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NotMyActualName

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Posts posted by NotMyActualName


  1. 3 hours ago, Gunter Severloh said:

    Btw no need to quote entire posts, quote something specific from a post or just reply as i know what i said,

    unless were discussing something from 5yrs ago something.

     

    Also the code i posted was a little idea i had for my mission as i mentioned in my previous post, the code was actually

    put together by my good friend Rydygier, credits to him 👍

     

    Ok, sorry ....

    I am new to this forum.

     

    I don't intend to publish the mission that has this in it, it is just for personal use.
    But if I ever do, I will credit him.


  2. 6 hours ago, Harzach said:

    Here's a simple-ish way to do it:

     

    Place an APERS tripwire mine and give it a variable name (I'll use "trip1"), DISABLE SIMULATION

    Place a trigger -

    • Rectangular
    • 1 x 1.5 (this creates a 2 x 3 trigger area)
    • Anyone (or whatever you prefer)
    • non-repeatable
    • OnAct: null = "SmokeShellRed" createVehicle (trip1 getRelPos [1.5,270]); deleteVehicle trip1; 

    The APERS tripwire is 3 meters wide, so the trigger fits right inside. The trigger is 2 meters "long" to make sure that it activates if someone runs through it (triggers evaluate every .5 seconds, and even though now you can change this value, having many triggers that evaluate at a high frequency may impact performance, depending on certain factors.) If you can definitely predict the direction of travel of the "tripper," you might want to offset the trigger so that the majority of it is behind the wire (first picture), other wise just center it (second picture).

    9rITX77.png

     

    d52h7GS.png

     

    Thanks!

    That works fine!


  3. 7 hours ago, Gunter Severloh said:

    Yes!

    I had this in a mission i was building except i was using a flare, check it out:

        Create a trigger, set the size you want and name it tr1 then

    and put the following code in on activation:

    
    nul = thisTrigger spawn   
     { 
     _alt = 80; 
     sleep (_alt/25);  
     _pos = position _this;  
     _pos set [2,_alt];  
     _flare = "F_40mm_White_Infinite" createVehicle _pos;  
       
     _br = 6;  
     _lt = "#lightpoint" createVehicle _pos;  
     _lt setLightUseFlare true; 
     _lt setLightDayLight true;  
     _lt setLightBrightness _br;  
     _lt setLightAmbient [0.7,0.7,0.8];  
     _lt setLightColor [0.7,0.7,0.8]; 
     _lt setLightFlareSize 10; 
     _lt setLightFlareMaxDistance 2000; 
      
     _lifeTime = 60; 
     _begin = time; 
     _drop = 0.02 * (15/_lifeTime) * (_alt/50); 
     _brA = _br; 
       
     waitUntil  
      {  
      _lPos = getPosASL _lt;  
      _flare setPosASL _lPos;  
      _lPos set [2,(_lPos select 2) - _drop];  
      _lt setPosASL _lPos;  
        
      if ((random (_br * 1.1)) > _brA) then  
       {  
       _brA = random [(random [(_br * 0.7),(_br * 0.9),_br]),_br,_br];  
       _lt setLightBrightness _brA;  
       };  
        
      ((time - _begin) > _lifeTime) 
      };  
       
     deleteVehicle _lt; 
     deleteVehicle _flare; 
     };}

    swap the flare out for a smoke grenade.

    Set the trigger to who will be entering it, and then set it to repeatable if you want.

     

    For some reason that code does not work.

    It gives me an error (missing "{" ).

    EDIT:

    Nvermind, I figured it out:

    The last } was not needed.


  4. Is it possible to set up a "smoke grenade trap" in the editor?

    So basically like a "tripwire" that when anybody (or anything like a vehicle) passes it activates a smoke grenade.

     

    I already looked around in the editor but the only thing I found was the normal APERS tripwire mine.

    I know that you can activate stuff when someone passes through a trigger. Maybe that would be the way to do this?

    Is there a way to "activate" a smoke grenade that is placed with the editor from the "OnActivation" script field of the trigger?

     

    Any help would be appreciated.


  5. Nevermind ...

     

    I once had problems with "player placed objects dissapearing" in a custom made mission, so I thought I'd ask here but I just did some testing again and now it seems to work for some reason.

    (Assembled a MK6 mortar, moved a few hundret meters away, went back, it was stil there. Same with a MK30 HMG)

     

    So it seems that it was just something wrong with that mission.

    (It was one of the first missions I ever made, so maybe I changed something by accident)

    • Like 1

  6. It still makes no sense to me.

    The "garbage collector" only seems to care about wrecks and corpses.

     

    And the mortar is neither one of those.

     

    Is there a way to exclude "objects placed by the player during the game" (static weapons like mortars, HMGs, ...) from garbage collection?


  7. Is there a portable, reloadable, guided ("fire and forget") launcher that can be used as AT and AA?

    I already had a look at the ARMA wiki and there does not seem to be a weapon like this in the game.

     

    Maybe somebody knows of a mod that adds such a weapon to the game?

     

    I know that the requirements for AT and AA missiles are very different, they are pretty much the opposites of each other.

    AA missiles need to be fast, (=light), armour penetration does not really matter.

    AT missiles need to get through armour, their speed does not really matter, tanks don't move fast anyway.

    Thus it is impossible to make a weapon that is perfect for both.

     

    So a "multipurpose" missile like this would most likely be a AA missile that can also "lock on" to ground vehicles.

    And it would take a few hits to actually destroy an armoured target.

     

    Why?

    Something like this would be very useful for "infiltration" scenarios where a small team (or a single person) goes behind enemy lines and disrupts anything that might be going on there.

    Because then only one person would need to carry a launcher (and the ammo for it!).


  8. What I am trying to do:

    A helicopter should lift a small vehicle (with the "sling load" function), then follow some "MOVE" waypoints and then unload the vehicle.

     

     

    Lifting the vehicle with the sling load works fine, but after lifting it the helicopter just hovers there and does not move on to the next waypoint.

    I used the "LIFT CARGO" waypoint type (and dragged the waypoint on the vehicle), then after that there are some "MOVE" waypoints.

     

    Am I missing something?

    Or does this require some sort of scripting?


  9. I transported a disassembled MK6 mortar from one location to another.

    Then I assembled it and used it.

     

    I moved a few hundret meters away from the spot where I placed it and when I returned after about ten minutes it was gone.

     

     

    Is this "normal"?

    And if so, how can I prevent this from happening?

     

    If it matters:

    This happened in a custom made singleplayer scenario.

    The MK6 was placed into the world in the disassembled state (the two "backpacks").


  10. I am currently trying to make a drone (AL-6 Pelican) follow some waypoints and then land at a waypoint.

     

    The "following the MOVE waypoints" kind of works, the drone follows the path, but it does not move to the altitude of the waypoints (I have them set about 50m above the landscape / water).

     

    First I just tried to use a "MOVE" waypoint and set it directly on the ground.

    This did not work, the drone just hovered in the air above it (like I said, it does not move to the altitude of the waypoints).

    Then I tried the "land" waypoint, that did not work either, it just started flying back to where it started.

     

    So, how can I make a drone land at a certain point?


  11. Oh, ok, I just tried that and it works!

    I guess it "worked fine before" because I still had the "place vehicle with crew" - flag turned on and at some point I turned it off (because I was placing some empty vehicles).

     

    I just thought that an UAV doesn't have an actual "pilot", so I wouldn't need that.

    I guess I was wrong ...

     

    Looks like applying "common sense" isn't always the right thing to do.

    • Like 1

  12. 3 hours ago, gc8 said:

    there is the include crew tickbox that you need to check to place crew with them (bottom right corner)

     

    That is not what I meant by "empty".

     

    I meant that the vehicle is not assigned to a faction (so I can't control a placed OPFOR UAV from the OPFOR UAV terminal, when I walk up to the UAV there is an option to "hack UAV", like it does not "belong" to the faction).

    And it shows up under "empty" in the "placed objects" secton on the left of the screen (just like the normal static objects that you place, like walls or structures).

     


  13. Hello everybody!

     

    I have a problem.

    When I place a "faction" vehicle in the Eden Editor it appears as "empty" in the object list on the left side of the screen (where all the BLUFOR, OPFOR, ... objects are listed).

    I recently purchased the "Contact" DLC and since I did that I have had this issue.

    Before that everything was fine.

     

    I am new to this, so it might just be me doing something wrong ...

     

    Any help would be appreciated.

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