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About panther42

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  1. Here's some more information for you @pierremgi: Arma 3 Tools, P Drive (devP) which came from this post: Questions about P drive Project Space, Work Drive and Game Data This one may be outdated from the Wiki, but I believe still holds true for development of Addon: Develop with unpacked data
  2. panther42

    Carrying wounded AI...

    not certain it's what you're looking for, but PF has a module which would include what you are asking about. I have not tried it out. Not certain if it works with AI. From the description: This module allows players to become incapacitated, drag and carry incapacitated players, heal, stabilize, and resuscitate incapacitated players.
  3. Not exactly certain I understand what you are asking, but here is a way I do it for extracting groups. Multiple ways to skin this one. Example is simple script which can be placed in mission folder and executed from wherever (debug console) PF is odd for some groups, as VN_MACV is all groups listed for faction B_MACV. And the output in log (for example): Forgot, and cut off the top of my script while posting. Cheatsheet:
  4. @sarogahtyp, thanks for the testing. It's not necessarily a test of the "other" mechanics of the script, so to speak, but a test of setVelocityTransformation in relation to use with helicopter (in this case), or possibly other aircraft. Does it work, can it work with better input numbers, is it useless... There are plenty of other methods, this is just an option. All setup, like distance from landing point to start landing, creating the landing point location, adjustment of the duration (I.E. bit too fast) would be user preference. If you set flyInHeightASL, or flyInHeight to a higher number, obviously, your approach angle will be higher/may avoid obstacles. As for the water position, this could be alleviated by simply creating a marker at your position (ASL conversion), and creating the helipad at that location, or, as you noted BIS_fnc_findSafePos/another method. Perhaps I was not "clear" enough with the title of thread "Proof of concept testing: setVelocityTransformation". I appreciate all of the testing you have done. My example was thrown together to test the application of setVelocityTransformation on aircraft, specifically helicopters. As a side note, while researching this command, I found a post by @Harzach which I thought was pretty cool. This specific post has the link to updated video.
  5. Fair enough @sarogahtyp. Paste the following in debug console:
  6. @madrussian, What about copyWaypoints, to gather prior to your takover? Copy groups WPs, and get their current, then manipulate after your done to "continue as you were"... or, as @sarogahtyp mentioned above. edit, that copyWaypoints may not work, as I expected. Must copy from one group to another, unless you cloned the original group, etc.
  7. Only way I can think of, without digging too deep, is "shoot him" before he reaches WP... 😁 I really do not think there is a way without manipulating the current WP, I.E. setCurrentWaypoint, or changing the WPs already given. I don't quite understand what you are running along side the mission creators WPs themselves:
  8. I believe it will only work if you've given multiple waypoints to begin with. You give AI multiple waypoints in script, then further in script, lockWP at one. Adding waypoint "after" the lockWP may override. There are several topics on lockWP available in search. This one from @johnnyboy may help. If you want to inhibit the execution of the waypoint statements, just change out the condition to what you want to evaluate, or the statement itself. If you change the condition from the default "true", the waypoint will not complete if your condition does not evaluate to "true". If you want to leave condition to "true" so the waypoint will complete, evaluate what you want done in your statement. Or, I've missed exactly what your intent is. I tested lockWP in the editor, no mods except CBA loaded. Works as expected. place yourself and another soldier not grouped to you in the editor. give the soldier one waypoint (close to you for testing). In that waypoint under Waypoint: Expression >> On Activation: group this lockWP true; run the scenario, and aim your cursor at the soldier once he gets to waypoint hit esc and enter the following: group cursorTarget addWaypoint [position player, 0]; LOCAL EXEC Does he move? Point your cursor at the soldier again, and hit esc. Enter the following: group cursorTarget lockWp false; LOCAL EXEC What happens? He should move to your position. You can add several waypoints to that soldier around yourself. Put lockWP true as noted above in each one. Follow above procedure to only lockWP false at each. He will not move to next waypoint until such command is given.
  9. Did anyone, even out of curiosity, try the code posted? Of course parts of it can be ripped out (chat, etc) to test. I'm interested if anyone came up with better values. I.E. instead of time, use diag_tickTime, or diag_frameNo. Some formula of fps. Too much lag for use? Not worth the time? Does using this eliminate pilots in "hot" landing zone not wanting to land? Tried on other aircraft? I was thinking planes landing at non-configured airports. I used to use parts of Mando land for A2 landing on Nimitz. I have not been able to test all situations/formulas, but am interested in any input.
  10. I'm working on a proof of concept for a "fast/hot" helicopter landing using setVelocityTransformation. Could be used for planes, etc. The version I'm currently testing is using time, as given on the wiki page for setVelocityTransformation. I'm also working on a variation with distance to landing. My testing has shown helicopters will increase altitude ~ 600m out from landing point to bleed off velocity, prior to landing (of course depending on velocity prior). I start manipulating with setVelocityTransformation once they reach ~ 500m out. This is more of a glide slope landing, than a high above, drop down now, approach. My problem is that EachFrame eventHandler (addMissionEventHandler) actually moves the heliopter back at first (away from), as if the "time" captured prior to eventHandler running is not lining up with current position. Any ideas on how to correct this? May not be even possible with my approach. Set up (simplified): Of course there are other variables involved, such as utilizing time. I've done tests with t1 = time, t2 = time + x(insert value here). Used time + diag_fps, etc. Simplified version of the code used in an addAction: Any thoughts/comments would be appreciated.
  11. I've got another option for you @johnnyboy. Making use of both setWindDir (AI land into the wind) and landing script I use in personal extraction scripts. Makes use of vectorLinearConversion. Don't want to hijack @Rydygier topic, so let me know if you'd like to see. Perhaps you could try out both, and let us know which works for you. I may switch over to Rydygier's method if better (I have not tried myself)...
  12. @z1_, first of all, the code you've been posting is SQS syntax, yet you have it in an SQF script? SQF should be execVM "whatever.sqf" See SQS to SQF conversion. For a suggestion, you could try lookAt as utilized in this topic. Another option is the animationSources for the spotlight. I had a specific post in mind, but unable to locate it at this time. Ok, I found the post I was thinking about, and I doubt it will help much with this spotlight. Here's the post though, in case you need it for anything else... Another one you may give a try is by ALIAS on SW. I've never tried it, but he may not even use a spotlight item, just create a light source. Could be an option to look into these script(s).
  13. @z1_ have you looked at some of the civilian scripts by the community instead of these #$%@ modules by BIS? If not, I can give you some recommendations, or possibly modifications I've done to a couple of my favorites.
  14. panther42

    About distances

    @pierremgi I usually just use distance2D for my calculations between flying helicopter and specific point I'm using on the map. The link gives a good picture, which I'm sure you have seen. Difference? Probably only minimal.