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RS30002

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Everything posted by RS30002

  1. Yaay it works! 🤗 Thank you!
  2. Ya, it works. Many thanks! 🍻
  3. Hi all, have a problem, attached a civilian speedboat inside the trawler to make it move, but the targeting is very inconsistent. Most of the times i cant pick it on radar or IR, there's a few times i can on IR but only from angles and its all so random. Any suggestions how to tackle this? Thanks in advance for any insights. 🍻
  4. Well, i managed to attach a howitzer to the deck and when it gets destroyed the hidden boat's damage is set to 1. It's not perfect but it works. On the plus side, the howitzer is live with a commander inside and provides some pitiful AA defense with the commander turret lmao. Does anyone know how to make these two things work together? If i put the snippet that moves the marker above the end snippet the end doesnt work, if i switch it around the marker doesnt move 😪
  5. Has anyone managed to get it to work? Nothing i do from the readme works.... 😐
  6. A simple no frills random-ish mission generator geared towards the flying enthusiast. SP, no respawn, if you get shot down, it's an evade capture mission. (don't worry, you have 2 medpacks 🤙) You can call in CSAR to come and get you and spawn new planes at home base tho. There's a car in the center of every town/village for running. Will maybe look into integrating some dynamic car spawner in the future. https://steamcommunity.com/sharedfiles/filedetails/?id=2823557304 Credits: RickOShay for repair scripts and general patience with letting me be a nuissance on DM's ZAG/Larrow for generator code Rydigier/GunterSeverloh for CSAR/CAS scripts NationalDenbt for the original drone loitering code SoldierXXXX for the perfected drone code, basically rewrote it for me (many thanks!) GOM for aircraft services scripts Tonic for garage scripts Devas for autopilot scripts to the ppl on BI forums answering my beginner questions 😄 DISCLAIMERS: -am noob, there will probably be some errors -if your bitcoin wallet gets hacked, not my fault
  7. Damn man, i will try it later on, but no matter how it turns out, thank you for your time and effort. 🍻 You've literally taken it out of the shackles it was created with and now there's options! Anyhow, am making a pilot mission generator (it started as a project mainly for myself, but there's some really cool stuff in it by now, so i was thinking of releasing it.), this will be one of the missions (find enemy concentration, direct drones)...and as a token of gratitude if you have DM's open ill send it a bit ahead when it's done (a few tasks more to do, to make it 15), if not, just get it off Steam if you want (i will make a post on the forums too). Many thanks again! 😀
  8. hint "Click on the map to select loiter area."; openMap true; target_zone = false; onMapSingleClick "_this move _pos; target_zone = true; onMapSingleClick ''; true"; waitUntil {target_zone}; openMap false; i want the drone (labeled above as _this) to move to target_zone. Everything from the snippet happens, map opens, when you click it closes etc, but it doesnt pass map click as _pos or for some other reason the drone doesnt move.
  9. Have just one more question 😛 is there an easy way to spread the spawn among 3 locations? or alternatively making them retarget if original target is down already? cuz what happens now is the majority out of a group of 15 go for the first APC that is physically the closest and ignore most of everything else that's behind it. I can probably devise a workaround with positioning and maybe spawning some satchel in betweent he targets that'll go off, but if there's an easy way to do it through your script i think it would be best. (but only if easy, i hate to badger you further lol)
  10. Had time to play around with it today. A wonderful solution good Sir! 👍 Pretty much exactly what i wanted. Many thanks! 🍻 (Sorted out the marker by making it invisible at start and making it visible once clicked.)
  11. Havent been able to test yet, but thank you nevertheless. I need to move them with onmapsingleclick tho.....the marker is prepositioned by the script author, for the sakes of replayability i planned to spawn the actual target group with findsafepos, give task to player to find them and while he is searching, drones would be slowly spawning in, when player finds the targets, click on map, drones move...... next "step" i planned to create a marker at that click for purposes of feedback to the player so he's aware of whats happening. Am very sorry if this reads like moving the goalposts, should have been more clear from the start. #edit: ugh...didnt read it well, early morning lol, does this line _allUAVs onMapSingleClick "'eastDroneMarker' setMarkerPos _pos; make it do the move marker thing?
  12. I commented that line out. The 2nd drone knew about target, it was spawned 50 meters behind the first and there were 3 vehicles below its position. Script didn't activate, for sure, because i spawned 2 uav's in one instance of a script that was written for 1 uav. ugh....i guess the only way seems to be a partial rewrite and naming them then? and writing 20 scripts? zzzzzzz Is it possible to trick the script? They are programmed to go to the marker yes. It's a prepositioned marker, placed by the script author. But is it possible to create that marker where you want it (onmapsingleclick) and just name it whatever it's named in the script? In effect, making it so that the drone code isn't even touched and avoiding all of _this (jk), just the marker to which they react gets manipulated.
  13. ooof, looks like jackpot. tested it just with one tho...need a few #edit: only the second one attacks 😕 probably because it is the last _this referenced and everything else referencing _this in the script goes to it and not both drones (tested with 2, they do move to _pos, so theres that) idk, maybe ill have to name them all ... if i do _allUAVs = allUnitsUAV; _allUAVs = _allUAVs select {side _x == west AND canMove _x}; _allUAVs onMapSingleClick "{_x move _pos} forEach _this; target_zone = true; onMapSingleClick ''; true"; after the spawning of the named drones...can i replace _this with _allUAVs in the main body of the script?
  14. Alternatively, can i create a marker with onmapclick? the script has inbuilt function that the drone goes to the marker anyway. Somehow he got around multiple _this because he says he had 100, each one with the code thats in the drone init (full of _this zzzzz) call{this spawn { _this addEventHandler ["killed", { params ["_this"]; private _bomb = (typeOf bombWest) createVehicle position _this; _bomb setDamage 1; }]; while {!(triggerActivated westDroneTrigger)} do {sleep 1;}; _this setBehaviour "CARELESS"; _this flyInHeight random[20,60,100]; _this setSkill 1; [group _this, (getMarkerPos "westDroneMarker"), (((getMarkerSize "westDroneMarker") call BIS_fnc_arithmeticMean)/2)] call BIS_fnc_taskPatrol; while {isNull(_this findNearestEnemy _this)} do {sleep 1;}; private _target = _this findNearestEnemy _this; _this setSpeedMode "FULL"; for "_i" from count waypoints (group _this) - 1 to 0 step -1 do { deleteWaypoint [(group _this), _i]; }; private _cutDistance = 0; while {(_this distance2D _target > _cutDistance) && (_this distance2D _target > 30)} do { _this DoMove (position _target); sleep 0.2; _temp = (2*9.81*(((getPosASL _this)select 2)-((getPosASL _target)select 2))); _temp = sqrt _temp; _cutDistance = (((speed _this)*0.278)*_temp*0.102); }; _this deleteVehicleCrew driver _this; }; }
  15. This means the second one will have to be marked as _veh2, the one after _veh3 etc etc right?
  16. Hi..through radio menu nul = execVM "1234.sqf" so i got it to work if i name the drone....but the thing is i want 20-30 drones and is there no better way than to name them all? and the script itself (drone swarm composition off steam) is full of references to _this throughout the whole script and idk how that'll behave when there's dozens. (i am spawning them btw and i dont want them to go to a predefined marker as is with the composition but i want to signal where they go with map click.
  17. Hi, this looks like i have to name it "Drone"? I don't want to name it...is there another way maybe?
  18. So...have this script that id like to "featurify" //nul = execVM "scripts\Convoy.sqf"; if (isServer) then { _spawn = selectRandom [[8160.49,9756.76,0],[5627.6,11179.5,0],[6192.19,8574.57,0],[5387.58,9308.15,0],[7221.36,10170.5,0],[7235.13,8206.8,0]]; _destinations = selectRandom [[3041.08,6268.01,0],[5724.09,3534.61,0],[7910.19,4112.91,0],[8277.03,6040.78,0],[3688.16,3397.91,0],[1157.59,596.056,0]]; _centerspawn = selectRandom [[5663.42,6979.83,0],[7092.33,6241.3,0],[3650.26,8450.71,0],[4978.65,7449.72,0]]; _truck = selectRandom ["O_T_MRAP_02_hmg_ghex_F","O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F"] createVehicle _spawn; truck = _truck; sleep 0.1; _2ndspawn = (_truck getrelPos [-10, 0]); _truck2 = selectRandom ["O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F"] createVehicle _2ndspawn; truck2 = _truck2; sleep 0.1; truckers1 = creategroup east; "O_T_Soldier_F" createUnit [[1,0,0],truckers1,"trucker1 = this; trucker1 moveindriver truck",0.8,"corporal"]; "O_T_Soldier_F" createUnit [[0,1,0],truckers1,"trucker2 = this; trucker2 moveindriver truck2",0.6,"private"]; if (truck isEqualTo "O_T_MRAP_02_hmg_ghex_F") then { "O_T_Soldier_F" createUnit [[1.5,0,0],truckers1,"trucker5 = this; trucker5 moveingunner truck",0.8,"private"]}; truckers1 setbehaviour "careless"; truckers1 setformation "column"; //_cycle1 = (_spawn getrelPos [0.2, 0]); _wp = truckers1 addWaypoint [_destinations, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp1 = truckers1 addWaypoint [_spawn, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp2 = truckers1 addWaypoint [_spawn, 0]; _wp2 setWaypointType "CYCLE"; _wp2 setWaypointSpeed "LIMITED"; _truck3 = selectRandom ["O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F","O_T_MRAP_02_hmg_ghex_F"] createVehicle _destinations; truck3 = _truck3; sleep 0.1; _4thspawn = (_truck3 getrelPos [-10, 0]); _truck4 = selectRandom ["O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F"] createVehicle _4thspawn; truck4 = _truck4; sleep 0.1; truckers2 = creategroup east; "O_T_Soldier_F" createUnit [[1,0,0],truckers2,"trucker3 = this; trucker3 moveindriver truck3",0.8,"corporal"]; "O_T_Soldier_F" createUnit [[0,1,0],truckers2,"trucker4 = this; trucker4 moveindriver truck4",0.6,"private"]; if (truck3 isEqualTo "O_T_MRAP_02_hmg_ghex_F") then { "O_T_Soldier_F" createUnit [[1.5,0,0],truckers2,"trucker6 = this; trucker6 moveingunner truck3",0.8,"private"]}; truckers2 setbehaviour "careless"; truckers2 setformation "column"; //_cycle2 = (_destinations getrelPos [0.2, 0]); _wp3 = truckers2 addWaypoint [_spawn, 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "LIMITED"; _wp4 = truckers2 addWaypoint [_destinations, 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "LIMITED"; _wp5 = truckers2 addWaypoint [_destinations, 0]; _wp5 setWaypointType "CYCLE"; _wp5 setWaypointSpeed "LIMITED"; _truck5 = selectRandom ["O_T_MRAP_02_hmg_ghex_F","O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F"] createVehicle _centerspawn; truck5 = _truck5; sleep 0.1; _6thspawn = (_truck5 getrelPos [-10, 0]); _truck6 = selectRandom ["O_T_Truck_03_covered_ghex_F","O_T_Truck_02_Box_F","O_T_Truck_02_F","O_T_Truck_03_transport_ghex_F"] createVehicle _6thspawn; truck6 = _truck6; sleep 0.1; truckers3 = creategroup east; "O_T_Soldier_F" createUnit [[1,0,0],truckers3,"trucker7 = this; trucker7 moveindriver truck5",0.8,"corporal"]; "O_T_Soldier_F" createUnit [[0,1,0],truckers3,"trucker8 = this; trucker8 moveindriver truck6",0.6,"private"]; if (truck5 isEqualTo "O_T_MRAP_02_hmg_ghex_F") then { "O_T_Soldier_F" createUnit [[1.5,0,0],truckers3,"trucker9 = this; trucker9 moveingunner truck5",0.8,"private"]}; truckers3 setbehaviour "careless"; truckers3 setformation "column"; if (player side == east) then {player moveincargo truck}; _wp6 = truckers3 addWaypoint [_spawn, 0]; _wp6 setWaypointType "MOVE"; _wp6 setWaypointSpeed "LIMITED"; _wp7 = truckers3 addWaypoint [_destinations, 0]; _wp7 setWaypointType "MOVE"; _wp7 setWaypointSpeed "LIMITED"; _wp8 = truckers3 addWaypoint [_centerspawn, 0]; _wp8 setWaypointType "CYCLE"; _wp8 setWaypointSpeed "LIMITED"; 0 = [] spawn { [west,["taskConvoyRandom"],["Prevent the PLA from resupplying the occupation force and reinforcing their positions.","Destroy the cargo trucks traversing the island.",""], getPosATL pole ,1,2,true,"destroy"] call BIS_fnc_taskCreate; waitUntil {!(alive truck) AND !(alive truck2) AND !(alive truck3) AND !(alive truck4) AND !(alive truck5) AND !(alive truck6)}; ["taskConvoyRandom", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; }; It's 3x2 trucks with random spawn/waypoints and task My questions/wants: -When the script comes to a waypoint array (_spawn, _destinations...) does it calculate a random position every time or just once on init and then uses those positions for the remainder of staying active? In other words is _spawn at _wp1 same as _spawn at wp2???? I dont think it cycles if it picks the cycle wp again at random from _spawn and they are different coords? idk _wp1 = truckers1 addWaypoint [_spawn, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp2 = truckers1 addWaypoint [_spawn, 0]; _wp2 setWaypointType "CYCLE"; _wp2 setWaypointSpeed "LIMITED"; --------------------------------------------------------------------------------------------------------- -//_cycle1 = (_spawn getrelPos [0.2, 0]); ...i tried to remedy not knowing the answer to the first question by simply putting the cycle wp near the last move wp but it didnt work. 😔 ----------------------------------------------------------------------------------------------------------- -if (truck isEqualTo "O_T_MRAP_02_hmg_ghex_F") then { "O_T_Soldier_F" createUnit [[1.5,0,0],truckers1,"trucker5 = this; trucker5 moveingunner truck",0.8,"private"]}; im not sure if this is happening....if the syntax is correct in telling to the game if a chosen type is a MG equipped vehicle it should spawn a gunner for it. ----------------------------------------------------------------------------------------------------------- -i would also like "if truckX isequalto KamazFlatbed then attach a static MG to truckX, create gunner in the driver's group, move him to mg and off they go" but i don't know how to write it..... Any insight is much appreciated!
  19. So...am a sucker for command and control gimmicks, displays etc etc... In that spirit i present a concoction of mine.......spawn troops in customizable vehicles, spawn High Command, connect them, connect HC to player and send the names of the vehicles to the camera script (which i didn't write, its a very fine example off the forums and you'll have to get and setup on your own)...which when all initialized and working will display a camera feed of the vehicle looking forward, which you can then use to see where the unit is and issue commands through module. (veh definition part is straight out of garage export, spawning i wrote myself looking at the wiki all the time, part that connects everything to HC i found on the forums and camera also from the forums) //nul = execVM "HC2.sqf"; if (isServer) then { _veh = createVehicle ["B_T_APC_Wheeled_01_atgm_lxWS",[18268.2,2203.9,0.2],[],0,"NONE"]; apc1 = _veh; apc1 setDir 135; [ apc1, ["Olive",1], ["showBags",1,"showCamonetHull",0,"showCamonetTurret",0,"showSLATHull",0,"showSLATTurret",1] ] call BIS_fnc_initVehicle; _crew10 = creategroup WEST; "B_T_Crew_F" createUnit [[1,0,0],_crew10,"crew1 = this; crew1 moveincommander apc1",0.8,"corporal"]; "B_T_Crew_F" createUnit [[0,1,0],_crew10,"crew12 = this; crew12 moveindriver apc1",0.6,"private"]; "B_T_Crew_F" createUnit [[-1,0,0],_crew10,"crew3 = this; crew3 moveingunner apc1",0.6,"private"]; "B_T_Soldier_TL_F" createUnit [[0,-1,0],_crew10,"crew4 = this; crew4 moveincargo apc1",0.6,"private"]; "B_T_Soldier_AR_F" createUnit [[2,0,0],_crew10,"crew5 = this; crew5 addmagazine '30Rnd_65x39_caseless_khaki_mag'; crew5 moveincargo apc1",0.6,"private"]; "B_T_Medic_F" createUnit [[0,2,0],_crew10,"crew6 = this; crew6 moveincargo apc1",0.6,"private"]; "B_T_Soldier_AT_F" createUnit [[-2,0,0],_crew10,"crew7 = this; crew7 moveincargo apc1",0.6,"private"]; "B_T_soldier_M_F" createUnit [[0,-2,0],_crew10,"crew8 = this; crew8 moveincargo apc1",0.6,"private"]; "B_T_Soldier_AR_F" createUnit [[1.5,0,0],_crew10,"crew9 = this; crew9 addmagazine '30Rnd_65x39_caseless_khaki_mag';crew9 moveincargo apc1",0.6,"private"]; "B_T_Soldier_GL_F" createUnit [[0,1.5,0],_crew10,"crew10 = this; crew10 moveincargo apc1",0.6,"private"]; "B_T_Soldier_AA_F" createUnit [[-1.5,0,0],_crew10,"crew11 = this; crew11 moveincargo apc1",0.6,"private"]; _veh2 = createVehicle ["B_T_APC_Wheeled_01_atgm_lxWS",[18273.7,2208.13,0.2],[],0,"NONE"]; apc2 = _veh2; apc2 setDir 135; [ apc2, ["Olive",1], ["showBags",1,"showCamonetHull",0,"showCamonetTurret",1,"showSLATHull",0,"showSLATTurret",1] ] call BIS_fnc_initVehicle; _crew20 = creategroup WEST; "B_T_Crew_F" createUnit [[1,0,0],_crew20,"crew18 = this; crew18 moveincommander apc2",0.8,"corporal"]; "B_T_Crew_F" createUnit [[0,1,0],_crew20,"crew19 = this; crew19 moveindriver apc2",0.6,"private"]; "B_T_Crew_F" createUnit [[-1,0,0],_crew20,"crew20 = this; crew20 moveingunner apc2",0.6,"private"]; "B_T_Soldier_TL_F" createUnit [[0,-1,0],_crew20,"crew22 = this; crew22 moveincargo apc2",0.6,"private"]; "B_T_Soldier_AR_F" createUnit [[1.5,0,0],_crew20,"crew25 = this; crew25 addmagazine '30Rnd_65x39_caseless_khaki_mag'; crew25 moveincargo apc2",0.6,"private"]; "B_T_Medic_F" createUnit [[0,1.5,0],_crew20,"crew26 = this; crew26 moveincargo apc2",0.6,"private"]; "B_T_Support_GMG_F" createUnit [[-1.5,0,0],_crew20,"crew27 = this; crew27 moveincargo apc2",0.6,"private"]; "B_T_Support_AMG_F" createUnit [[0,-1.5,0],_crew20,"crew28 = this; crew28 moveincargo apc2",0.6,"private"]; "B_T_Soldier_AR_F" createUnit [[2,0,0],_crew20,"crew29 = this; crew29 addmagazine '30Rnd_65x39_caseless_khaki_mag'; crew29 moveincargo apc2",0.6,"private"]; "B_T_Soldier_GL_F" createUnit [[0,2,0],_crew20,"crew21 = this; crew21 moveincargo apc2",0.6,"private"]; "B_T_Soldier_AA_F" createUnit [[-2,0,0],_crew20,"crew23 = this; crew23 moveincargo apc2",0.6,"private"]; null = [[monitor2, monitor3],["apc1","apc2"]] execVM "LFC\Feedinit.sqf"; [west, "PAPA_BEAR"] sideChat "...Command center control screens initialized..."; if (count (allMissionObjects "HighCommand") == 0) then { _Group = createGroup (sideLogic); _Group_HC_C = _Group createUnit ["HighCommand", [0, 0, 0], [], 0, "NONE"]; _Group_HC_S0 = _Group createUnit ["HighCommandSubordinate", [0, 0, 0], [], 0, "NONE"]; _Group_HC_S1 = _Group createUnit ["HighCommandSubordinate", [0, 0, 0], [], 0, "NONE"]; player synchronizeObjectsAdd [_Group_HC_C]; _Group_HC_C synchronizeObjectsAdd [_Group_HC_S0,_Group_HC_S1]; leader _crew10 synchronizeObjectsAdd [_Group_HC_S0]; leader _crew20 synchronizeObjectsAdd [_Group_HC_S1]; }; [west, "PAPA_BEAR"] sideChat "Welldeck ready at your orders."; }; Any suggestions for improvement are most welcome ☺️
  20. Moar gimmicks 😄 Overwatch drone for use in combination with apc cameras and a satellite feed giving more situational awareness. So, here is a combination of a code i got from one of the drone table compositions off of Steam and Larrow's drone control script that allows a player to control a drone without a terminal This block here is in init of a big screen.....attaches a camera to a turret of a drone and sends a picture to the screen, you walk close to the screen and a hold action appears connecting you to the drone which you can then reposition, issue orders to, lock targets etc etc...display follows locked targets keeping the point of interest always on the screen no matter what the player is doing (fiddling with other controls, issuing orders etc etc). cam1 = "camera" camCreate [0,0,0]; cam1 cameraEffect ["Internal", "BACK", "uavrtt_1"]; cam1 attachTo [uav_1, [0, 0,-1], "PiP0_pos"]; cam1 camSetFov 0.2; "uavrtt_1" setPiPEffect [0]; addMissionEventHandler ["Draw3D", { _dir = (uav_1 selectionPosition "PiP0_pos") vectorFromTo (uav_1 selectionPosition "PiP0_dir"); cam1 setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; [this,[0,"#(argb,512,512,1)r2t(uavrtt_1,1.0)"]] remoteExec ['setObjectTextureGlobal',0,this]; if (isServer) then {WaitUntil {!(isNil "uav_1")}; [ uavrtt_1, "<t color='#ff9900'>Connect to ISR drone</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {execVM "scripts\turret_control_drone.sqf"}, {}, [], 2, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, uavrtt_1]; } Script that gets called player linkItem "B_UavTerminal"; waitUntil{ "B_UavTerminal" in assignedItems player }; diag_log "Terminal received"; player connectTerminalToUAV uav_1; waitUntil{ isUAVConnected uav_1 }; diag_log "Connected"; player action ["SwitchToUAVGunner", getConnectedUAV player]; waitUntil{ isUAVConnected uav_1 && ( cameraOn isEqualTo uav_1 ) }; diag_log "In Gunner: adding ev"; addMissionEventHandler [ "PlayerViewChanged", { params[ "_oldUnit", "_newUnit", "_vehicle", "_oldCamera", "_newCamera", "_uav" ]; diag_log "PVC_fired"; if ( _oldCamera isEqualTo uav_1 && { ( _newCamera isEqualTo player ) } ) then { diag_log "disconnecting terminal"; player connectTerminalToUAV objNull; diag_log "removing terminal"; player unlinkItem "B_UavTerminal"; diag_log "player disconnected"; removeMissionEventHandler[ "PlayerViewChanged", _thisEventHandler ]; }; }]; true There is a third component of this train......the reconocimiento (sp?) drone script that got posted on the forums recently...but it doesnt work like i thought it would...idk....in theory the drone should auto acquire targets, lock laser on them and because a camera is slaved to the turret this should all be observable on the display....but it isnt lol something is definitely working from that script tho, because if i put myself as the enemy of the drone i can see the laser target marker the script creates on the map. And it does follow moving objects. But idk, maybe some virtual laser that isnt created with the turret. 🤷‍♂️
  21. Hi...ive got a problem trigger gives player a task 0 = [] spawn { [resistance,["taskSchedule"],["Get more information about the guard activity","Steal the guard schedule",""], getPosATL schedule ,1,2,true,"search"] call BIS_fnc_taskCreate; waitUntil {ScheduleTaken}; ["taskSchedule", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; all is well, task is assigned...but when i go to collect with the following code in the object's init and the idea it switches on "ScheduleTaken", nothing happens ScheduleTaken = false; call{this addAction ["Take Guard Schedule", {hint format ["Guard Schedule Taken"]; DeleteVehicle (_this select 0) select 0;}, [], 6, true, true, "", "", 6]; ScheduleTaken == true}; Tried a lot of variations of bracketing and where i put ScheduleTake == true...but couldn't get it to interact with each other so that the task completes🙁 Any suggestions would be much appreciated! Thanks in advance
  22. Very nice thank you. 🍻 full code ScheduleTaken = false; call{this addAction ["Take Guard Schedule", {ScheduleTaken = true; DeleteVehicle (_this select 0) select 0;}, [], 6, true, true, "", "", 6]; };
  23. Hi....how to remove grass on an industrial scale? (read: not using the 1x1m grasscutters in the editor)....i need to clear the runway lol...somehow
  24. RS30002

    Grass removal

    Tried that, didnt work...if that's the marker to cutter suggestion. Found this on the forums just now, appears to be working although initial observations are that it doesnt delete it all in one go, but step by step...so when you start to play the grass is still there, but when you come back to the runway one minute later its gone....idk
  25. Hi...want to spawn a plane with only AA loadout. Unfortunately the plane i want comes with a mixed bag of missiles and it engages a ship which i don't want it to. Here is the code, everything works, except it completely ignores the loadout portion. I know this format should work because i have almost the same script for an insta flight mode for myself. (pylons are named correctly, getting the names from GOM airplane loadout scripts) Any advice pls? Thanks in advance! 🍻 _crew1 = []; _airframe1 = ["J16"]; if (isServer) then { _crew1 = creategroup INDEPENDENT; _airframe1 = [getMarkerPos "PLANairEntry", 500, "VME_PLA_J11", _crew1] call BIS_fnc_spawnVehicle; //_airframe1 = J16; J16 setPylonLoadout ["Pylon1", "PylonRack_PL9_AA_Wingtip"]; J16 setPylonLoadout ["Pylon2", "PylonRack_PL9_AA_Wingtip"]; J16 setPylonLoadout ["Pylon3", "PylonRack_PL9_AA_Single"]; J16 setPylonLoadout ["Pylon4", "PylonRack_PL9_AA_Single"]; //J16 setPylonLoadout ["Pylon5", ""]; //J16 setPylonLoadout ["Pylon6", ""]; //J16 setPylonLoadout ["Pylon7", ""]; //J16 setPylonLoadout ["Pylon8", ""]; J16 setPylonLoadout ["Pylon9", ""]; //J16 setPylonLoadout ["Pylon10", "PylonRack_PL8_AA_Single"]; //J16 setPylonLoadout ["Pylon11", "PylonRack_PL8_AA_Wingtip"]; _wp1 = _crew1 addWaypoint [(getmarkerpos "PLANairWP1"), 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp2 = _crew1 addWaypoint [(getmarkerpos "PLANairWP2"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp3 = _crew1 addWaypoint [(getmarkerpos "PLANairWP3"), 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "LIMITED"; _wp4 = _crew1 addWaypoint [(getmarkerpos "PLANairWP4"), 0]; _wp4 setWaypointType "CYCLE"; _wp4 setWaypointSpeed "LIMITED"; };
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