louis
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Nice to see the steerable parachute being used
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Small but annoying problem - Waypoints M1A1
louis posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was doing a cam script in a mission and put a tank on the map and gave it some waypoints. I noticed it refused to go past the second waypoint to the final one. After a bit of experimentation I found some very strange behaviour such as often starting to go to a waypoint and then diverting to the next. Almost seemed as though it'd do this with waypoint 2 and 4 or maybe even numbers. I finally did a separate mission, first with a hummv which performed perfectly. Replacing that with an M1A1 and immediately fails. In this example this one just seems to miss out the second and stop on the next. I'm pretty frustrated at this. Never had this problem before and there isn't a script in sight. I don't seem to be allowed to attach this small mission so here is the mission.sqm. If someone could copy and past this to see if there's anything odd or why this behaving so oddly. version=11; class Mission { addOns[]= { "cacharacters2", "chernarus", "CATracked" }; addOnsAuto[]= { "CATracked", "cacharacters2", "chernarus" }; randomSeed=11890345; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4495.8599,339,10354.29}; azimut=6.78234; id=1; side="WEST"; vehicle="M1A1"; leader=1; skill=0.60000002; }; }; class Waypoints { items=5; class Item0 { position[]={4495.8599,339,10354.29}; id=1; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={4519.1997,339,10386.417}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4421.2632,339,10330.101}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={4494.0938,339,10319.28}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={4416.3154,339,10486.988}; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4485.0293,339,10352.609}; id=0; side="WEST"; vehicle="USMC_Soldier"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=578825; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7502325; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=15855835; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; -
WIP Director Movie/Camera addon
louis replied to Grizzle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can you claify one thing? Are you saying that FinalCut.exe which monitors the clipboard is only provided for use with camera.sqs or is there a keypress which will actually capture from within director. So far I can't see how to do this but it's also unlclear from your spec when you say that "it will be provided in the next version"? -
AMS Camscripting Tutorial [2.0]
louis replied to imutep's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Me too, I'm frustrated at not finding any Arma 2 camera tutorials. I need to know some things too: How do you disable the red target once you've selected one. Tried everything and only right mouse click which kills the script works. Anyway please translate the document your other tutorials have been most appreciated, and this kind of thing is invaluable. The biggest frustration with Arma and arma2 is that the information for editing is so fragmented that you spend more time searching thread to get little snippets of decent explanations than actual editing. :) -
Started searching for a solution and came across a load of thread on Nvidia CTDs. Exact descriiption of the problem I'm having but ... Firstly I don't have an Nvidia card so perhaps people are barking up the wrong tree here. My card is and Asus EAH4850. The common thing in a lot of these threads I'm reading is ASUS. Particularly P6T and maybe, just maybe and ASUS branded graphics card ATI or NVIDIA although I do wonder if the branded cards are much different to the stock cards from the above makers. So far I've only followed Nvidia related threads because this came up in my search I'll look for more now but folks here should perhaps consider the problem as an Asus related problem (motherboard) and it would explain many who claim no crashes with these G/series cards. Usually the conspicuous clue is no Asus motherboard. Edit: just to add, I've so far not had this crash on the campaigns or game missions but have played little of those. My main problem is running quite a demanding mission (the Chernarus run) but I've not tested enough to rule anything out yet. FWIW, I've also had this bomb out when I've been doing nothing, waiting for my target to appear in my sights whilst having a cup of coffee. :-) and lastly to clarify the o/s is not the issue I'm running Windows XP pro
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Hi Arkons, I've discovered something that might explain a number of problems this mission has been having. It appears to relate to the ARMA so called "save bug". This is what I found. I finished playing the other night and today when I went back to the mission, ie. load arma and hit "RESUME" I got an error: "Value/" is not a class {"oid" accessed} I've seen this a couple of times before but not realised how it affected the game till now. Firstly the nature of the error I believe could be anything, the problem is that some variables get lost and the consequences were pretty dire and could affect the whole mission from there on. In my case these are the things that were affected. 1) My health was perfect where I had some damage when the exit save was performed. 2) I could no longer delete any of the actions that were installed to do with briefings etc. Eg. Saltzman's briefing. 3) I had a health pack present whereas this wouldn't be on the action menu unless I was damaged. Clearly this was the case but my health after this error was perfect. Unable to use the health pack, nothing happens. It should use the health pack regardless of whether you are damaged or not. NOW WHAT I'VE DISCOVERED. Firstly this should be referred to as a "LOAD" bug and not a "SAVE" bug because I've established that there is nothing wrong with the saved files. That includes all three types of saved files : the autosave, the exit save and the manual save. The culprit turns out to be the RESUME. This error only happened when resuming. After a resume hitting esc and then either loading my manual save or selecting RETRY loaded the save game without any error. After which everything was hunky dory. I believe that this bug dropping info / variables or states when loading could cause a plethora of untraceable problems and would certainly explain why some people have not had problems that others have had. It is IMPORTANT therefore to observe this restart method as once you continue the mission and save or autosave you will permanently affect everything from thereon. Hope this helps, I've by no means gone into this or any other variations that may happen exhaustively but this is certainly the solution for when those resume errors come up after a load. There could easily be other factors hiding in the bushes ... so to speak. Â
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Just a short note as I start v1.08. There's an error that occurs in the Helicopter at the beginning before he reads his orders. Something about clearCargo (generic expression error). It doesn't appear to affect anything though.
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Excellent! many thanks I was obviously looking at OFP stuff. The error makes sense now.
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Show Posts Pages: [1] 1 Armed Assault / Editing/Scripting Advanced / Problem with getting functions to work on: Today at 06:17:46 AM Hi, I would appreciate a pointer to what might be wrong with implementing my function. I wrote and tested a script but when I try to convert it for use as a function I get an error. I then wrote a simple test script to see if I could narrow it down but get the same error. Can anyone tell me what I'm doing wrong. Here's the simple test and what I'm doing. In init.sqs I've declared the following: int = preprocessFile "int.sqf" The function int.sqf contains: private ["_h"]; _h = (_this) - (_this mod 1); _h I call this from a script like this: _i = [9.33] call int hint format ["Here is your integer sir: %1",_i] The error I get with this and my original function is: error call : [9.33] |#| call int, Type string, expected code From what I've read on functions or looking at other examples I am doing it as others appear to be doing it but I just can't get past this error or figure out where the so called 'string' instead of code is being detected. Any ideas would be appreciated. regards L
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Thanks will do, soon as I've found out how to.
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How is it possible to delete my account? I created an account today and it just wouldn't activate using the information in the email. Then I discovered that my old account created in 2002 is still active but with the wrong email address. Now I can't change that email address because the new account contains it and I am not allowed. Is there a facility to remove the account just created, if so how?
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Has anyone done a campaign yet. It would be good to have an update on anything that is different to OFP. Any tips / help from those that may have created their own would be helpful
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Whilst I was testing one of my scripts with 4 guys on a sentry WPoint I had the knowsabout value reported to me at regular intervals. The first sighting returned less than 1 generally, .6 typically and this made the sentry move a bit but he didn't really react or take his gun off his back. Generally I'd see a proper reaction around 1.3 ish. Hope this helps. Louis
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Yes, I get the leader with : _lead=leader grp and the vehicle he's in by :_veh = vehicle leader grp and this is teh line that sees if he is in the vehicle : ? not(leader grp in vehicle leader grp): leader grp setdammage 1 .. although I have not put the variables in the example it's the same thing. The problem is strange, it leader still lives after he jumps although on one occasion at least I saw him jump out and then die so figured it was working, but then if run several times the results are unpredictable - most of the time he doesn't die and tries to lead from foot. I take your point and suggestion about creating an empty tank which is a good one but the idea I wanted was a generic script which would work for any group of units so I didn't even want to have to name the tank or people in it. In theory this should kill everyone in the tank "_x setdammage 1" foreach crew m1 and actually it does work when tested on it's own but running in this loop where I tried to use it like this : ? not(alive m1):"_x setdammage 1" foreach crew m1 didn't seem to get at them. This must be something to do with timing, I don't know but the not(alive m1) doesn't return true for some reason, probably because of the @unitready which stops the script until the unit has reached it's waypoint. Trying to remove this though didn't seem to resolve it. I have to admit I am perplexed as to why. Oh well it's a learning curve I suppose. :-) Louis
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A question for you script gurus out there. I haven't been doing this long so I am fighting with some concepts. Here's what I wanted to do: A unit (tank) has a bunch of waypoints set until it gets called to a trouble spot. It leaves to give chase. When it has done it will return to it's patrol. I don't intend a player to be involved in this unit / group The script I have been playing with (not refined or generic yet so excuse the messy coding) works ok for one unit. grp LockWP true #update m1 move GetPos enemy seenhim=vehicle m1 knowsabout enemy ? seenhim>0 : vehicle m1 dotarget enemy ? seenhim>0 : vehicle m1 dofire objnull @unitready m1 ~.001 ? (alive enemy) and (alive vehicle m1) : goto "update" hint "It's all over! Tank returning to patrol or it's dead!" grp LockWP false exit m1 is the tank name enemy is in my test case a single T80 so this works but I am having problems when testing this with another tank in the west group. The problem is that if the leader's tank is disabled the whole group stops dead or amusingly if the occupants are alive and jump out they'll continu on foot or prone with the second tank following very slowly. I decided to have a play with groups and leaders etc but without success. I can't seem to kill the leader so one of the other tanks can take command. Here is a much messed about script in it's last incarnation (some stuff is redundant): #update _lead=leader grp _lead move GetPos enemy _veh = vehicle leader grp ? not(leader grp in vehicle leader grp): leader grp setdammage 1 ; tried these alternative but doesn't work either ; ? not(alive m1):"_x setdammage 1" foreach crew m1 ; ? not(alive m1):"_x setdammage 1" foreach crew m1 seenhim=vehicle leader grp knowsabout enemy ? seenhim>0 : _veh dotarget enemy ? seenhim>0 : _veh dofire objnull @unitready _veh ~.001 ? (alive enemy) and ((alive vehicle leader grp) and ("not alive vehicle _x" count units grp==0)) : goto "update" hint "It's all over! Tank group returning to patrol or it's dead!" grp LockWP false exit One problem I discovered was not what it seems is that the line "Vehicle leader grp" does not return "m1" as I thought it returns "Bravo something" and "leader grp" returns much the same so the test just fails. So the problem is really to determine if the leader's tank is dead or can't move, kill the crew and let the other commander take over. I can't seem to get at the crew either "crew m1" fails too. Question is am I barking up the wrong tree? I didn't want to manipulate waypoints as the tank could be anywhere in it's waypoint structure and the idea seemed neat. Should I be looking at using the script on several single tanks not grouped? The above scripts actually works most of the time as long as the group commander isn't disabled. Any ideas? Cheers Louis