in the editor the Icons, as well as the area of the trigger all, are on the flight deck of the aircraft carrier but in the mission itself they all float above the aircraft carrier I looked at that in Zeus so I know that. I also still want the marker to show but on the aircraft carriers flight deck.
I have provided a few more screenshots: https://imgur.com/a/jGNnpmf
It would also help if you would provide a script which detects when the Ghost Hawk touches the aircraft carrier which I can paste into the trigger. But telling me how to fix my bug would be a lot more appreciated.
Edit: Both things above would be awesome!
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I didn't use code I basically completely created the scenario in the eden editor.
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Hello,
So in my mission, I've had this problem for a while now where the missions icon as well as all the other parts regarding that mission so the trigger, the set task state and the create mission all float roughly 100 meters above the aircraft carrier so the players can land the mission in which they need to land the helicopter on the aircraft carrier.
Could the people in this forum please help me with that problem. There are screenshots provided: https://imgur.com/a/3sKuRvp
Thanks in advance.
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Thank you again I'll go ahead and try those listed things.
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@pierremgi The 2 code lines which you send earlier those:
currentweapon player == secondaryWeapon player // player has selected a launcher
or
secondaryWeapon player != " " // player has a launcher
those both had the same error which said: Invalid number in expression. What I actually meant with my first question regarding that topic with the OR part I meant it like this for example:
secondaryWeapon player != " " // player has a launcher OR secondaryWeapon player != " " // player has a launcher
And where do I need to put the variable names?
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Thank you, everyone, for answering especially @pierremgi @davidoss and of course everyone else who helped.
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Just now, pierremgi said:If you added a task in editor, you can add a task state module set to "succeeded", linked to this task and linked to a trigger in which you just have to replace the condition this by:
{secondaryWeapon _x != ""} count allPlayers > 0
You can replace allplayers by [yourPlayer1,yourPlayer2] if you named them as is.
For explosion, you can do something like:
"HelicopterExploBig" createVehicle yourPosition //(position you want, like getpos thisTrigger in a trigger)
I like this one for the debris but you can test:
"Bo_GBU12_LGB"
"M_PG_AT"
"M_AT"
"Sh_155mm_AMOS"
"Sh_82mm_AMOS"
"Cluster_155mm_AMOS"
"SatchelCharge_Remote_Ammo"
"DemoCharge_Remote_Ammo"
"R_TBG32V_F"and probably more with mines.
Okay I'll try that.
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Can be any launcher @pierremgi. Could you send me a version where the task finishes upon a player picking up a launcher with 2 players so it doesn't matter which player picks up which launcher?
Edit: Can I have explosions happen upon a trigger activation?
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@davidoss Thank you. But do you know how I can detect if a vehicle is no longer touching the ground?
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Oh okay so I'll just need to place down launchers instead of crates. Thanks again @davidoss @major-stiffy
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Ai unit is not following prerecorded path
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hello,
So my Ai unit isn't following the path I recorded there really isn't anything more I can tell about this because I don't know what it's caused by. I just have the aircraft damaged but I can fly it fine when recording the path and the recording ends with the aircraft crashing into the ground. I'm using the blackfish as my aircraft with the rotors turned up if anyone knows how to have them turned down at the beginning of the mission that'd be great.
Here's the script:
_movementdata = 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_firingdata = [[0.154,"CMFlareLauncher_Triples"],[0.423,"CMFlareLauncher_Triples"],[0.691,"CMFlareLauncher_Triples"]]; _sequence = [Blackfish_Crash, _movementdata] spawn BIS_fnc_UnitPlay; [Blackfish_Crash, _firingdata] spawn BIS_fnc_UnitPlayFiring; waitUntil {scriptDone _sequence};
I hope somebody here can help me figure this out.
Cheers!