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panther42

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Everything posted by panther42

  1. panther42

    Array Find Question

    No need to re-invent the wheel. If using CBA 3, fnc_hashCreate. Allows for default value.
  2. I think there's some issues if you're using sqs, instead of sqf: The control structures listed in the article Control Structures may also be used in SQS syntax. Note that they must be written within a single line... So, if you are using an sqs script to call the sqf script via ExecVM, try following the rules for sqs posted here
  3. panther42

    pook_SAM Pack v1.0

    I have to commend you gentlemen for continuing the Arma 2 legacy. I, myself, have not made the jump to A3. I still enjoy the A2 environment, and simply, have refused to give in to Steam. Keep battling my friends, for your work is not going unwanted!
  4. This is more of an FYI post, but is scripting related since I had to make script changes to get this one working again in Arma 2: Anti-Collision Lights for Aircraft I believe it stopped working around the 1.60 patch, but not sure as I didn't mess around with it much. Author is MIA from the forums. I'm posting here, as there seems to be a bit more traffic, than the Armaholic Forums(no offense) I had tinkered around with it trying to figure out what the hell broke it...Finally found the solution. If anyone is still interested in this one, I can post the changes necessary. The original is dependent on WarFX : Blastcore I have also the necessary changes for a version which is NON-DEPENDENT of WarFX. I'm running 1.62 with latest beta.
  5. Mirek, what exactly are you trying to do here? Looks to me that it would be best to use addAction on the hostages, then you can use the condition of the addAction with _this and _target to have the action available or not. Maybe wrong direction, but if you want to free the hostages? kylania has one example: Hostage Capture Script (addAction) which you could easily modify the condition
  6. First off, good job taking the time to develop this. Now, how about some constructive criticism? I don't read Russian, So it's hard to figure out what exactly you require for array elements, or optional elements. You should really look into similar technique as ruebe, or others who use selection via key and element. With 12 possible elements, I need a guide handy to figure out what each one was for(after I learn Russian). One quick question is about the default position. It is initialized as an array: _defaultPos = []; if ((count _this) > 11) then { _defaultPos = _this select 11;}; but then: So my default position must be an array of an array(s)? Otherwise, if I just pass getMarkerPos "whatever", that may count to more than 0... returns [5850.45,11121.5,-0.0307541]. That counts 3, but will fail in the code, because it's not an array of array. More explanation in the first post may have drawn more attention. But like I stated earlier, having 12 elements, of which it looks like 10 are required, will deter most. Again, I don't mean to upset you, just some food for thought.
  7. To bad Tankbuster already coined the term Project Phoenix, although that has probably fallen back to ashes also... Great work goliath86!
  8. I would go back and ask yourself why you're getting an array as a sting within your array first.
  9. panther42

    Spawn Convoy onto Road ?

    psvialli, the problem with the above examples, and probably what you're finding out is that you cannot just set direction using the nearRoad segment, because: 1. You must find the direction between the current segment, and the next segment, IN THE DIRECTION the convoy is supposed to travel. 2. You need to space the position of the vehicles, along the same route, IN THE DIRECTION of travel. If you are willing to add another folder of scripts to make this work, I use the Rube library script version, and have found that Rube's findRoute function works the best. Posted below is recipe. 1. Create new mission in editor. 2. Add an opfor player to the map, since you are using East. 3. Create a radio Alpha trigger, axis a 0, axis b 0, leave at once, and name convoy. in On Act, add: null = [] execVM "convoy_test.sqf"; Save Mission. 4. In mission folder, add the following: Init.sqf add the following(or create) I see Rube has named the newest edition folder RUBE.140712, just change name to RUBE once extracted, and drop into mission folder. You do not need the description.ext declarations, unless using the dialogs stuff(Rube weather, etc.) 5. Save the following as convoy_test.sqf(thanks to KK for the SQF to BBCode Converter): Now some notes. I tried to leave the bulk of your code you had originally posted intact, even though it must be a snippet. I changed the distance on the first position check, because I wanted to spawn the convoy near me, for testing. I removed the vip person or items you originally posted. Couldn't figure out what it was since the same name was used for a person? and an array of items. I added markers for the waypoints, for visual. You can remove. set _wpmarkers to false I changed your CBA markers, because I didn't know what _cid was??? If you don't see the convoy, it may have spawned on the other side of town. View the map to see the markers. If so, restart mission and try again, or change the distance check for the first nearRoads. Convoy driving in Arma2 is terrible, but seems to work. I always use an edited version of DTM's convoy with Rube's findRoute... You can change, or call this differently. It is only a test to show you what is needed. I threw this one together rather quickly, so there may be parts which are not needed. I did test several times, and works as intended(vehicles spaced out evenly in the direction of travel of the convoy route) Let me know if you have any questions. panther42
  10. Unfortunately no. Silvie blacklist is only based on "house" type, not location blacklist(unless I missed something). If you stand on the runway, and do the same check as BIS does in the fsm, you can find buildings to add to your blacklist. Just add your list to the existing one I gave you above. if you use logging tail program or want to look in rpt. List is long, so maybe reduce distance: These will be in format (someobject.p3d...) so you'll need to convert to the classname from cfg. You can use typeOf. I can give you pointer if you need help to diag_log the typeOf list... Here is the code to put in On Act of repeating radio trigger if needed:
  11. Hello Mirek, sorry to hear you're mad. Here is some help: Silvie blacklist is default to the following: When the fsm runs for Silvie, it checks _twnpos nearobjects ["House",500]; It will not use the "house" position if in the default blacklist, meaning you did not setVariable your own blacklist. If you setVariable your own blacklist, it will override the default. It then creates the vehicle near the "house" position, near a road, using nearRoads... So, if there are areas you do not want vehicles to spawn(typeOf _house), must be added to your own list, and you can include the above default list.
  12. Thank you for the reply fabrizio. Nice to see us "old timers" still around. As for the handledamage event handler for the player, here is the problem in A2/OA. Again, I do not have A3, so it may work differently: Called from bcombat.sqf: Then in common.sqf, bcombat_fnc_unit_initialize: Which leads to bcombat_fnc_eh_handledamage: So you end up with the player having a HandleDamage eventhandler which contains nothing {}. From the Biki: _this select 2, or in your code body_part_damage, is not returned for the player(outside the if/then). I can post more, but like I said, I do not want to derail your A3 thread(only if you insist... :D )
  13. Sounds like you might be interested in this: _William's PlannedAssault web based mission builder
  14. Hello fabrizio, I have been following your work for a while, and waiting to see if Dar would announce he's successfully converted bcombat to A2/OA. This was posted way back on post 84. He may have given up. I have a fully functioning ver 0.17RC in A2/OA. Of course I had to change a lot of commands, and add new functions(one is to check for silenced weapon). I also noticed in A2/OA you add an eventhandler "handledamage" to the player, but it is then not defined, which makes the player invincible... This may work different in A3, as I do not have A3(that's another story). Anyway, I will not sidetrack your A3 thread, so if you're interested in having a copy, and possibly releasing for your A2/OA fans, send me a pm and I can send you the files and discuss some of the features you were intending/I have altered. I WILL NOT release/post anything. I understand if you're busy working on v 0.17 Final. Great work, and thank you for your contribution to the community. panther42
  15. Well Arch3rAc3, part of the problem is a design flaw maybe? This global variable(GL4_Global select 67) is used for rearming, as noted in the user config file, but also referenced in SNKMAN's GL4_Get_In_F.sqf via GL4_Preprocess.sqf: GL4_Preprocess.sqf Which leads to: This all has do do with units mounting vehicles, not rearming... As for the rearming itself, the design is NOT to rearm magazines, but to rearm with weapon from DEAD units: I have also highlighted this is dependent on GL4_Global select 26 && GL4_Global select 67 Maybe the units mounting vehicles is disabled overall, I have not dug deeper into the code. I may have looked at this wrong, but that's the way it seems to me. Hopefully this helps.
  16. How about this? Works for me in A2 editor if you just use the following in a units init field: Test by placing two units on map, both same side, then one of the opposing side.
  17. This is a WIP... AI Carrier Flight Operations - launching and recovery of aircraft on USS Nimitz Aircraft Carrier. I am looking for a person or persons with scripting knowledge who would be willing to help out on this project. Most is complete, but needs finishing touches, suggestions, and clean up. Also looking for testers, as I am always looking for new ideas/bug finding. Scripts adapted for Carrier Flight Operations launching and recovery of aircraft by panther42. Uses modified parts of script by JDog with use of Mandoble's mando_takeoff2.sqf and mando_land.sqf(also both modified). Mando Heliroute is also used, but only sidechat messages have been changed at this point. JDog has given permission to use his scripts, but I have not been able to contact Mandoble. For use with JDog's Nimitz aircraft carrier. Can be modified to work with other carriers. These scripts will move, position and align aircraft on catapult prior to takeoff. Aircraft will be launched via catapult, after which, AI takes over control of aircraft. Launch and recovery VTOL aircraft. Aircraft can also be recovered on the Nimitz carrier. Landing script and arrestor wires are implemented. List of objectives: Notes: WARNING: THE SOUND IN THE VIDEOS BELOW IS TERRIBLE - PLEASE TURN DOWN YOUR VOLUME These videos are the first I have made. Unfortunately, my system needs a serious upgrade. While recording, my FPS goes to crap. The actions in real time are more fluid and the sound in these videos is very bad. Take off is quicker while not recording, and landing distance is shorter also. Seems like my drop in FPS really affects the scripts... gnIrPq-Hkc4 zuCjXKqI2-E YoJhvQayH6s bCF1bqwt4w8 I have more videos, but it takes forever to upload these to Youtube. Will post more when I have time. Updated version which includes helicopter/VTOL coordination(I hope) Update 20130810 to include these fixes: Fix to repair point check. I was removing fuel then checking if less than .5 - corrected check(all planes were stopping...) Changed all variables in case other mods were using same generic "names" - now all are preceeded by CFO_ "CFO_radio", "CFO_vertical", etc Changed request for landing(planes) to check if more than one plane landing on Nimitz, and wait until second plane is in final approach Corrected check for helicopter/VTOL landing. Changed LandedStopped eventHandler to remove the EH index before the most recently added if the count was > 0. I was originally removing the most current if > 0. Removed Rube library folder. Functions I am using are in the fn folder already Removed "leftover" USN_FP from mission - Thanks Due1337 Update 20130811: Corrected take off check - wrong index was used when 2 planes were on approach Changed LandedStopped EH - found out planes parking on Nimitz were leaving towards Kamenyy refuel/repair point... Helicopter radio variable check corrected. Was incorrectly set with three parameters(like setVariable) Removed deck6 and deck7 from available parking spots for planes - these are for helicopter/VTOL at this time Removed use of BIS_fnc_selectRandom (see issues here: BIS_fnc_selectRandom not so random?- using function from RUBE library instead p42_CFO_test
  18. I think the problem with the original question you posted lies here: Bug #23405. See note 5
  19. Is this: veh=[this,60,0,0]execVM"Avi_custom\vehicle_respawn.sqf" using Tophe's vehicle respawn script? If so, it has a built in parameter for vehicle init(using setVehicleInit). If it is, just add your marker script to the code. First init box: nul = ["BAFMCV", this] execVM "markerlocation.sqf"; veh=[this,60,0,0,false,false,"nul = ['BAFMCV', this] execVM 'markerlocation.sqf'"]execVM"Avi_custom\vehicle_respawn.sqf"
  20. AVIBIRD 1, are you using a respawn script for this vehicle? If so, which one? If it's homebrew, post it for us. Have you checked out the respawn eventHandlers? Respawn, or MPRespawn?
  21. AVIBIRD1, have you tried the "older" createUnit, which allows for init command? I personally wouldn't use the setVehicleInit & processInitCommands... I've read several posts in these forums why NOT to use them. the init part is a string, so remember to use "double quotes"... ie: A14 = "US_Soldier_Medic_EP1" createUnit [_pos, GroupA,"[this,'fullAuto'] execVM 'medicAuto.sqf'"];
  22. AVIBIRD 1, here's one more for you. I found in a post somewhere on these forums(I have in an email to myself, just didn't bother to look, as I have the page bookmarked) Image modification online I've used for images, but useful for returning rgb and html values. Use the color picker towards the bottom.
  23. Very nice work NightIntruder. Where is the location of the Nimitz/flight taking place? Looks like you're flying over a sewage lagoon... :)
  24. alexboy, are you running mando_missileinit.sqf? The script which defines the detectable missiles(mando_detmissiles) is mando_detectables.sqf which is executed from mando_missileinit.sqf Also... mando_detmissile, which is added to the mando_detmissiles array, is defined in mando_missile.sqf
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