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panther42

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Everything posted by panther42

  1. Here is a version with Meatball's F/A-18 removed. I also removed John Spartan's F/A-18. His latest version, 2.0, I had problems with, and reverted to earlier version. All are replaced by AV8B and AV8B2. I also removed yurapetrov's SH60B, and replaced with BIS MH60S. This still may not run in plain A2, as many of the script commands used, may have been introduced in OA(I have not tested in A2, nor have I gone through the scripts to verify)
  2. Have you tried BIS_fnc_destroyCity? Here is a post by kylania as demo. Main point is the player(s) are moved away during the destruction, then set back in place. I have never used this function, so maybe it's not what you're after..
  3. Why don't you start by re-reading post #7 and post #8 in this thread, then use the search function if you're still not getting it. There are hundreds of posts on this...
  4. It was a part of CCP: Infantry units from Arma 2 cannot carry backpacks or assemble static weapons.
  5. panther42

    Get All Turrets

    Looks very similar to the code from Sickboy here: Feature #17998 turrets vehicle - return all turrets in the vehicle Have you checked out weaponsTurret, which was added in OA 1.52? See the example function at the bottom from denisko.redisko (denvdmj). You should be able to use this function with addMagazineTurret(added in OA 1.52) and removeMagazinesTurret to manipulate how you want
  6. CSJ's sharks inherit from class "ship". They are also set to side = 3, and faction civilian. Maybe try using setFriend to make the civilians against your pilot side... Also, you can get the driver of the "shark", and use commandMove like CSJ does maybe. (driver _shark) commandMove _newPos; check out how BIS did the check for swimming from the armory scripts: maybe the setFriend isn't the best answer, but going with what F2K suggested with grouping. setFriend with civilians can lead to unwanted situations... these inherit from ships, so try createVehicle, not createUnit Each shark is joined to grpnull on init, so maybe you can create a new group, and add the shark to the new group after creation.
  7. I have one more idea for you. It may be possible to "spam" several planes if one is already in the spawn area. Meaning, you can hit the spawn A-10 fifty times, and it may create a backlog of planes waiting to be spawned. You can fix this by adding the following to your addAction condition check: This way, you don't even get the action if something already exists there. And...one more thing. nearEntities checks for only alive entities. If you have a destroyed plane/vehicle, etc in the area, it will still spawn. Might be best to change the condition check to use nearestObjects(because you can use an array of several types of objects to include) So, the condition in addAction would look like this: If you use the condition check in addAction, you can remove the condition from your script
  8. I don't believe you need to worry about spawn height on the LHD anymore. I think it was fixed in this update: [79412] Impoved: Aircraft can be placed on carrier deck in the editor. If you have problems, let me know. This is easy to do. I take that back, just tested and didn't work. Use the following: One other thing...for this to work with the hint, you must privatize the variables used in the script. I didn't realize you didn't have them already. Final version should be as such: Sorry about the confusion. You can also use with the previous code posted without the hint: the second version (without hint) does not need the variables privatized since there is no internal scope... I try to always use the privatized variables, as it keeps me from getting caught like that.
  9. Here's two ways to do what I think you want(do not allow creation of plane if other objects are at the Spawn_Aircraft location) 1. With Hint 2. Without Hint
  10. Didn't get a chance to test this last night, but let me try to simplify this for you. ACM Module - "Hey, this player wants some ambient combat" Script - "No problem, does the player want ground troops?" ACM Module - "Yes" Script - "Okay, let me nap a bit, then I'll send some his/her way" Script - "Does this player have areas we can't spawn troops at?" ACM Module - "Yes, I've gathered the blacklist information and sent it your way" Script - "Crap, I have to send some troops, but I can't find an area outside the blacklist! This player is a maniac, he/she has blacklisted the whole area!" ACM Module - "Did you try the Armory positionStart?" Script - "Yes, it doesn't exist on Takistan. I have to use the world centerPosition, it's in the player's blacklist area. The player is going to be pissed!" Again, over simplified, but what you need to realize, is that troops are going to be spawned somewhere. If you don't want them spawned in/around the airport, make your blacklist marker over the airport, but allow the spawn distance min/max to find areas outside the blacklist. Don't put yourself inside a bubble... Unfortunately for you, your base/blacklist is located where the world centerPosition is on Takistan, and you're not giving it enough spawn distance to get outside the blacklist area.
  11. I will test your mission tonight. Mission file is what I prefer. Either is fine... My guess is the spawn distance. you have min 100 and max 100. The default is something like 500, 1500(w/o looking back at the script). When the ACM is going to spawn a group, and can't find a location within the 100/100 which is not blacklisted, it defaults to the centerPosition. I have to double check the code, as I'm not at home. Was this tested with different min/max values for spawn distance?
  12. First, a couple of questions simsmode. 1. You only have one ACM synched to one group correct? 2. The markers you are placing in the editor, are they of type Icon, Rectangle, or Ellipse? 3. What is the marker Axis a? Axis b? Observations: Within the ACM module, the script for spawning ground units uses a call to BIS_fnc_findSafePos. This function incorporates the blacklist area supplied in the ACM setup. BIS_fnc_findSafePos defaults to the current world config Armory positionStart if no position is found via: _newPos = getArray(configFile >> "CfgWorlds" >> worldName >> "Armory" >> "positionStart"); However, I could not find this entry for Takistan in the config... If the Armory positionStart does not exist, the default position is then the current World config centerPosition: _newPos = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); On Takistan, the centerPosition in the config is: centerPosition[]={8000,1900,300}; If you place a soldier(player) on a clean Takistan map, add a radio trigger with the following: It will place you @ [8000.01,1899.93,0.00143433] which correlates to the editor grid 080,019(you read left to right then up)... Look familiar? If you could upload a copy of your mission to Google or mediafire, etc, myself, or someone else on these forums could take a look at it for you. Sometimes it's a bit difficult to dissect these problems w/o the mission itself. panther42 edit: are you trying to set the top-left and bottom-right of the blacklist area by using the two markers for each ACM? If so, this will not work. You either need to use: array of markers(I suggest rectangle, with correct Axis a and Axis b, although the ellipse should work - not tested) array of triggers array of arrays containing [top-left, bottom-right] - you will need to retrieve the marker position, getMarkerPos, first, then add to array. Example:
  13. First, welcome to the forum simsmode. As far as people answering questions on here anymore, some have moved on to A3, others are sick and tired of answering the same questions over and over. Seems as though no one wants to use the search function in these forums, or Google search... Anyway, the ACM can be quite complex, but if you are willing to learn, can be very useful. If you are using markers, and using the default naming convention for the ACM blacklist areas(BIS_ACM_X), you can place up to 1000 of these. Make sure when creating these markers, you use the size options in the marker creation. The blacklist area is calculated by the position of the marker and the size of the marker(markerSize). There are other ways, but I'll just leave those for later if you're interested.
  14. 8Rnd_B_Beneli_Pellets Also, check out the All in one Config v1.62 - ArmA2+OA+BAF+PMC+ACR, much easier to look for config entries yourself. I use notepad++ with KillzoneKid's highlighting... There are also a couple of scripts around to pull this information yourself. How to create an AllInOne config. Unfortunately, OFPEC has been offline for some time... You can probably find these elsewhere. I use Denisko-Redisko's version.
  15. Are you using the original UPS by Kronzky, or UPSMON by Monsada? I haven't messed around a whole lot with the two, but If you are using the one by Kronzky, check out this thread. It is Arma, but a lot of good information which may help. I wouldn't think much changed besides commands... Example post from Kronzky If using Kronzky's UPS, check the UPS.sqf for this section @ line 204: this should be changed to "LandVehicle", as class Car, Motorcycle, Tank, and StaticWeapon inherit from LandVehicle. Looks like a left over from his original VBS script Also this line: Not as much affect, but can change to Arma2 classname if needed
  16. I don't know if it's exactly what you're looking for, but here are a couple from Wiggum which could lead you in the right direction, or give you ideas of your own: HunterKiller Patrol Simple_Reinforcements.fsm Your included picture is what made me think of these...
  17. Fulcrum90, look in mando_setup_full.sqf for list of planes/helicopters supported. Most planes have their own setup in the "setups" folder. You can add MMA to any plane/helicopter, as long as you know what you're doing, or study the already configured setups and build your own... Some have global variables assigned for the arrays of planes. If the weapon idx of your plane matches those which are pre-configured, you just need to add: mando_f18s = mando_f18s + ["yourplanehere"] for instance
  18. panther42

    =BTC= Logistic Script

    Perfk, if Giallustio doesn't have an answer for you, one option is to try RUBE draggables/droppables demo (object drag'n'drop). He uses his own rectangle packer function to place more than one item in cargo(if room/see picture in thread). These are based on his own measurements of most A2/OA vehicles. If you're using a mod, you may need to add your vehicle measurements to the list
  19. AVIBIRD 1, I use the script version of Ruebe's library quite a bit. What exactly are you having problems with? Just the buildables? See this page for buildable info. Here is ruebe's homepage with info on loading the RUBE Library Here is RUBE Fire Ants, which you can dissect to see how he designs a mission. Here is RUBE_convoyTester, which you can also dissect(I would un-pbo and look at scripts)
  20. panther42

    SMD_Assets Standalone PBO Release

    not to be picky, as you guys do good work, but I noticed in your video in the first post, the UN on the UN C-130 is reversed on the planes left side.
  21. panther42

    Caribou Frontier

    Very nice work Raunhofer. I really like the way you have a story to tell with this island, not just a bunch of buildings/trees/etc thrown on a terrain. Also, StHud should work with any island as long as you are using the 12_12_09_sthud_islandfree version found here
  22. AVIBIRD 1 already gave you the information you wanted: setWaypointStatements - The waypoint is done only when the condition is fulfilled. When the waypoint is done, the statement expression is executed. Why would you want to place a trigger just to check if a player was inside a waypoint radius??? The waypoint already has a radius which triggers via the condition.... Condition: yourUnit in thisList - see the linked page for the use of this, and thisList You may also try unitReady, but make note of Rube's findings at the bottom As for you question regarding using local variables in the statement: see post from Demonized - although I have never had to use this method Another option by DTM2801: Mulitple vehicle - transport script
  23. I have no problems using the createCenter and setFriend commands while spawning. No units placed with 0% probability... I use caps for the side when using setFriend. Don't know if this matters, as I haven't tried otherwise. Here's what I use in my scripts, determined by _side:
  24. You have rabbits killing cows??? Anyway, since we can't see the whole script, here are some suggestions: _currentCow addEventHandler ["killed", {_this execVM "cowKilled.sqf"}]; In "cowKilled.sqf": _victim = _this select 0; _killer = _this select 1; _marker = ?? if (typeOf _killer=="Rabbit") then {[_victim,_marker] execVM "waitForDelete.sqf"; }; Where is _marker defined?
  25. I meant in your mission init.sqf I will take a look at the others you requested also. Technically, you can add any 3rd party addons to work with MMA. CSLA MIG 29 is already in MMA... Are you sure you're launching MMA correctly?? Which version of MMA are you using? These are the classnames in MMA for the CSLA MIG 29: Have they changed?
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