Jump to content

emcnally

Member
  • Content Count

    65
  • Joined

  • Last visited

  • Medals

Everything posted by emcnally

  1. I tried to put 2 squads of 13 in and only 10 of each squad loaded. Wondering if I have something wrong or there is a bug with the C130
  2. Hi all, In a USMC Rifle company they have a 60mm mortar section. Since there isnt one I want to use the 81mm. What I want to be able to do is have the gunner packup the mortar on his back and carry it when he moves to his next WP then redeploy it. I know I can use the attachto command But the soldier is in another lower command group. I'm using high Command with the Co cdr as the player so I need a script I can use that will detect when the mortar is told to move and pack it up then redeploy it when he gets to his stop WP. Anyone got any ideas? So far I got this but I cant seem to make anything happen when I give the unit a move order. _unit = _this select 0 _mortar = _this select 1 #start if (unitReady _unit) then goto "deploy" else goto "carry" goto "start" #deploy detach _mortar _unit moveingunner _mortar _unit sidechat "deploy working" goto "start" exit #carry _unit leavevehicle _mortar _mortar attachTo [_unit,[0,-1,1]] _unit sidechat "carry working" goto "start" exit
  3. emcnally

    ANG C-130H Hercules

    cool got it, thanks soldier2390. Has anyone gotten any of crashes c-130s to land?. I've tried every variant since the original J model wont follow waypoints and it crashes just before the airfield. I also get an error with the flare system stating USAF_C130\scripts\flaresmoke.sqs cannot be found. Its funny, you cant make the C130J follow WPs or takeoff and you cant make the crsh models land, or at least I havent gotten them to work. So for now I'm just spawning and deleteing
  4. I am working on a script that drops AI vehicles from an aircraft. The only problem is that the vehicle goes below ground and pops up on its side 80% of the time. this is what the script looks like so far; _AC = _this select 0; _veh = _this select 1; _para = parachute; _AC setSpeedMode "LIMITED"; _AC flyinheight 200; _para = "ParachutebigWest" createvehicle getpos _AC; _para setpos [(getposATL _AC select 0)+15, (getposATL _AC select 1)-15, (getposATL _AC select 2)]; detach _veh; _veh setpos [(getposATL _AC select 0)+15, (getposATL _AC select 1)-15, (getposATL _AC select 2)]; _veh attachTo [_para,[0,0,+1]];
  5. One thing I found out yesterday is that the AI at least in the C130J doesnt follow the waypoints, it just heads streight in to land. The waypoint shows, but the plane doesnt go there. The C130 that NZ_Crash made will follow WP, but it crashes when trying to land. AS far as the 2 directions someone mentioned earlier, a plan will taxi in his takeoff direction and takeoff in the same direction it landed. I've been playing with this for about a week just trying to make plane land and takeoff. The Harrier will takeoff and land just fine, but as far as following WP's I dont know. It seems to me that maybe the map coding for taking off and landing takes over the waypoints. I event tried a script to make a plane move and the order came up to move, but the plane followed the Aiports points I guess.
  6. emcnally

    ANG C-130H Hercules

    Would it be hard to make the C130 so it will carry 64 troops?
  7. hi michielr; this is something I'm looking for, but how would I use it?
  8. damn, that stinks. Guess I gotta rework my rifle company Jump. I was hoping that they held at least 40. Thanks eveyone
  9. All I've done is set AI jets in front of a hanger. The jets taxi and take off follow their WP's and land after they get to their last as long as they have this landat 0. Make sure their not grouped. I've had 2 in Balota and they just follow one another to the takeoff point and takeoff. 0 = Airport NorthWest close to Grishno 1 = Airport NorthEast close to Kranostav 2 = Airport SouthWest close to Balota Planes approach all airports from SouthEast
  10. I have a unit that has to hold a town and have 3 triggers, 2 have to be true and the other false. I cant make it work. Its supposed to work so that blue is present in the town and there is no enemy present in the town and no enemy can be seen, but I cant make it work. I'm sure my problem is somewhere in the condition of trigger1 but cant figure it out. blue is within trigger1 and no enemy on the map so it should fire. Trigger1; type: bluefor present name Hold_Town condition this && opfornotpresenttown && ! (opfordetectedtown) activation: Hold_Town = true Trigger2; type: opfor not present name opfornotpresenttown condition: this activation: opfornotpresenttown = true Trigger3; type: opfor detectedbybluefor name opfordetectedtown condition: this activation: opfordetectedtown = true ---------- Post added at 01:36 AM ---------- Previous post was at 12:51 AM ---------- I figuered it out, forgot about deact. sorry to waste the space
  11. Couldn't find anything on this one so here it is again. In single player using SOM I get the ability to call for UAV support. When I do call and I get the message to send the location I want to send the UAV I dont have to click. I tested this in the editor with 1 unit, a SOM, and an ACM. 1. the marker shows up wherever my mouse pointer was at the time. 2. The message scripting and sound doesnt say the same thing. A. Instead of the sound saying the UAV is on its way, it say RTB.
  12. Hi Daza, I'm not totally familiar with modeling yet But if the script does work on other objects and not the created object made by your friend seems that there would have to be something on the model to be able to initiate the object like a cargo space if your going to moveincargo or a drivers position to movein driver. For instance, the folding chair model gives you the ability to addaction of moveincargo, so addaction will work for it only if you want to moveincargo. Does the model have anything like that? Just a thought. I have done a bit of modeling in OFP and you had to have something like that before the addaction would work.
  13. two questions I could use some help with 1. I cant figure out how to make the units stay where I have placed them in the editor. I put them in one place and they all come up in game circled around the HQ, 2. After awhile in gameplay my player unit suddenly is teleported in the middle of the sea. I'm using the following modules in the scenerio, "Not sure if that could effect it or not. ACM, ALICE, WF, SOM, FA(BAttlefield Simultaion) anyone have any ideas?
  14. Thanks for your reply, Wow I'm at a loss now. I tried messing with coin, but couldnt get it working using what wiki shows. I also wanted to be able to capute the towns. I sure wish there were some good tutorials out there on how to do this stuff. I unpbo'd all the warfare andmission stuff in order to figure this out and thought I had until I started respwaning in the water.
  15. emcnally

    High Command Instructions?

    set the choppers with a load waypoint at the same spot as the units getin point and they should load. Then for them to get out give the chioppers an unload waypoint and the infantry a getout waypoint. Works for me
  16. emcnally

    Manhattan camps?

    There are more camps than just the ones marked. At least 4 that I recall.
  17. Hi all; I may be stupid or something, But I cant get the CoIn to work. I've read the wiki and all the posts here that I could find and can't make it work. I'm trying to create a SP warfare senerio and this is the only thing I cant get to work other than the deploy HQ. I put a commander on the map with 2 squads, I put a Coin module and linked it to my Cdr, I put in a construction site. I get the construction in the menu, but I have nothing to construct. I've also tried using the scripting that others have posted here and do get money, but still cant build. Can someone help please?
  18. Well I thought those were optional in the evnt you wanted to use something other than normal. I extracted the tutorial for construction but was unable to find anything there to help me figure this out. I used a script that someone elde posted that had items listed, but still had nothing I could build. ---------- Post added at 06:11 PM ---------- Previous post was at 05:39 PM ---------- I took this from the T-08 construction senerio and put it in mine. I get money but still no building options. // color correction "colorCorrections" ppEffectAdjust [1, 1.02, -0.002, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.75], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 0; buildingConstructed = false; buildingRepaired = false; BIS_Coin_noExit = true; myObject = objnull; myMoney = 500; myCoin setvariable ["BIS_COIN_name","My First Construction"]; myCoin setvariable ["BIS_COIN_rules",[player]]; myCoin setvariable ["BIS_COIN_areasize",[50,30]]; //myCoin setvariable ["BIS_COIN_categories",["Base"]]; myCoin setvariable ["BIS_COIN_items", [ ["USMC_WarfareBBarracks",0,300], ["USMC_WarfareBLightFactory",0,400], ["USMC_WarfareBHeavyFactory",0,600] ] ]; myCoin setvariable ["BIS_COIN_funds","myMoney"]; myCoin setvariable ["BIS_COIN_fundsDescription","$"]; myCoin setvariable ["BIS_COIN_onconstruct",{buildingConstructed = true; myCoin setvariable ["BIS_COIN_categories",[]];showcommandingmenu ""; myObject = _this select 1;}];
  19. emcnally

    Color settings for o2 question

    I just started, but I'm having fun learning it. Its not as hard as I thought. I havent figured out how to do freehand yet. I need to so I can do an M88 recovery vehicle.
  20. emcnally

    Color settings for o2 question

    Can the colors be changed for the lod? I have a problem with seeing the yellow while trying to put in geometry points and would like to change it to a different color.
  21. emcnally

    Color settings for o2 question

    God, now I feel stupid. Looked and looked and didnt see it. Thanks so much
  22. emcnally

    Color settings for o2 question

    I can only find an options tab. Where would the settings tab be? Is there more than one version? I'm using the o2 light and this is drivin me nuts cuz I cant see the yellow. thx
  23. Hi, I'm working on a 30 rnd ammo pack for the HEMMT and I cant seem to find the information I need for my config.cpp This is my first creation so my config is probably all wrong. The object itself is correct because I can get mines and M16 ammo from it, But no tank ammo and thats what I was designing it for. My config looks like this; class CfgPatches { class EM_Ammo_Pack { units[] = {EM_Ammo_pack}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class Strategic: Building {}; class ReammoBox : Strategic {}; class EM_Ammo_pack : ReammoBox { scope=2; armor=50; vehicleclass="EM - Ammo"; displayName="Ammo Pack"; model="\EM_Ammo_Tube\EM_Ammo_pack.p3d"; transportAmmo = 500; class TransportWeapons { class _w_M16 { weapon="M16"; count=2; }; }; class TransportMagazines { class _xx_M16 { magazine="M16"; count=80; }; class _xx_HandGrenade { magazine="HandGrenade"; count=16; }; class _xx_PipeBomb { magazine="PipeBomb"; count=8; }; class INQGun120_BIS { magazine="INQ_Sabot120"; count=8; }; class _x_shell { magazine="shell120"; count=30; }; class _xx_Mine { magazine="Mine"; count=4; }; Any input would be appreciated, thanks
  24. emcnally

    Ammo configuration for INQ_M1

    thanks for the help, just changed it to a truck and it works.
×