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simicsko

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Everything posted by simicsko

  1. simicsko

    If I hit an unit, then die

    My son and I (to avoid shooting soldiers) downloaded the Max Terminator MOD. Since you have to shoot a lot at these robots to destroy them, they are also too accurate, so I thought of this solution. So their accuracy is maintained, but they take fewer shots to destroy. This was the final solution: { _x addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit"]; If (typeOf _unit == "Max_terminator_skeleton") then { If (_damage > 0.3) then { _unit setdamage 1}; }; } ]; }foreach allunits cool=azroul13, Thanks for your help! ๐Ÿ˜‰
  2. simicsko

    If I hit an unit, then die

    It works! Thank you very much; ๐Ÿ˜‰
  3. Hi all! How can I create a vehicle with a custom crew? If I use the lines below, the APC vehicle will be spawned with the automatically assigned AI units: _drivers = createGroup EAST; RedAPC1 = [(getMarkerPos "marker01"), 180, "O_APC_Wheeled_02_rcws_v2_F", _drivers] call BIS_fnc_spawnVehicle; I downloaded a Skynet MOD for my son, and I want to put its robot units (Max_terminator_skeleton) in, for example, an APC. How can I set custom units with a script? Thank you in advance for the help.
  4. I tried your script last night. Vehicles and skeletal units spawn, get into the vehicle, but for some reason the convoy does not start. What could still be the problem?
  5. Sorry, the variable definition was accidentally missed while copying. The variable in question was defined as follows: _convoyGroup = createGroup [EAST,true]; Thank you so much for the script. As soon as I'm at the machine I'll try it out and feedback. ๐Ÿ˜‰
  6. The convoy still does not start. All vehicles spawning, the crew gets in but they don't start. ๐Ÿ˜ž
  7. Okay. Ok, I'll test it and send feedback. ๐Ÿ˜‰
  8. Alright, as soon as I'm at the machine, I'll give it a try. One question: did I give the waypoint to the right group?
  9. It still doesn't work, but it may be caused by objects in the Terminator MOD and only not working for objects loaded in the EDEN editor. But that's okay, because it works with the function. However, speaking of script-based spawning, I'd like a little more help with convoy spawning. I tried to use the script below to spawn convoly. The vehicles spawn in, but don't start: _convSpawn = (getMarkerPos "RedConv_Init1"); _MRAPCrews1 = createGroup east; _MRAPVeh1 = "O_MRAP_02_gmg_F" createVehicle (getMarkerPos _convSpawn); "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews1]; "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews1]; ((units _MRAPCrews1) select 0) assignAsDriver _MRAPVeh1; ((units _MRAPCrews1) select 0) moveInDriver _MRAPVeh1; ((units _MRAPCrews1) select 1) assignAsGunner _MRAPVeh1; ((units _MRAPCrews1) select 1) moveInGunner _MRAPVeh1; _MRAPVeh1 call KK_fnc_allowCrewInImmobile; [_MRAPVeh1] joinSilent _convoyGroup; sleep 0.5; _MRAPCrews2 = createGroup east; _MRAPVeh2 = "O_MRAP_02_gmg_F" createVehicle (getMarkerPos _convSpawn); "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews2]; "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews2]; ((units _MRAPCrews2) select 0) assignAsDriver _MRAPVeh2; ((units _MRAPCrews2) select 0) moveInDriver _MRAPVeh2; ((units _MRAPCrews2) select 1) assignAsGunner _MRAPVeh2; ((units _MRAPCrews2) select 1) moveInGunner _MRAPVeh2; _MRAPVeh2 call KK_fnc_allowCrewInImmobile; [_MRAPVeh2] joinSilent _convoyGroup; sleep 0.5; _MRAPCrews3 = createGroup east; _MRAPVeh3 = "O_MRAP_02_gmg_F" createVehicle (getMarkerPos _convSpawn); "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews3]; "Max_terminator_skeleton" createUnit [(getMarkerPos _convSpawn),_MRAPCrews3]; ((units _MRAPCrews3) select 0) assignAsDriver _MRAPVeh3; ((units _MRAPCrews3) select 0) moveInDriver _MRAPVeh3; ((units _MRAPCrews3) select 1) assignAsGunner _MRAPVeh3; ((units _MRAPCrews3) select 1) moveInGunner _MRAPVeh3; _MRAPVeh3 call KK_fnc_allowCrewInImmobile; [_MRAPVeh3] joinSilent _convoyGroup; sleep 0.5; convoyScript = [_convoyGroup] spawn TOV_fnc_SimpleConvoy; // The RedConv1wp1 marker is created in the EDEN editor // _RedConv1wp1 = _MRAPCrews1 addWaypoint [(getmarkerpos "RedConv1wp1"), 0]; _RedConv1wp1 setWaypointType "MOVE"; _RedConv1wp1 setWaypointSpeed "LIMITED"; _RedConv1wp1 setWaypointBehaviour "COMBAT"; _RedConv1wp1 setWaypointCombatMode "RED"; What needs to be done to start the convoy? What am I doing wrong? I note that if I only spawn one vehicle using this method, it does its job okay.
  10. Of course. In script: REDAPC1 allowCrewInImmobile [brokenWheels, upsideDown]; In object init: this allowCrewInImmobile [brokenWheels, upsideDown];
  11. For some reason, it doesn't work this way: vehicle allowCrewInImmobile [brokenWheels, upsideDown]; Neither if I put it in the init file nor if I put it in the init field of the vehicle. Nor if I put it in the spawn script. ๐Ÿ˜ž
  12. Maybe it's because it's a MOD and T800 units don't behave in the usual way. I'm so glad it works out. ๐Ÿ™‚
  13. I already tried the assignAsGunner command, they gets out the same way. The allowCrewInImmobile command alone didn't help, but I found this function on the same website: KK_fnc_allowCrewInImmobile = { _this allowCrewInImmobile true; { _x disableAI "FSM"; _x setBehaviour "CARELESS"; } forEach crew _this; }; This works great. They stay in the vehicle and fight and play tactics in it. Thank you very much for the lightning fast help. ๐Ÿ™‚
  14. Ohh tanks, its working. ๐Ÿ˜‰ However, when I hit the APC with even a handgun, the crew gets out of the armored vehicle to fight. Can this be prevented somehow?
  15. Can someone help me configure how the RHS pontoon build works. I've been trying for a few days but no luck. ๐Ÿ˜ž My steps so far: - I installed the required ACE and RHS MODs: CBA_A3, ACE3, ACE Compat - GM, ACE Compat - RHS USAF, ACE Copmpat RHS AFRF, RHSUSAF, RHSAFRF - According to the decsription on the Arma 3 pontoon scripts I did the following: - I copied the scripts into the mission folder (truck_load.sqf, place_pontoon.sqf, truck.sqf) - I placed the initialization of the necessary scripts in the init script: if (isServer) then { null = [] execVM "truck_load.sqf"; null = [] execVM "place_pontoon.sqf"; }; - For the pontoon objects I want to build with (I think these are the source pontoons), I copied the following line into their Init field: [this, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable; I don't understand exactly what the target pontoon is, and if I go to the pontoon object in the mission, only Fold pontoon and UNFOLD pontoon and Climb pontoon are possible, no other interaction appears so that it can be carried. In the video below, the player is shown a "Carry" interaction that allows them to pick up, carry, and place the pontoon object: Does anyone have experience with this and can help me with the configuration steps? Thanks in advance.
  16. Feedback: My son's playable character name: Bravo_1 Tank group's name: Tank2_Group I set this to run when Bravo_1 joins the mission: Tank2_Group setGroupOwner (owner Bravo_1); So once Bravo_1 gets in this tank, he can control the crew without grouping. He can shoot and drive at the same time. ๐Ÿ™‚
  17. Hi All! I have a problem in multiplayer: My son and I used to play by starting a server (HOST SERVER / LAN) and connecting to it with his computer. When we go with tanks, we both sit in a tank. There is a crew in both tanks, but I leave a place in both tanks so that we can sit inside. If I sit in the tank instead of the GUNNER, I can start with it, I can drive with it and in the meantime I can move the turret and I can shoot with it. However, when my son sits in the tank instead of the GUNNER, he can only rotate and shoot with the turret, he cannot move with the tank, even though he is defined as exactly the same player as me. You can only drive and shoot with it if the occupants are previously assigned to it as a group/team in the editor. I just sit in and go/shoot. I believe that this difference may be caused by some game setting... So the question is: What needs to be set so that the player on the machine connected to the server running on my machine can use the tank in the same way as me? Thanks in advance.
  18. thanks for the idea. We also have the solution: setgroupOwner
  19. What was the final solution? How to transfer the AI unit created on the server to the client?
  20. So, using a script, is it possible to create an AI unit that will be local on the client machine?
  21. Ohhh... I understand this... Don't think bad. ๐Ÿ™‚ It would just be simpler to have this part of the game if it worked that way on both machines. Grouping is a problem if I have a larger group in which there is another vehicle besides the tank and I issue a DISEMBARK command. At this time, the group members get out of the other vehicle and also from the tank. However, this on-man-tank script or mod is a good idea. I'll look around to see if I can find one. Both Gunter and you thank you for your help. ๐Ÿ˜‰
  22. simicsko

    RHS Escalation (AFRF and USAF)

    Is there any description of how to make pontoons carryable? Also in this video you can see that they use the same method: Under the vieo it is written: "Pontoon bridge using 3CBs pontoon script or Ace Fortify." The Ace Fortify framework is theoretically part of the ACE. Should it be turned on separately somehow in the init phase of the mission?
  23. simicsko

    RHS Escalation (AFRF and USAF)

    In this video, players take the pontoon elements into place: My question is, what settings do you need for this capability?
  24. simicsko

    RHS Escalation (AFRF and USAF)

    OK. But what and how do I need to set it up so that during the mission I can pick up the pontoon elements and bring them to their place?
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