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racercowan

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  1. For a mission, I'm trying to get a helicopter to fly in, land, unload troops, load in another squad, and take off. To start with I've got waypoints to move -> land -> transport unload (synced with the boarding group's move) -> load (synced with boarding groups get in) -> move. When the helicopter lands, it immediately takes off again, even as the on-board troops are disembarking (causing most of them to fall to their death). Sometimes it will quickly land again, but if all the troops fall to their death get off before it re-lands it stays in the air preventing the boarding troops from reaching it. Deleting the land waypoint so that there is just the transport unload and load waypoint keeps the disembarking troops alive, but it pops into the air as soon as they're off. Using disableAI "MOVE" in the waypoint completion script box for landing or transport unload does not seem to work, while the helicopter will not change it's ground position it will usually still take off (in one case hovering mere inches above the ground, which is still enough to confound boarding AI). Is there a way force the helicopter to stay still from the point it touches down until the boarding troops have all entered? So far the suggestions I've seen are to either damage it or empty the fuel, but I need the helicopter to remain in working condition (and preferrable remain spun up for the duration too).
  2. Sorry if this is the wrong part of the forum for this kind of question. Ace is pretty cool, but only a couple mods have ACE compatibility. Normally we can just suffer with things not matching ACE's re-named versions, but I noticed that places where ACE replaces a vanilla feature (specifically we noticed a retextured Titan could not lock on) is still disabled but is not replaced with the ACE equivalent. Is there a way to make ACE treat items added by a mod the same as it treats vanilla items, and is there a way to distribute this as either a mod or as part of a mission script so that other users won't have to mess with files? To make a clear list of what I'm looking for, can I (through making a mod or a script); Add ACE features (lock-on is the one I noticed not working) to the relevant modded weapons Can the mod's weapons be re-named to match the changes ACE makes to weapon names (or instead disable ACE's renames) If the weapon aren't compatible then maybe vehicles aren't either? I think they're just the vanilla vehicles with a different camo applied, is there a way to make sure they're OK?
  3. I can see an X, Y, and rotation for markers. getMarkerPos says it can return a height AGL, but I don't see a way to set a height in the editor. How is the AGL height of a marker determined?
  4. What is the best way to make a trigger which can be activated by a Zeus player? At the moment the solution I can think of is making a unit or prop which the Zeus can move into a marked area. The goal is to have scripts and spawns that a GM can trigger scripted events based on their own judgement, or tasks given after a "response from HQ".
  5. In the end I decided to have the multiple duplicate objects and using a trigger that deletes the "wrong" objects.
  6. This does seem helpful, but the issue with markers is that they don't have height or facings, where as I'm trying to place things on tables and shelves. Also, can props be grouped like units can? I've seen multiple things mentioning grouped items, but so far as I can tell you can at most save a composition or place them into a folder. I'd be moving two items in tandem, so if they aren't grouped together then would is there an order to the init of individual objects, or can I freely define a global variable in one object's init to be used by any other object's init.
  7. Markers don't have heights or rotations right, just XY coordinates? Could a similar trick be used by taking the position and rotations of some dummy placeholder and moving the object to them (and then delete all the dummies obviously).
  8. I am making a mission where I want an item to be located in one of a few distinct location. My approach to trying to do this was to have a variable choose a random value during init and then using that variable in the object's Condition of Presence. Specifically, something like RNG_A = selectRandom [1,2,3] in the mission init and then RNG_A == 1 in the Conditions of Presence on an object. This seems ineffective however, as none of the objects spawn. Based on a bit of googling, it seems that the issue could be that apparently the mission init happens after all of the objects? Is there a better way to make an object appear in a random pre-defined location? Is there somewhere I could define the variable before objects are evaluated, or do I need to copy down each of the possible positions and rotations and stick it in a trigger somewhere?
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