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stridev

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Everything posted by stridev

  1. stridev

    OH-58 Kiowa Warrior

    along those same lines, I was trying to be the gunner with subordinate AI pilot last night while lasing targets for a LGB harrier. Â Unfortunately, the pilot was rocking us forward and backward slightly making it impossible to target anything with the laser. Â AI doesn't have this problem with other choppers. Â Any way to fix?
  2. stridev

    CoC Command Engine X

    Does anyone use cex and DAC together? It seems enemy DAC-generated units don't show up as icons on the map nor are they reported over the radio by my teams.
  3. stridev

    OFP Addon request thread

    I've been looking all over for the UA 1.1 version of SEF LAV mortars. all the links seem to be dead. (Only could find the older, UA 1.0 version) Anyone know if the 1.1 version is still out there? -thanks stridev
  4. stridev

    Mapfact.net releases DAC

    Silola- ok, so I entered "Inf_Z1" in the DAC script call like on page 4, then made a script like you posted with the artillery script in it, but i'm not sure if i put it in the right place. this is what i did: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;StartLeaderScript.sqs ~1 _i = 0 ?(count Inf_Z1 == 0):exit #loop _group = Inf_Z1 select _i _leader = leader _group [_leader, "guer_units", "west_units", west_arty2] exec "ai_arty_ua.sqs" [_leader] exec "StartLeaderScript.sqs" _i = _i + 1 ?(_i >= count Inf_Z1):exit goto "loop" this script i saved as StartLeaderScript.sqs and put it in the mission folder. what I'm most unsure about is putting _leader in my artillery code line. (the rest of the line works fine when its in the editor-placed officer's init line) Usually its just "this" (no quotes) in the init line, but I tried both ways and neither worked (with _leader and with this). If this works, it would be a good way to get the DAC spawns to call in real artillery from the CoC artillery units, giving you a good mission objective- destroy the mortar section before it does any more damage to your troops. any ideas on what I did wrong? -stridev edit: also, how do DAC spawned vehicles handle refueling? in these long missions, it seems like they might be running out of gas before I get a chance to blow them up thanks again for all your help. -stridev
  5. stridev

    Mapfact.net releases DAC

    Silola- I took your advice and only entered the group leaders' names, and it works now- I don't get that error anymore. thanks a million. i have 36 groups I think, so it works up to that number at least. 176 units was obviously too many. another question: I've been using General Barron's AI Artillery scripts with the CoC artillery. normally, there's a line I enter into the init field of the enemy artillery spotters when I place them in the editor. Is there a way to "embed" that line into, say, the officers in the config that get spawned by DAC? I'm having too much fun with this. Thanks for all your work. -stridev
  6. stridev

    Mapfact.net releases DAC

    wow, i took an extended hiatus from ofp, then came back to this gem. good work. I've been trying to get something like this going for how many years? nicely done. something I'm stuck on though: I'm working on a CoC mission and have a small army under my command. I think its about 176 units on my side. I've entered s1 through s176 (that was tedious) in the DAC players in DAC_Config_Creator, but i'm getting an error when DAC intializes, something really long and confusing at the top of the screen: While {_pa < count DA _Players} do {_pn = group (DAC_Players select _pa);if((!(format["",DAC_Players select _pa] == "scalar bool array st it then goes off the screen and i can't read the rest. 1. is this related to the obscene number of units in DAC players? 2. is there a limit to how many you can put in there? 3. was I foolish to think it would work?
  7. stridev

    Generic OPFOR BETA 1

    I feel your pain, htsqdzulu, I'm currently about eight missions deep and counting on this campaign, but have no idea if it'll be playable. Â (it works without ever saving the game, but that's a bit tough) Â These units are perfect for it, and I don't know of any other units that would replace them adequately. (need generic government army on Resistance side and insurgents on East side)
  8. stridev

    Campaign weapon pool

    ok, looks like its getting closer. First mission, I lost five (out of a squad of twelve) men. second mission, I started with seven (including self), which is to be expected. But there was one extra guy just standing there. Seems he didn't get deleted. The next few missions were the same. I'd start with the right amount in my squad (after some had died in previous mission) but there was always an extra man, not in my group. Do I need to save it as SOLDIERS_ALIVE1 then SOLDIERS_ALIVE2 then SOLDIERS_ALIVE3 and so on, i.e. change it slightly for each mission, while still loading in the init.sqs the variable from the previous mission? Now I've confused myself.
  9. stridev

    Campaign weapon pool

    ok, here is the exit.sqs for mission 1, and the init.sqs for mission 2: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; exit.sqs ; Soldaten werden abgespeichert _grp = group player _units = units _grp _count = count _units _i = 1 #loop _unit = _units select _i xx = _unit saveStatus format["Soldat%1", _i] _i = _i + 1 ?(_i < _count): goto "loop" SOLDIERS_ALIVE = _count saveVar "SOLDIERS_ALIVE" xx = player saveStatus "MYPLAYER" ; Waffenpool wird gefüllt TRUCK_ALIVE = FALSE ?(alive objTruck): pickWeaponPool objTruck; clearWeaponCargo objTruck; clearMagazineCargo objTruck; TRUCK_ALIVE = TRUE; xx = objTruck saveStatus "TRUCK_STATUS" saveVar "TRUCK_ALIVE" and... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; init.sqs titleCut ["","BLACK IN", 3] ; Soldaten wiederherstellen knownUnits = preprocessFile "knownUnits.sqf" findUnits = preprocessFile "findUnits.sqf" _count = SOLDIERS_ALIVE _soldiers = [s_1, s_2, s_3, s_4, s_5, s_6, s_7, s_8, s_9, s_10, s_11] _yoursoldiers = [] _n = count _soldiers _i = 0 xx = player loadStatus "MYPLAYER" fillWeaponsFromPool player #loop ?(_i >= SOLDIERS_ALIVE - 1): goto "EndSoldiers" xx = (_soldiers select _i) loadStatus format ["Soldat%1", _i + 1] fillWeaponsFromPool (_soldiers select _i) _yoursoldiers = _yoursoldiers + [_soldiers select _i] _i = _i + 1 goto "loop" #EndSoldiers ?(_i >= _count): goto "pool" deletevehicle (_soldiers select _i) _i = _i + 1 goto "EndSoldiers" #pool _yoursoldiers join group player ; Sonstiges _truckal = TRUCK_ALIVE ?(not _truckal): deleteVehicle objTruck; exit; xx = objTruck loadStatus "TRUCK_STATUS" from mission two on up, they're all basically the same init and exit scripts. do I need to save status with different names for each mission?  i.e.: mission 1 exit.sqs: saveStatus "MYPLAYER1" mission 2 init: loadStatus "MYPLAYER1" mission 2 exit: saveStatus "MYPLAYER2" mission 3 init: loadStatus "MYPLAYER2" and so on.... it looks like that's the way they did it for the Resistance campaign, I'm not sure if its relevant. the condition of presence for the squadmates in the editor is true in all cases. in all the missions I have the entire squad grouped to the player in the editor (with the little lines), but I see that you don't have them grouped in your second mission.  I tried doing it ungrouped, but I'd often get the "dead mates" still there on the followup mission, just not part of my group.  They weren't getting deleted apparently. something else that might be important:  I have several "working copies" of the missions in the campaign, I save backups J.I.C.  and they all have the same basic init.sqs and exit.sqs might that be the problem? (the variables getting transferred all over the place?) thanks again for your help.
  10. stridev

    Campaign weapon pool

    hey vektorboson, I've been working with your tutorial for a couple weeks now, putting together an insurgency campaign. Many thanks for making it, I'd have no chance without it. I've been having some small problems though. I think I've got the weaponpool working out (thanks to you), but my dead squadmates (sometimes) come back in the following mission. And sometimes I or one of my mates will begin a mission injured, even if we hadn't seen any combat the previous mission. Any idea why this would happen? again, thanks for putting up that tutorial. Hopefully I'll have a campaign up sometime soon.
  11. stridev

    Generic OPFOR BETA 1

    these are perfect for the campaign i'm working on. very nice work. unfortunately, with the "fix" i get the same every-four-second-lag-spike problem. I had to go back to the hollowman version. is there another update?
  12. I'm trying to move a hostage across a room instantly (won't go thru open-able door) after guards are killed. I'm guessing setpos will do it? so i placed a game logic as the destination, checked its position in the mission.sqm, and scratched out this: guy SetPos [1688.477295,24.974998,5307.811035] but he disappears. what have I done wrong? (I wouldn't know a boolean if it jumped out of the woods and bit me in the arse, but I can cut n' paste with the best of em)
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