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gunterlund

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Everything posted by gunterlund

  1. gave it another go on the server. Worked great. For the gunship mission in the console can I limit the number of helos per mission with a variable. I cant find it. So instead of 2 helos attacking only 1 attacks. Im using the support console.
  2. Is there a different way to do this. should I do it as an action? We tried using the air console but it crashed the server. So Im trying to use this single action.
  3. How can I run this in multiplayer. If I have 3 people on the server it spawns three sets of aircraft. ["CALL_GUNSHIPS", getPos player, getMarkerPos "mk_start", [0,0,0], side player, objNull,""] execVM"mando_bombs\mando_airsupport_nodlg.sqf"; Im executing this from a radio call and trigger.
  4. gunterlund

    Merlin - Training System

    Have you got a joystick connected? yes
  5. Working on code to get a carbomb to move to a unit. Im new at this so Im sure something simple is missing. I want the carbomb to move to the unit that triggered the trigger and explode. I can identify the carbomb and the unit but when I trigger the trigger the bomb explodes immediately before it moves. It should explode when the carbomb is within 10 meters of the target. I also get an error on the sleep 0.2 for some reason. Can anyone help <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; get unit firing trigger and carbomb for trigger _unitlist = _this select 0; _unitgroup = _unitlist select 0; _carbomb = _this select 1; ;set behaviour of bomber _carbomb setbehaviour "COMBAT"; ;set distance between carbomb and target _meters = (_carbomb distance _unitgroup); _meters2 = (_carbomb distance _unitgroup)+10; ;move carbomb to target _carbomb domove (position _unitgroup); ;if carbomber is initially killed blow the car; if (!alive _carbomb)then [_carbomb, "Large"] exec "ied.sqs"; else exitWith{}; ;if car within 10 meters of target, blow it while {alive _carbomb} do { if ((_carbomb distance _unitgroup)>10) then { sleep 0.2 + random 0.3; else [_carbomb, "Large"] exec "ied.sqs"; }; sleep 0.2; };
  6. how bout this in an sqs file? _unitlist = _this select 0; _unitgroup = _unitlist select 0; _carbomb = _this select 1; ;set behaviour of bomber _carbomb setbehaviour "COMBAT"; ; move carbomb to target #LOOP _carbomb move (getPos _unitgroup); _meters = (_carbomb distance _unitgroup); player sideChat format["_meters = %1", _meters]; ~ 2 ?_meters < 10:goto "LOOP"; [_carbomb, "Large"] exec "ied.sqs";
  7. but my original file is an sqs file. do I need to make it an sqf?
  8. gunterlund

    Airlift v1.51b

    TJ some questions on logics What is E_tower01 used for. What is baser11 used for What is Radio rt354 used for thanks for the update.
  9. gunterlund

    Merlin - Training System

    having a problem. When I place an object it takes me out the starts increasing altitude and wont stop. I have to hold the Z key to keep my view from drifting skyward.
  10. gunterlund

    BAS f

    @ KeyCat: LOL, no problem, glad to hear you're using it. @ All: Since v1-1 was released, we have seen 400+ downloads of the framework. However, hardly anyone ever posts in here. What I'm dying to know is: a) Are people using BAS f, or just downloading it and moving on? b) What kind of missions are people making? c) Is anyone willing to post some examples of missions made with BAS f? Fer Im actually finding your framework to be very useful. Im using it to create missions that work well in multiplayer. The only glitch Ive seen so far is the respawn side issue stated in another post. Its very helpful in setting up parameters to give the user lots of options in the mission including weather and AI performance. The mission result section was a little tricky to figure out as the examples were limited in the docs. Keep up the good work on this. Hope you continue to enhance.
  11. gunterlund

    BAS f

    Thanks Wabbit. Thats a bummer on the spawn side. Can you send me a sample Zeus message that I could use for casualties?
  12. gunterlund

    BAS f

    Question about the BAS  template. Im using it to build missions and so far it has been terrific. Two questions. 1. Ive built a mission based on ShackTac group breakdown for a Marine platoon. I have the mission set up for respawn=Side. Right now we are still only spawning into our  individual groups then to bird after 4 deaths. Why is that happening. 2. Casualty Cap Again Im using ShackTac group list in the Casualty cap array. Im not populating every group though as we dont get enough players. My Casualty threshold is set to 75%. Does this mean that of all troops in game I have to hit 75% to get a result or in my individual 4 man group if I hit 75% it will alert me. Do I need to turn off all AI units to get them out of the game (so right no I have 20 slots but may only get 7 players in) Hope these questions make sense.
  13. Sorry if this is an old topic but Ive been digging through every forum I know and cant find a working script. I have an invisible H that Im using to mark an IED. I want to random its existance with the probability of presence slider. Im using Jeeves IED script If the H exists then it can detonate. If it doesnt then no detonation in the trigger. I tried _Object = this select 0 From his array. ?!(alive _Object) : goto exit but it doesnt take me out. What do I do.
  14. gunterlund

    Determining if an object exists

    Thanks all. Just reinforces how great this community is by how fast you all responded to my plea. Dengis solution worked for me but all the extra notes just helps everyone. You guys are the best.
  15. gunterlund

    AI enhancements?

    Can this behaviour be resolved without having to download another mod. Im trying to get AI to fire over a wall but they keep dropping for cover. Can this be resolved with Setbehaviour/ setcombamode. So for instance if I setcombatmode to "RED" AND SETBEHAVIOUR TO "SAFE" will this keep him standing but also shoot?
  16. gunterlund

    Viper Artillery

    check this link out http://www.youtube.com/watch?v=ya_BX4ABqhA this was all I had to go by when making this round besides the specs but they didn't go into to much detail anyone that use to see or use this round can give me advise on how to maker it better I would appreciate it. The video only shows the ground hit I was using an estimate on the burst and delay Thanks everyone, Â Â Viper P.S. thanks everyone for your comments I put alot of time into this the last month around 70hrs a week testing and retooling all the rounds, units etc.... Sorry if I didnt make myself clear. The ground bursts are ok. Its the delay between the airburst and the ground burst seems long.
  17. gunterlund

    Viper Artillery

    Viper I think youve done a great job with this addon. One thing I might suggest. The delay on the DPICM round between when the airburst occurs and when the rounds onthe ground explode I think is too long. The distance to altitude is not that great and I would think the explosions on the ground should be milliseconds after the airburst. Just a suggestion. Great job on this.
  18. gunterlund

    RealTimeEditor 5

    I have aol instant messanger. Does that work.
  19. gunterlund

    RealTimeEditor 5

    It happens sometimes, when dragging a unit through the floors or walls of a building you hear him scream in pain sometimes die.. best to drag him outside of the building into the height you want they move him inside. hI Matt I tried that but when you move him laterally to get him over the roof they end up dying.
  20. gunterlund

    RealTimeEditor 5

    If you try to move the man up more than one floor he ends up dying. What Im doing now after your video is sliding the guy inside the building then straight up. If he goes through more than one floor he dies and gets a white circle around him.
  21. gunterlund

    RealTimeEditor 5

    tried with both avgani and sara. I can raise the guy up next to the building and slide him over correct? Also tried with rhamadi as well. he dies and I get a white circle around it.
  22. gunterlund

    RealTimeEditor 5

    io Im trying to put an insurgent on the roof. I can move him up to the second floor but when I move laterally onto the roof he dies. What am I doing wrong
  23. gunterlund

    Mando Missile ArmA

    wow good job Mando as always.
  24. gunterlund

    Mando Missile ArmA

    They got lot of informations via satellites, radar, AWACS and even from ground. Think why they improving communication and data systems - its not like in WW1 or WW2 anymore. Problem is the A-10 had none of that. Either a target is getting lased for them or they have to search for it via MFD. As I said Im pretty sure they cant ripple fire Mavericks. I think the only aircraft that can do that is the Apache with the Longbow radar and the hell fire. I think the camera should allow you to visually acquire the target then lock, but dont give the green box that allows you to quickly slew over. Make us work for a living.
  25. gunterlund

    Mando Missile ArmA

    Hi mando Any way to turn off the ability to spot targets with the green square. this system is getting so easy it could be considered a cheat. In real life they have to find the target to be able to kill it. I dont think you can ripple fire mavericks from an a-10. Just a thought.
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