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flyer_ofp.info

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  1. flyer_ofp.info

    Vehicle stuck after troops get in

    I am still not completly sure what happened, but it seems that the "doStop" in the "_wpt1 setWaypointStatements" was an issue. After I have removed it from there, it worked better... Maybe the waypoint on the map interfered with the indices of the waypoints so that the third waypoints statement was evaluated multiple times (but I do not understand why, because it was the last waypoint of grp in that example). However, I needed the doStop somewhere else, and so I set a local variable = true in the "_wpt1 setWaypointStatements" (and initialized it false on top of the second script). And I used a waitUntil with this local variable before executing doStop... it did not work, the convoy moved (despite other commands after the waitUntil were clearly executed...). Instead, once I have called the third script (which has no doStop at all), the leader of the convoy has stopped sometimes at the intermediate waypoint... I have still no clue what is going on. I will try to replace all doStop with disableAI "PATH" and the doFollow with enableAI "PATH"...
  2. Hello all, I am trying to create a convoy, which stops, unloads a group, the group performs a task, returns, get back into the vehicle and the convoy continues to move. To do this I have two groups: cov1 is a Strider and AFV-4 (the AFV-4 is named t1) grp are eight soldiers Placed one MOVE waypoint for cov1 in the editor on the other side of map Added three triggers with radio calls to execute three scripts Two global variables wp_ind_grp, wp_ind_cov1 which I use to control the indices of the waypoints (both initialized as 0) First radio call: Pick-up script to load grp into t1: wp_ind_grp = wp_ind_grp+1; wp_ind_cov1 = wp_ind_cov1+1; {_x assignAsCargo t1} foreach (units grp); _wp = grp addWaypoint [getPosASL player, -1,wp_ind_grp]; _wp setWaypointType "GETIN"; _wpt1 = cov1 addWaypoint [getPosASL player, -1,wp_ind_cov1]; _wpt1 setWaypointType "LOAD"; [cov1, wp_ind_cov1] synchronizeWaypoint [[grp, wp_ind_grp]]; This works, and cov1 continues to move towards the waypoint placed in the editor. Second radio call: divert cov1 to a position, stop there, unload grp, and subsequently grp moves 150m in front of t1. wp_ind_grp = wp_ind_grp+1; wp_ind_cov1 = wp_ind_cov1+1; _wp = grp addWaypoint [getPosASL unload1, -1,wp_ind_grp]; _wp setWaypointType "GETOUT"; _wpt1 = cov1 addWaypoint [getPosASL unload1, -1,wp_ind_cov1]; _wpt1 setWaypointType "TR UNLOAD"; [cov1, wp_ind_cov1] synchronizeWaypoint [[grp, wp_ind_grp]]; wp_ind_grp = wp_ind_grp+1; _wpt1 setWaypointStatements ["true", "doStop (units cov1); { unassignVehicle _x } forEach units grp; _wp1 = grp addWaypoint [t1 modelToWorldWorld [0,150,0],-1,wp_ind_grp];"]; This works as well as intended. Third radio call: get grp back into t1, add a new waypoint for cov1 and subsequently cov1 follows again the one placed in the editor. wp_ind_grp = wp_ind_grp+1; wp_ind_cov1 = wp_ind_cov1+1; (units cov1) doFollow (leader cov1); {_x assignAsCargo t1} foreach (units grp); _wp = grp addWaypoint [getPosASL t1, -1,wp_ind_grp]; _wp setWaypointType "GETIN"; _wpt1 = cov1 addWaypoint [getPosASL t1, -1,wp_ind_cov1]; _wpt1 setWaypointType "LOAD"; [cov1, wp_ind_cov1] synchronizeWaypoint [[grp, wp_ind_grp]]; wp_ind_cov1 = wp_ind_cov1+1; _wpt2 = cov1 addWaypoint [getPosASL stop1, -1,wp_ind_cov1]; _wpt2 setWaypointType "MOVE"; And now something is off. The strider and the AFV-4 are moving (=doFollow deactived doStop as intended), the AFV-4 (t1) is picking up grp, but once everybody in grp boarded t1, only the Strider (leader of cov1) continues to the new waypoint, while the AFV-4 (t1) is stuck. Oddly, it worked when I have ONLY the AFV-4 in cov1 and no other vehicles. Any idea what is happening?
  3. flyer_ofp.info

    Check if UAV gunner sees infantry

    Can be deleted
  4. flyer_ofp.info

    Check if UAV gunner sees infantry

    can be deleted
  5. Hi, I am looking for a possibility to check if infantry units hidden on the map can be seen by the player acting as gunner in a UAV. The script which was mentioned in the following thread seems not to work: I have only changed the side to east and renamed the uav to uav1. Furthermore I have added player reveal [_x,4]; after the pushback command. ------ edit: The code works. The error was incompetence. Best regards, Flyer
  6. flyer_ofp.info

    doArtilleryFire with MK 45 Hammer

    Thank you for your reply. I have deleted the trigger and pasted your code. After it did not work, I typed it manually and checked every single character... nope. Unfortunately this did not solve the problem. ...I continued to experiment: maybe the invisible helipad was the problem... So I made my player character the target. --> Boooom. I replaced the helipad with a greenback... no boom 😞 I have somewhere picked up, that the MK45 has only a range of 2km ( https://forums.bohemia.net/forums/topic/217550-mk-45-hammer-as-ngs-needs-the-artillery-computer/?do=findComment&comment=3299459 ). So I created two civilians (to avoid gun fire) within 2km of the artillery and made them a target. --> Boooom. It seems that the range of the MK45 is limited to 2km... Thus not very suitable for on-shore bombardment. I might use some other artillery units hidden on the map.
  7. Hi everybody, I have a small question. Actually it should be easy and straightforward, but it does not work for me... I want that a MK45 Hammer named art1 fires on an invisible helicopter pad named artar1. To do this, I use a trigger (radio activated) and put this into the On Activation box. Instead of getPosATL, I have used position previously. No matter what I do, no shots are going out (distance to target is 2200m if this is a limitation for the gun) art1 doArtilleryFire [(getPosATL artar1),"magazine_ShipCannon_120mm_HE_shells_x32",10]; According to this post below, it should not be a problem. There must be a stupid mistake, but I do not find it... I have also experimented with doFire and fireAtTarget but neither worked for me.
  8. flyer_ofp.info

    Arma 3 Apex: Old Man Feedback

    I restarted the Old Man scenario from scratch without any other mods activated.
  9. flyer_ofp.info

    Arma 3 Apex: Old Man Feedback

    That is clear and I had no problems loading with the mods. However I wanted to find out if the activated mods are somehow connected to the bug which Kreu and I experienced (see Spoiler Box for the non-working "delivery"). Maybe this bug only appears with certain mods activated? Need to restart without any mods.
  10. flyer_ofp.info

    Arma 3 Apex: Old Man Feedback

    Coming back to this point: @Kreu did you had any mods activated? I noticed that I forgot to switch them off (CBA, RHS and CUP)... If I deactivate them now, Old Man cannot load.
  11. flyer_ofp.info

    Arma 3 Apex: Old Man Feedback

    General feedback and findings: That's all for now folks. As I cannot finish another task (see dedicated post above), I'll stop testing/playing for now and carry on when it has been fixed. (I do not have the time to start over again with the hope that it will work next time). Despite the flaws, I'm really happy about the Old Man Scenario 🙂
  12. flyer_ofp.info

    Arma 3 Apex: Old Man Feedback

    I have the very same problem:
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