Jump to content

smacker909

Member
  • Content Count

    247
  • Joined

  • Last visited

  • Medals

Everything posted by smacker909

  1. smacker909

    SP: Tankistan Control / work in progress

    Updated 8/26 - Last update broke defense squad deployment & Prisoner pickup - Fixed - Fixed issue with IED Intel from disarming IED
  2. smacker909

    SP: Tankistan Control / work in progress

    Screwed up last update for Prisoner pickup.. the chopper wont come! deleting update file and will re upload when its fixed and tested.
  3. smacker909

    SP: Tankistan Control / work in progress

    Updated 8/25 - Added female suicide bombers - Tweaked prisoner pickup chopper landing routine - Increased pts for IED disarms (now 2) - Number of IED disarmings needed to give intel on IED facotory is now random number between 1 & 7 Had only limited testing time.. so please advise of any issues :)
  4. smacker909

    SP: Tankistan Control / work in progress

    Yes, ht-57, it's Focker's; - Using - Binesi's "BIN_taskDefend.sqf" script - for better defense! - Using [FOCK] Mikie J's IED script For SP mission - I had to remove the following to get them to explode. waituntil {count playableUnits >= 1};
  5. smacker909

    SP: Tankistan Control / work in progress

    Interesting.. I thought I squashed the chopper landing bug! I'll do more testing. Can you remember where on the map you were? Also, did you "restart" when you loaded the last update or "resume"? I do have convoy min and max distance variables that I can tweak. Also, before changing the convoy start positions to be near the h.q., the start positions were random, so I could keep the convoy distances more consistent. I do have a statement that checks if the truck canMove so if it gets stuck, you *should* get a msg stating that local takistani's raided a broken down convoy truck and stole it's contents.. bla bla. something along those lines. If you didn't see that msg, it should have still been going. I can't remember if I remove a destination marker from your map, if the truck doesn't make it there and a new convoy starts. I will check that to see. I have yet to get blown up by an IED ;) but haven't tried disarming that many. I could raise it to two points? Also, I can lower the number needed to disarm for intel on the IED factory, if that would make or more worth disarming them? Currently you need to disarm 7 to get the intel. But of course you have a chance to also get the intel from interrogations. Thanks for the feed back Delta!
  6. smacker909

    SP: Tankistan Control / work in progress

    I'm okay with the idea, but I think you are right, the female civs can't draw weapons. I did testing with this when initially working on the script. I can have them as suicide bombers though. I will see if I can add one or two females to the bomber list ;)
  7. smacker909

    [FOCK]ers IED

    No worries. Love the IED's added to my mission. Adds a whole new level of intrigue. lol
  8. smacker909

    SP: Tankistan Control / work in progress

    Mission Update - IED's fixed. They will now explode! Please let me know if any issues. --- Just made correction to convoy delay timer. I noticed there were two downloads before I got this last fix in. If you just downloaded.. please download again. sorry!
  9. smacker909

    [FOCK]ers IED

    Hey Mikie, This is the line that was getting me; waituntil {count playableUnits >= 1}; I guess SP (non server) doesn't like it. Commented it out and works fine. Thanks again for the script! :)
  10. smacker909

    [FOCK]ers IED

    Hmm.. okay, thanks for testing. I'm running SP, not on server. I have no other ideas. I'll keep digging.
  11. smacker909

    [FOCK]ers IED

    Hi Mikie, I can try that this afternoon. The vehicles I'm using are vanilla OA, I believe. BTW - I'm running SP, and not on server. That is okay, right? -- at work at the moment, so can't test.. but what I gather is.. On start up, the following from Fock_iedinit.sqf adds the 'clear' action to the IEDs (after placing them) and then sets variable "Rigged" _random (either 0 or 1) and TRUE... then passes them to Fock_road_ied.sqf _iedfound = [nil, _ied, "per", rADDACTION, "Disarm Ied","FOCK_ied\Fock_iedclear.sqf",[],6,false,true,"","(_target distance _this) < 3"] call RE; call compile format[' _ied setVehicleInit " this setVehicleVarName ""ied%1""; ied%1 = this; "; ', _i]; _ied setVariable ["Rigged", _random, true]; null = [_ied] execVM "FOCK_ied\Fock_road_ied.sqf"; So, I believe this is running ok, since I clearly see the addaction to clear the IEDs.. From Fock_road_ied.sqf ... we should continue running while _ied is not null and at least one is active (1) I had added some HINT codes for testing.. in the following and noticed it was never hit.. after approaching and setting on the ied; while {((!isnull _ied) and (_active == 1))} do { waituntil {count playableUnits >= 1}; // _searchtarget = nearestobjects [_ied,["CAManBase","Car","Tank","truck"],15]; _searchtarget = nearestobjects [_ied,["CAManBase","LandVehicle"],20]; _targetlist = []; { if (side _x == WEST && isPlayer _x) then { _targetlist = _targetlist + [_x]; }; }foreach _searchtarget; I played around with the _searchtarget lines but was never able to hit them. I will do more testing... the iedDetect.sqf script is working fine too ;) Thanks for taking the time to help out :)
  12. smacker909

    [FOCK]ers IED

    my last testing I only drove up and parked over them
  13. smacker909

    [FOCK]ers IED

    lol. thanks for helping!! ---------- Post added at 00:52 ---------- Previous post was at 23:57 ---------- Oh well.. still no luck. I'm curious Mikie, Did you actually get one to explode? If so, what vehicle? I'm seeing them on roads and can defuse them just fine. They just don't seem to be any threat. I used HMMWV GPK and SOV vehicles. Parked over 6 or 7 IEDs for about 20 seconds each. Nothing :(
  14. smacker909

    [FOCK]ers IED

    Cool.. thanks Mike, I did try that, but didn't get any explosions.. maybe I didn't test enough though. If I park my HMVV on top of one.. wait for 20 seconds or so.. It should explode, correct?
  15. smacker909

    SP: Tankistan Control / work in progress

    Cool Delta. Glad you like the mission. Thanks for the input and testing :) I think I need to get the IED's working (exploding) before starting in on the car bombers ;)
  16. smacker909

    [FOCK]ers IED

    SP-Tankistan-Control-work-in-progress
  17. smacker909

    [FOCK]ers IED

    I'm using U.S Army for WEST units. I'll try the change you suggested. I have kept the files in the original folder. All seems to work except the detonation. I do have -showscripterrors running and not getting any errors. Thanks!
  18. smacker909

    SP: Tankistan Control / work in progress

    Below is a search for GUE from all scripts. (the HQ and DSHkM machine gun) So if there is a GUE spawning, I don't know how ;) Search "GUE" (4 hits in 3 files) hqBomb.sqf (1 hits) Line 3: // _hq = nearestObject[player, "TK_GUE_WarfareBUAVterminal_Base_EP1"]; insCampGenerator.sqf (1 hits) Line 59: "DSHkM_Mini_TriPod_TK_GUE_EP1", insHQbuild.sqf (2 hits) Line 49: _n = createVehicle["TK_GUE_WarfareBUAVterminal_Base_EP1",_finalPos,[],5,"NONE"]; Line 53: hq = nearestObject[_finalPos,"TK_GUE_WarfareBUAVterminal_Base_EP1"];
  19. smacker909

    SP: Tankistan Control / work in progress

    Hi Delta. No GUE are spawning in the latest addition. U might have gotten the update just prior to that release.. Try downloading again? If your guys aren't engaging with this version, it's for some other reason. My latest testing seems okay in that regards. They will not engage hostile civs at times though. Not sure how to fix that. As far as a load screen.. unfortunately, dialog screens are difficult for me.. it took forever to get the options screen working. As much as I would like to add it, I don't see it in the near future. Sorry about that.
  20. smacker909

    [FOCK]ers IED

    Hi Mikie, Tried the isserver setting with no joy. Seems like nothing is in the array after calling Fock_road_ied.sqf? _searchtarget = nearestobjects [_ied,["CAManBase","LandVehicle"],20];
  21. smacker909

    SP: Tankistan Control / work in progress

    Update - Scoring change. Increased required points for support items. Also, now Insurgent kills by any team member gets you points. - Corrected problem with defense squad chopper landing procedure. Sometimes would not land where you specified.
  22. smacker909

    SP: Tankistan Control / work in progress

    Update is available. Found and fixed problem where I had accidentally put a GUER unit in the mix of possible INS that could spawn for interrogations as well as the randomly placed units. Of course, these guys are neutral so your team would not engage them. There was about a 25% chance a GUE unit would spawn.. so that explains the randomness. Please let me know if there are any other issues. As a side note from trying to find this problem.. I did add increased skill to your units and random skills to INS units from .5 - .9. I'm not 100% sure these values override what is in your profile though.
  23. I have run across something in a mission I'm working on.. I'm spawning both my squad (west) and enemies (east) during the mission. The problem is that often times my team doesn't seem to notice enemies even when they are being fired upon at fairly close range. It seems to be random.. sometimes they engage right away. Im using createUnit command to spawn the units. I have used the (unit setUnitAbility .9) commnad after spawning them with no difference. I'm not sure if I have noticed this before. ----- Found my problem - had accidentally added GUE unit to mix of possible hostiles.
  24. smacker909

    SP: Tankistan Control / work in progress

    Well.. I've tried using setUnitAbility command on the units and getting the same results. Sometimes they spot them far away and and shoot to kill with no problem. Other times.. the bad guys run right in front of them and they act like their not there. I'll keep digging for an answer. Maybe just try some very basic testing with spawned vs. placed units.
  25. smacker909

    SP: Tankistan Control / work in progress

    Interesting.. I notice it's pretty random, how well my guys spot hostiles.. so I have just always assumed it was normal. I can do some testing to see what I find. I usually just move to gunner position when my gunner falls asleep lol. ---------- Post added at 02:10 ---------- Previous post was at 01:19 ---------- I did some testing and noticed very random results. Order one rifleman out of our vehicle near a hostile and order him to target the dude, who by the way was clueless of our presence.. near him. My guy went over and walked right in front of him without even looking at him and got shoot down. Order the next guy out and he gunned down the hostile right away. So.. I see that by default.. createUnit sets SKILL to 0.5 and rank to PRIVATE. I can change the spawn script to make your units SILL 1 and higher rank. Maybe that will help. skill: Number - (optional, default 0.5) rank: String - (optional, default "PRIVATE")
×