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simicsko

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Posts posted by simicsko


  1. On 10/16/2022 at 10:38 PM, Larrow said:

    Joining a vehicle to a group. Only units respond to join group.

    Also, what is _convoyGroup? As it is never defined.

     

    You get the marker position of "RedConv_Init1" in the variable _convSpawn, but then when spawning the units you try to get the marker position of a position(_convSpawn).

    All references to the position should just be _convSpawn without the getMarkerPos.

    
    _convSpawn = (getMarkerPos "RedConv_Init1");
    _MRAPVeh1 = "O_MRAP_02_gmg_F" createVehicle _convSpawn; 
      Reveal hidden contents
    
    
    _convSpawn = getMarkerPos "RedConv_Init1";
    
    _convGroups = [];
    
    for "_i" from 1 to 3 do {
    	_group = createGroup east;
    	_convGroups pushBack _group;
    	
    	_vehicle = createVehicle[ "O_MRAP_02_gmg_F", _convSpawn, [], 0, "NONE" ];
    	
    	_driver = _group createUnit[ "Max_terminator_skeleton", _convSpawn, [], 0, "FORM" ];
    	_driver assignAsDriver _vehicle;
    	_driver moveInDriver _vehicle;
    	
    	_gunner = _group createUnit[ "Max_terminator_skeleton", _convSpawn, [], 0, "FORM" ];
    	_gunner assignAsGunner _vehicle;
    	_gunner moveInGunner _vehicle;
    	
    	_vehicle call KK_fnc_allowCrewInImmobile;
    	//[_vehicle] joinSilent _convoyGroup; //makes no sense joining a vehicle to a group
    };
    
    //What is _convoyGroup? It is undefined from the code you have shown
    //convoyScript = [_convoyGroup] spawn TOV_fnc_SimpleConvoy;
    
    // The RedConv1wp1 marker is created in the EDEN editor //
    _wp = _convGroups select 0 addWaypoint[ getMarkerPos "RedConv1wp1", 0 ]; 
    _wp setWaypointType "MOVE";
    _wp setWaypointSpeed "LIMITED";
    _wp setWaypointBehaviour "COMBAT";
    _wp setWaypointCombatMode "RED"; 

     

     

    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?

     


  2. 15 hours ago, Larrow said:

    Joining a vehicle to a group. Only units respond to join group.

    Also, what is _convoyGroup? As it is never defined. 

     

    You get the marker position of "RedConv_Init1" in the variable _convSpawn, but then when spawning the units you try to get the marker position of a position(_convSpawn).

    All references to the position should just be _convSpawn without the getMarkerPos.

    
    _convSpawn = (getMarkerPos "RedConv_Init1");
    _MRAPVeh1 = "O_MRAP_02_gmg_F" createVehicle _convSpawn; 
      Reveal hidden contents
    
    
    _convSpawn = getMarkerPos "RedConv_Init1";
    
    _convGroups = [];
    
    for "_i" from 1 to 3 do {
    	_group = createGroup east;
    	_convGroups pushBack _group;
    	
    	_vehicle = createVehicle[ "O_MRAP_02_gmg_F", _convSpawn, [], 0, "NONE" ];
    	
    	_driver = _group createUnit[ "Max_terminator_skeleton", _convSpawn, [], 0, "FORM" ];
    	_driver assignAsDriver _vehicle;
    	_driver moveInDriver _vehicle;
    	
    	_gunner = _group createUnit[ "Max_terminator_skeleton", _convSpawn, [], 0, "FORM" ];
    	_gunner assignAsGunner _vehicle;
    	_gunner moveInGunner _vehicle;
    	
    	_vehicle call KK_fnc_allowCrewInImmobile;
    	//[_vehicle] joinSilent _convoyGroup; //makes no sense joining a vehicle to a group
    };
    
    //What is _convoyGroup? It is undefined from the code you have shown
    //convoyScript = [_convoyGroup] spawn TOV_fnc_SimpleConvoy;
    
    // The RedConv1wp1 marker is created in the EDEN editor //
    _wp = _convGroups select 0 addWaypoint[ getMarkerPos "RedConv1wp1", 0 ]; 
    _wp setWaypointType "MOVE";
    _wp setWaypointSpeed "LIMITED";
    _wp setWaypointBehaviour "COMBAT";
    _wp setWaypointCombatMode "RED"; 

     

     

    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. 😉

     


  3. 22 hours ago, simicsko said:

     

    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?

     

    23 hours ago, pierremgi said:

    should be:

    _MRAPVeh1 allowCrewInImmobile [TRUE,TRUE];

     

    Anyway:

      _RedConv1wp1 setWaypointBehaviour "COMBAT" // Never for a convoy

    Use:

    _RedConv1wp1 setWaypointBehaviour "CARELESS"

    as far as your group is made of vehicles (and that's already the behavior if you're using KK's function).

    Note: for vehicles, gunners can still fire in careless behavior (that's Arma!)

     

    Use also : setConvoySeparation

     

     

     

     

    The convoy still does not start. All vehicles spawning, the crew gets in but they don't start. 😞


  4. 1 hour ago, pierremgi said:

    should be:

    _MRAPVeh1 allowCrewInImmobile [TRUE,TRUE];

     

    Anyway:

      _RedConv1wp1 setWaypointBehaviour "COMBAT" // Never for a convoy

    Use:

    _RedConv1wp1 setWaypointBehaviour "CARELESS"

    as far as your group is made of vehicles (and that's already the behavior if you're using KK's function).

    Note: for vehicles, gunners can still fire in careless behavior (that's Arma!)

     

    Use also : setConvoySeparation

     

     

     

     

    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?


  5. 17 hours ago, pierremgi said:

    REDAPC1 allowCrewInImmobile [TRUE,TRUE];  // needs boolean

     

    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.


  6. 50 minutes ago, pierremgi said:

     

     

    The KK's function is outdated (2015). Since v 2.10 (last update) the command as an alternative syntax, making it more powerful:

    vehicle allowCrewInImmobile [brokenWheels, upsideDown]

    It's also a good habit to  addVehicle to your group :

    _drivers addVehicle _veh;

     

     

     

    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. 😞


  7. 1 hour ago, gc8 said:

     

    i guess it needs

     

     

    _unit assignAsGunner _veh;

     

    for the unit to stay in.. can't think of anything else right now

     

    Edit:

    there's also the allowCrewInImmobile command if needed

     

    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. 🙂

     


  8. 21 minutes ago, gc8 said:

    something like this would work for the driver:
     

    
    _pos = getMarkerPos "marker01";
    _drivers = createGroup EAST;
    
    _veh = "O_APC_Wheeled_02_rcws_v2_F" createVehicle _pos; // Create veh like this so it doesn't have crew
    
    _unit = _drivers createUnit ["Max_terminator_skeleton", _pos , [], 0, "FORM"];
    
    _unit moveInDriver _veh;

     

    then just create gunner too if needed (moveInGunner)

     

    Ohh tanks, its working. 😉

    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?


  9. 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.


  10. Can someone help me configure how the RHS pontoon build works. I've been trying for a few days but no luck. 😞

    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.


  11. 15 minutes ago, Harzach said:

     

    The general locality of AI? It's engine-level. The solution is painfully simple, why are you so resistant to it?

     

    I'm sure there's a one-man-tank script or mod out there you could use.

     

    Ohhh... I understand this...

    Don't think bad. 🙂

    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. 😉


  12. 15 minutes ago, simkas said:

    It looks like they are just using ACE there, pontoons are loaded into ACE cargo and then set to be carryable. Also seems like they might be using a custom ACE build that has the option of displaying ACE cargo objects in ViV, since I don't think that's implemented into any released ACE yet.

     

    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?

     

     


  13. 33 minutes ago, reyhard said:

    There is no ready to use system for that and you would have to script it somehow. In real life you would use Kraz 255 truck to transport every segment of the bridge + BMK-T tugs (also transported on Kraz-255) to place those segments in place 

     

    In this video, players take the pontoon elements into place:

     

     

    My question is, what settings do you need for this capability?


  14. 8 hours ago, Harzach said:

    OK, here is what's going on.

     

    You can only control the tank fully if the crew is local to your machine. Since you are hosting the server, all AI is local to you by default. You "own" your son's crew members. This is why they need to be grouped to his unit - AI in a player's group is local to them.

     

    So, again, you need to group your crews to the player units.

     

    Is this the only way to solve this? So there is no server-level setup for this? Isn't it possible to extend this capability to client machines?

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