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schaefsky

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Everything posted by schaefsky

  1. Since your already seem to adept some advanced editing functionality, I would recommend {deleteVehicle _x} forEach crew heli; deleteVehicle heli; instead of the setVehicleArmor. Will remove heli and crew right away, without explosion though, in case you want that. Would be nice if you release it as a demo mission for others somewhere, editing section of OFPEC might be the place.
  2. This is from single player mission "Squad Commander" to add an airstirke: [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc; You could put this in the on activation field of a trigger with condition true and time out 10, to let the SOM initialize itself. This only adds one though, I think.
  3. If by support you mean artillery, read here and take a look at the example missions at the end: http://community.bistudio.com/wiki/Artillery_Module Edit: And this is from single player mission "Squad Commander" to add an airstirke: [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc; You could put this in the on activation field of a trigger with condition true and time out 10, to let the SOM initialize itself.
  4. I would recommend the beta testing section of the OFPEC forums. I got some great feedback there for Arma1. Singleplayer http://www.ofpec.com/forum/index.php?board=115.0 Multiplayer http://www.ofpec.com/forum/index.php?board=116.0
  5. Actually, I think I would use that to make a mission. For me, like Eble said,
  6. Made a simple demo mission for arty without SOM. Check here: http://www.ofpec.com/forum/index.php?topic=33437.15
  7. IIRC, there should be a "Transport load" waypoint or something along the lines. If you syncronize this waypoint with the groups "Get in" waypoint, the rafts (or choppers for that matter) should wait. I think there was a glitch with it that the leader of the get-in-group should board last to allow all the group to get in.
  8. schaefsky

    Visitor

    That would be great but brings up an interesting question IMO: Is the side AI drives on configurable?
  9. schaefsky

    NAPA Cutscene Major Problem

    I had exactly the same problem with 1.01 beta. Used endmission, which means next mission is a CDF warfare one, where I don't know how to reinforce my subordinate troops :(
  10. To me wheeled AI is cutting corners too much. Also they sometimes try to stick too far right of the road, sometimes they are just on spot. It almost seems they drive too far right when there are obstacles along the roadsides, but that might be coincidence. They get too much confused by obstacles which are near, but not on their path. Their "coorectional maneuvers" (e.g. when they hit something and have to back up and turn a bit to get around) seem too small, so in the example they don't back up enough and don't turn the wheel enough. Commanding driver AI as commander or gunner suffers from the command lag ("Right. Forward.") way too much to be usable. Tested with 1.01 final.
  11. schaefsky

    Manhatten Bug List

    It is a trailer like thingy with antenna, you might want to hold down "space" for identifying it. It was not working in 1.00 though, I think.
  12. schaefsky

    V-22 Osprey Folded

    I don't know the teleportation script, but setting up parking positions with empty markers and then setPosing the mv22s should do _result = [mv22_0, 1] execvm "\ca\air2\mv22\scripts\pack.sqf"; // better do the following by checking anim state, but well... sleep 3; mv22_0 setPos getMarkerPos "m_0";
  13. You are kidding me, right? Though I do understand you somehow....
  14. schaefsky

    Ambient Combat Module

    I think the failure might be you are calling a function named "BISS_ACM_setSpawnDistanceFunc", which will most probably not exist. "BIS_ACM_setSpawnDistanceFunc" should exist, I am not sure though. The first part "BIS_ACM_" is part of the function name which has nothing todo with the varible name. "BIS_ACM_setSpawnDistanceFunc" and logic called "BIS_ACM" would just be a coincidence, more or less. Offtopic: From experience I can only strongly recommend to not do something like: BIS_ACM = something; BISS_ACM = something_else; The difference in this variable names is really hard to spot, which makes debugging very hard. Consider this, there's an "error" in both codes, which one is easier to spot by just skimming over it? waitUntil {!isNil {BISS_ACM getVariable "initDone"}}; waitUntil {BISS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BISS_ACM is module name [1, BISS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 40, 80] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["RU"], BISS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.6, BISS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BISS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BISS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BISS_ACM] call BIS_ACM_setTypeChanceFunc; and this: waitUntil {!isNil {BIS_ACM_2 getVariable "initDone"}}; waitUntil {BIS_ACM_2 getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BISS_ACM is module name [1, BIS_ACM_2] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 40, 80] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["RU"], BIS_ACM_2] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.6, BIS_ACM_2] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM_2] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc;
  15. schaefsky

    The Community Mission

    2. The wounded man begs the Andreevs for help, he needs medical stuff, food and shelter.
  16. I would also like to know this. After several attempts I'm still stuck at the third town because my troops are already a bit weak and
  17. schaefsky

    Manhatten Bug List

    There is a UAV control terminal at the FOBs. While controlling the UAV hit "m" for map, left click will change patrol area. Use "w/s" for flyheight, "q,y/z" for speed. That said, it is a bit useless because of it's unstabilized turret.
  18. schaefsky

    Patch 1.01 beta to 1.01 final

    Phew, thanks for the quick reply. I just saw myself reinstalling... Oh and by the way, GREAT GAME!
  19. I just tried to patch from 1.01 beta to 1.01 final, but the installer tells me that it won't continue because I already have version 1.01. So does this mean I have to reinstall to patch? Can anybody confirm this? Also, what is the complete version number of the beta patch and final patch?
  20. "setSkill array" was supposed to be a command in Arma1 (not implemented) that allowed you to define the skill level for different things like spotting, shooting, leading skill, IIRC. So you could have e.g. AI that acts smart but shoots like crap.
  21. I have written it badly: It is not limited by time. What I mean is I have for example a trigger that is repeatetly activated by radio alpha. This trigger adds one firemission request with 15 rounds HE to the player. So the player can get one firemission if he calls radio alpha. Now, you could for example do something like this: Initialize a global variable "heCount" to 3, e.g. in the "init.sqf" or a init field of a unit: heCount = 3; In the condition field of the trigger you put this and heCount > 0 and in the on activation field put: hint "Left-click on the map for target coordinates"; onMapSingleClick """target"" setMarkerPos _pos; [sch_arty, _pos, [""IMMEDIATE"", ""HE"", 0.5, 15]] call BIS_ARTY_F_ExecuteTemplateMission; onMapSingleClick """";"; heCount = heCount - 1; If the player calls radio alpha, he has to left-click on the map for coordinates. This will first set a marker named "target", then tell a battery logic named "sch_arty" to commence a 15 round HE firemission at that coordinates. After that global variable heCount is reduced by one. When the player has done this 3 times, heCount will be 0, hence the trigger will not activate any longer. When the player now has cleared an area you could increase "heCount" again to give him additional firemissions. If the gun is player operated I think it depends on how many magazines you give to the gun.
  22. schaefsky

    Harvest Red probs

    I don't know what is your problem with harvest red, but the last thing you described about the escort is by intend, it is often used in mission design.
  23. Regarding your first problem I don't think it is necessary to have a "Get out" waypoint at all. "Transport unload" should do the trick, just give the soldiers a "Move" waypoint for example somewhere, transport will drive to it's wp and unload troops, troops will continue on foot to their wp.
  24. And to make things a little ugly I propose adding config entries for every vehicle as a static object so wheels don't turn. :eek:
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