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lockjaw-65-

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Everything posted by lockjaw-65-

  1. lockjaw-65-

    Think i can play this game?

    Age does not matter I was 13 when space invaders came out. I got that good at it and spent that long that the curry house where the machine was banned me from it because they were not making any profit. I have played games ever since and am now 47, its already been mentioned but it is your attitude towards a sim like flashpoint, Arma and Arma2 etc
  2. lockjaw-65-

    Community Nutritional Information

    I think report in is best at the moment.
  3. Thats strange because I have tried over and over but still the same. I was thinking it is conflicting with other scripts as suggested earlier but I have removed the commander position as suggested by Xeno and it works fine now... Cheers Xeno :)
  4. I have a trigger that spawns a ZSU-23 and a script that creates the crew. All works the ZSU-23 will move around and aim at enemy aircraft etc but it just wont fire at them? I have been trying to solve this for days but no effect. This is the code that creates the ZSU-23. _spawn = [getmarkerpos "air1", "ZSU_TK_EP1", "aa1",180] execVM "mission1b.sqf"; And this is the code for crew etc (mission1b.sqf) _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _driver = _veh emptyPositions "driver"; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; if (_driver > 0) then {"TK_INS_Soldier_AR_EP1" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;this setskill [""general"",1];"];}; if (_gunner > 0) then {"TK_INS_Soldier_AR_EP1" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;this setskill [""general"",1];"];}; if (_commander > 0) then {"TK_INS_Soldier_AR_EP1" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;this setskill [""general"",1];"];}; for "_i" from 0 to _cargo do { "TK_INS_Soldier_AR_EP1" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _name; call compile format["%1 = _veh", _name]; _patrol = [_group, getmarkerpos "air1", 10] call bis_fnc_taskPatrol;
  5. The crew boards ok because the vehicle drives around with the turret moving around and tracking any aircraft!! I know this is an odd one and I have not had this problem before. I have tried spawning another vehicle and that does exactly the same???
  6. yes I have same side units on map from start. Its strange because as I said you can see the turret following the aircraft but its as if they dont have ammo? Also I have infantry squads spawn at the same time with AA and they target and attack fine?
  7. Thanks for response, not sure how to assaign a waypoint and there are so many spawned vehicles in my mission. They can see the aircraft because you can see the guns following them. All the aircraft are randomly spawned so it would also be difficult to reference each one.
  8. lockjaw-65-

    Revive Script

    Just found when this happens: It works fine until you suspend a MP game then when you re-host it has the problem?
  9. lockjaw-65-

    Revive Script

    I have just come across a problem that I have not had before with this script. everything seems to work ok. When I deploy the mobile respawn the marker is on the map and respawn works great. The problem is when I stow and move then deploy in a different place the marker is still in the first place. When a unit dies and respawns at the mobile respawn, it respawns at the marker and not where the actual vehicle is?? Has anybody had this problem and know how to resolve. BTW it seems to work fine in editor when previewed
  10. lockjaw-65-

    VOTE - "Most Anticipated Game 2012"

    3 more votes and we in 8th place
  11. lockjaw-65-

    Support Radio

    I just swapped class names in the init file.
  12. lockjaw-65-

    VOTE - "Most Anticipated Game 2012"

    Voted ;)
  13. lockjaw-65-

    Support Radio

    download sample mission and see how its done there :)
  14. lockjaw-65-

    create vehicle with name

    Just installed the new patch 1.60. Now all the Ai etc that are spawned do nothing again even the tungstas dont fire at aircraft? Also noticed that Ai driving on roads is really bad now and even the DACs seems dumb at spotting enemy and engageing... Just reinstalled entire game and it seems ok now, will do a bit more testing tonight..
  15. How do I create a vehicle with a name so that I can use other scripts with it after it has spawned. I can create the vehicle using a trigger ie: [getmarkerpos "air1", 0, "BMP3", east] call BIS_fnc_spawnVehicle; I just dont know how to add the name? Thanks
  16. I have a mission with many objectives to complete. I have a trigger to check when all objectives done and call End #1 in the condition I have: Obj1 AND Obj2 AND Obj3 AND Obj4 AND Obj5 AND Obj6 AND Obj7 etc etc when I start the mission I get this error message: 'Obj1 [#[AND Obj2 AND Obj3 AND Obj4 AND Obj5 AND...' Error and: Type Task, expected Bool can anybody tell me what is wrong...
  17. lockjaw-65-

    End trigger problem?

    F2k Sel, Many thanks again that was the problem and it works great now. BTW its your fault that I even knew that I had Errors LOL...
  18. lockjaw-65-

    create vehicle with name

    No I got no error messages and that link does not seem to work.. ---------- Post added at 07:28 PM ---------- Previous post was at 07:25 PM ---------- Ok works now, thanks I will use it :)
  19. lockjaw-65-

    create vehicle with name

    Wow, thanks, just tried it and it works great with 100% improvement...:D
  20. lockjaw-65-

    create vehicle with name

    ok Im trying to set skill level of spawned crew, this is what i think it should be: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _driver = _veh emptyPositions "driver"; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; if (_driver > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;this setskill ["general",1]"];}; if (_gunner > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;this setskill ["spotDistance",1]"];}; if (_commander > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;this setskill ["spotDistance",1]"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _name; call compile format["%1 = _veh", _name]; but no crew is spawned at all..
  21. lockjaw-65-

    create vehicle with name

    Ok its official I dont know what im doing LOL. I cant work out how to include this into the script you provided without messing it up....
  22. lockjaw-65-

    create vehicle with name

    Thanks I will try with that today and post result.
  23. lockjaw-65-

    create vehicle with name

    thanks, that will work for units placed on the map. The problem I have is that they are all spawned mid mission with the scripts that we have been talking about in this thread. The static guns are spawned then the crew. I suppose what im asking is wether the script that spawns the crew could be modified to make them more aware?
  24. lockjaw-65-

    create vehicle with name

    Thanks guys for the info, not sure what to do here. I really wanted to put some kind of static defences in my mission but if they are that dumb or I cant find a scritp to improve them, then I think I will have to remove them :-(
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