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Pte. CoffeePot

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Posts posted by Pte. CoffeePot


  1. I'm trying to make a gunship fly at a specific height while circling a target. Only the plane keeps pulling up and down based on the terrain. 

    I've tried using flyInHeight and flyInHeightASL and the latter seems to have worked only for when the plane is flying to the loiter waypoint. Once it reaches the waypoint and begins circling the target, the pilot then starts pulling up and down like a maniac. 

    Any ideas on how I can make this work?


  2. 10 minutes ago, avibird 1 said:

    If that's all you want and you don't really care about scripting. Just use the vanilla artillery support module. It's very simple gets the job done customizable and the code won't kill your performance.its vanilla. You need to put down a requester module and then sync one or four different support modules. CAS Bombing runs Artillery Transport support and sink sink the request module to the unit you want to be able to call in. 

    I'm using the custom script so that I can pair it with some custom radio call sounds. Doesn't seem to impact performance at all. 


  3. 4 hours ago, Ibragim A said:

    The position itself is an array of three elements. You put the position in another array and therefore get an error.

    
    mortar_01 commandArtilleryFire [position laserTarget player, "8Rnd_82mm_Mo_LG", 8];

     

    Ah gotcha. See, I don't know much about scripting so I just used the examples from https://community.bistudio.com/wiki/commandArtilleryFire  &  https://community.bistudio.com/wiki/laserTarget
    Seems to be working for me now. Many thanks!


  4. I'm trying to get set something up that will allow a player to laser designate a target and then call artillery using the radio.

    When testing I get this error message: 
    'sleep 3; mortar_01 |#|commandArtilleryFire [[position laserTar...' Error 1 elements provided, 3 expected

    Here is what I placed in the trigger:
    sleep 3; mortar_01 commandArtilleryFire [[position laserTarget player], "8Rnd_82mm_Mo_LG", 8];

    Anyone got any ideas?


  5. 1 hour ago, johnnyboy said:

    I have a few scripts that might help you.  You can play any in-game speech line in the native language of the unit using this script. 

    The following does a lot more than what you ask for, but it uses JBOY Speak to say many different in-game sounds that are specific to different situations:

     

    These are amazing but not quite what I am looking for, I should have been more clear at first. I'm trying to make the AI use say3D with a custom sound when a player is within range. Having them fire a few signal shots would be cool too, but for now, I'm just focused on the 3D sound. Once again, these scripts are amazing and I'm definitely gonna use them in my ops!

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