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{USI}_Zombie

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Everything posted by {USI}_Zombie

  1. All the comrefs and biki mention this command but there are no examples, so, here is what I have tried and it doesn't seem to work. I am trying to link a dynamically created mortar tube with the arty logic. ;;mortarcall.sqs _tube = "M252" createVehicle (position player); _tube synchronizeObjectsAdd ["mortarlogic"]; hint "synchronized"; {_tube removeMagazine _x} forEach magazines _tube; _tube addmagazine "ARTY_8Rnd_81mmHE_M252"; exit the line I have been manipulating is _tube synchronizeObjectsAdd ["mortarlogic"]; . The arty module is named mortarlogic. I have tried: _tube synchronizeObjectsAdd ["mortarlogic"]; and _tube synchronizeObjectsAdd [mortarlogic]; and _tube synchronizeObjectsAdd mortarlogic; Ideas? If anyone knows how to update the biki for this command, once we figure out how to use it..........
  2. I have the secops artillery support and cas airstrike working well enough. I have been able to call for a supply drop too but are there any params to specify what supplies? I get an Osprey dropping a Humvee and a generic ammo crate. As for the transport support, I get a Huey to come over and hover, I get in then it just sits there, so I'm guessing some params are needed with the transport support option too?
  3. I have NIM dynamic weather and it works well, but does anyone know what weather script is used in Evolution? I would like to use the variable weather, and have the "rain" markers that scroll the screen like in Evo
  4. {USI}_Zombie

    How do I command the AI in Superpowers?

    Sadly I have the same problems and haven't been able to find the answers either. I think they "broke" warfare from A1
  5. I get what you want, but I don't think it's possible after all. Maybe BlackAlpha will weigh in here, he seems to understand the module pretty well. Sorry I wasn't more help
  6. I think I misunderstood what it was you were doing when I read this yesterday. I think once the mission starts you can't change the parameters, but then I haven't tried to change them on the fly. Perhaps you can set the minimum distance to a large enough value and use the _secOpSpacing parameter to give you time to move back near your base. I don't really know what the objective of your mission is but I think that would work. example: start at forward base get secops mission x meters from fb complete secops mission go back to fb after x minutes another secops mission is generated x meters from fb If you are roaming from your fb, then you complicate things because there is always the chance it will spawn the mission close to your fb, and if you set the minimum distance to a very large value you spend a lot of time running around.
  7. see this post in THIS thread, top of page.
  8. {USI}_Zombie

    WAR-3-Front

    Deeds and I would enjoy playing this mission, but: "Arma2 has encountered a problem and needs to close" every 5 minutes or less. Here is my rpt. We have tried with addons and without, multiple saves and reverts, twice restarted and just can't take it any more. I really hope this gets fixed because we do enjoy this when it works. ===================================================================== == E:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe == "E:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -window -world=empty -maxmem=2047 ===================================================================== Exe timestamp: 2009/09/15 15:40:37 Current time: 2009/12/18 16:13:19 graphics: D3D9, Device: NVIDIA GeForce GTX 285, Driver:nv4_disp.dll 6.14.11.9107 resolution: 1659x971x32 Addons: CAAir2_C130J in ca\air2\c130j\, CAAir2_UH1Y in ca\air2\uh1y\ CA_Animals2_Cow in ca\animals2\cow\, CABuildings2 in ca\buildings2\ CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\ Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\ Chernarus in ca\chernarus\, CA_Dubbing in ca\dubbing\ CA_Modules_DynO in ca\modules\dyno\, CASounds_Missions in ca\soundmissions\ CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\ CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\ CAStructuresHouse_Church_02 in ca\structures\house\church_02\ CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\ CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\, CA_AIR2_Su25 in ca\air2\su25\ CABuildingParts in ca\buildings2\buildingparts\ CA_Missions_SecOps in ca\missions\som\ CA_Missions_FirstAidSystem in ca\modules\fa\, CA_Modules_ZoRA in ca\modules\zora\ pond_test in ca\structures\pond\ CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\ CAStructuresHouse_Church_03 in ca\structures\house\church_03\ CAStructuresHouse_Church_05R in ca\structures\house\church_05r\ CAWater2_LHD in ca\water2\lhd\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\ CAWheeled2_Ikarus in ca\wheeled2\ikarus\ CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\ Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\ CA_Missions_BattlefieldClearance in ca\modules\bc\ CA_Missions_GarbageCollector in ca\modules\garbage_collector\ CA_Modules_Marta in ca\modules\marta\ CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\ CAStructures_Rail in ca\structures\rail\ CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\ CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\ CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\ CAWheeled_Pickup in ca\wheeled\datsun_armed\ CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\ CAWheeled2_MTVR in ca\wheeled2\mtvr\ CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\ CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\ Farm_WTower in ca\buildings2\farm_wtower\, CARoads2Dam in ca\roads2\dam\ CASounds in ca\sounds\, CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\ CAStructures_Mil in ca\structures\mil\ CAStructuresHouse_HouseV2 in ca\structures\house\housev2\ CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\ Ind_SawMill in ca\structures\ind_sawmill\ CAStructuresLand_Ind_Stack_Big in ca\structures\ind\ CATracked2_T90 in ca\tracked2\t90\, CAWeapons_SPG9 in ca\weapons\spg9\ CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\ CAWeapons_ZU23 in ca\weapons\zu23\ CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\ CAWeapons_bizon in ca\weapons\bizon\ CAWeapons_Warfare_weapons in ca\weapons\static\ CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_BTR90 in ca\wheeled2\btr90\ CA_Animals2_Rabbit in ca\animals2\rabbit\ CA_Animals2_Anim_Config in ca\animals2\animconfig\ Rail_House_01 in ca\buildings2\rail_house_01\ CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\ Ind_Workshop01 in ca\buildings2\ind_workshop01\, CACharacters2 in ca\characters2\ CA_Modules_Coin in ca\modules\coin\, CARoads2Bridge in ca\roads2\bridge\ CASigns2 in ca\signs2\, CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\ CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\ CAStructures_Castle in ca\structures\castle\ CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\ CATracked2_T34 in ca\tracked2\t34\, CAWater2_Fregata in ca\water2\fregata\ CAWheeled in ca\wheeled\, Arma2_Ka52 in ca\air2\ka52\ CAAir2_ChukarTarget in ca\air2\chukar\ CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\ Barn_Metal in ca\buildings2\barn_metal\ CA_Missions_Armory2 in ca\missions\armory\, CA_Missions in ca\missions\ CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\ CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\ CAStructuresInd_Quarry in ca\structures\ind_quarry\ CAweapons_m107 in ca\weapons\m107\, CAWeapons_M1014 in ca\weapons\m1014\ CAWheeled2_LAV25 in ca\wheeled2\lav25\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\ CAWheeled3_TT650 in ca\wheeled3\tt650\, CAAir in ca\air\, HALO_Test in ca\air2\halo\ CA_Anims in ca\anims\, Ind_Tank in ca\buildings2\ind_tank\ Farm_Cowshed in ca\buildings2\farm_cowshed\ Shed_wooden in ca\buildings2\shed_wooden\ ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\ Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\ CA_Heads in ca\characters\heads\, CALanguage_missions in ca\languagemissions\ BI_SRRS in ca\modules\srrs\, CA_Modules_UAV in ca\modules\uav\ CA_Missions_AlternativeInjurySimulation in ca\modules\ais\ CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\ CAStructures in ca\structures\, CATracked2_BMP3 in ca\tracked2\bmp3\ Warfare2 in ca\warfare2\, CAWater2_seafox in ca\water2\seafox\ CAWheeled2_VWGolf in ca\wheeled2\vwgolf\, CAWheeled2_MMT in ca\wheeled2\mmt\ CAAnimals in ca\animals\, CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\ Misc_WaterStation in ca\buildings2\misc_waterstation\ CATEC in ca\buildings2\buildingparts\signs\tec\ A_GeneralStore_01 in ca\buildings2\a_generalstore_01\, CA_Editor in ca\editor\ CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\ CA_Modules_Silvie in ca\modules\silvie\, CARocks2 in ca\rocks2\ CAStructuresShed_Small in ca\structures\shed\shed_small\ CAStructuresHouse_HouseBT in ca\structures\house\housebt\, CAUI in ca\ui\ Utes in ca\utes\, CAWeapons in ca\weapons\, CAWeapons2 in ca\weapons2\ CAAir2 in ca\air2\, CAAir3_Su34 in ca\air3\su34\ CA_Anims_Wmn in ca\anims\characters\config\wmn\ A_Crane_02 in ca\buildings2\a_crane_02\ CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\ CACharacters in ca\characters\ CAStructuresHouse_HouseV in ca\structures\house\housev\, CAFonts in ca\uifonts\ CAWheeled2_V3S in ca\wheeled2\v3s\, CAWheeled3_M1030 in ca\wheeled3\m1030\ CAAir2_MV22 in ca\air2\mv22\, CAAir3 in ca\air3\ CA_Animals2_Chicken in ca\animals2\birds\chicken\, CA_Animals2 in ca\animals2\ CA_Anims_Sdr in ca\anims\characters\config\sdr\ Misc_PowerStation in ca\buildings2\misc_powerstation\ CABuildingParts_Signs in ca\buildings2\buildingparts\signs\ IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\ Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\ Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CAMisc in ca\misc\ CA_Modules_clouds in ca\modules\clouds\, CA_Modules_Alice in ca\modules\alice\ CA_Modules_Animals in ca\modules\animals\ CAWheeled_Offroad in ca\wheeled\hilux_armed\, CAAir2_F35B in ca\air2\f35b\ CAAir2_Pchela1T in ca\air2\pchela1t\, CA_Animals2_Sheep in ca\animals2\sheep\ CA_Animals2_Dogs in ca\animals2\dogs\, Ind_Garage01 in ca\buildings2\ind_garage01\ CAData in ca\, CA_Dubbing_Counterattack in ca\dubbing\counterattack\ CALanguage in ca\language\, CA_Modules_ARTY in ca\modules\arty\ CARoads2 in ca\roads2\, A_TVTower in ca\structures\a_tvtower\ CAStructuresHouse in ca\structures\house\, CAWater in ca\water\ CAWater2_Destroyer in ca\water2\destroyer\, CAWater2 in ca\water2\ CAWeapons2_SMAW in ca\weapons2\smaw\ CA_Animals2_WildBoar in ca\animals2\wildboar\ CA_Anims_Char in ca\anims\characters\config\ Shed_small in ca\buildings2\shed_small\ CABuildings2_A_Pub in ca\buildings2\a_pub\, WarfareBuildings in ca\misc3\wf\ CA_Modules_Functions in ca\modules\functions\ CAStructuresBarn_W in ca\structures\barn_w\ CAStructures_Wall in ca\structures\wall\ CAStructures_Railway in ca\structures\rail\railway\, CATracked in ca\tracked\ CAWeapons_Saiga12K in ca\weapons\saiga12k\ CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\ CAA10 in ca\a10\, CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\ A_statue in ca\buildings2\a_statue\ Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\ CAData_ParticleEffects in ca\data\particleeffects\, CAMisc2 in ca\misc2\ CA_HighCommand in ca\modules\hc\, CA_Modules in ca\modules\ CA_Missions_AmbientCombat in ca\modules\ambient_combat\ CAStructures_Nav_pier in ca\structures\nav_pier\ CAStructures_Ruins in ca\structures\ruins\ CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\, CATracked2 in ca\tracked2\ CAweapons_ksvk in ca\weapons\ksvk\, CAWeapons2_RPG18 in ca\weapons2\rpg18\ CAWheeled2 in ca\wheeled2\ CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\ CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\ Church_01 in ca\buildings2\church_01\, HouseRuins in ca\buildings2\houseruins\ Ind_Shed_01 in ca\buildings2\ind_shed_01\ Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\ CAMisc3 in ca\misc3\, CA_HC_Sounds in ca\missions\data\sounds\, CAMusic in ca\music\ CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\ CAStructures_Nav in ca\structures\nav\ CAWater2_fishing_boat in ca\water2\fishing_boat\ CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\ CAWeapons_Kord in ca\weapons\kord\, CAWeapons_Colt1911 in ca\weapons\colt1911\ CAWheeled3 in ca\wheeled3\, CA_CruiseMissile in ca\air2\cruisemissile\ CA_Animals2_Goat in ca\animals2\goat\, CABuildings in ca\buildings\ Ind_Shed_02 in ca\buildings2\ind_shed_02\ CA_Modules_StratLayer in ca\modules\strat_layer\ CAStructures_A_CraneCon in ca\structures\a_cranecon\ CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\ CATracked2_AAV in ca\tracked2\aav\, CAWater2_smallboat_1 in ca\water2\small_boat\ CAWeapons_DMR in ca\weapons\dmr\, CAWeapons_AK in ca\weapons\ak\ Mods: CA Distribution: 1459 Exe version: 1.04.59026 Client: Nonnetwork object 1702d800. Client: Nonnetwork object 17030800. Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d Ref to nonnetwork object 148c5000# 1055485: usbasicweapons.p3d WARNING: Function 'name' - Mario Brown is dead WARNING: Function 'name' - Mario Brown is dead WARNING: Function 'name' - Mario Brown is dead Protocol bin\config.bin/RadioProtocolEN/: Missing word fieldhospital Protocol bin\config.bin/RadioProtocolEN/: Missing word fieldhospital ======================================================= ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0070C588 Version 1.04.59026 Fault address: 0070C588 01:0030B588 E:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe file: WAR-3-Front-USA (__cur_mp) world: chernarus Prev. code bytes: 92 00 00 8B 89 BC 00 00 00 6B C0 28 8D 44 08 D8 Fault code bytes: 80 78 20 00 75 0C 8B 4C 24 08 39 48 24 7E 03 89 Registers: EAX:00000028 EBX:00000000 ECX:00000000 EDX:00000002 ESI:45EDD318 EDI:1A4BA400 CS:EIP:001B:0070C588 SS:ESP:0023:0259EFB0 EBP:0259EFF8 DS:0023 ES:0023 FS:003B GS:0000 Flags:00210202 ======================================================= note: Minidump has been generated into the file E:\Documents and Settings\Dave\Local Settings\Application Data\ArmA 2\arma2.mdmp
  9. {USI}_Zombie

    ArmA 2's Artillery Module

    the only problem I found was that you cannot fire near your location. It is inside the minimum range of the battery. When you call the arty and they tell you to "input coordinates", did you notice the red circle on the map? The red circle is the minimum range. I moved the battery far away and it fired as expected. Be careful using the MLRS, it has a very long max range and a very long min range. If you want to use the MLRS, simply move it farther away from your intended target zone. You may not able to use the MLRS at all on UTES. If the precise placement of the battery is required for your mission, and you don't want it too far away, change the weapons to the cannons or even mortars. Just pay attention to the min/max range circles on the map after you call for the strike. Hope this helps
  10. {USI}_Zombie

    ArmA 2's Artillery Module

    not sure I understand your problem, but it sounds like you a) either didn't name something correctly or b) didn't synch the arty module to the leader of the artillery. Could you post your mission so we can help troubleshoot it for you?
  11. Anyone have a working link to a ski script for ArmA2? I have been searching for days. I had a good one for OFP years back but not any more............
  12. {USI}_Zombie

    ArmA (OFP) Script Editor

    I absolutely love this tool, and couldn't get by without it. There is one feature I could use though, a wildcard find/replace. I can find all entries like loon1, loon2,loon3 etc but a feature like find loon* which would find all entries that start with loon would be SO handy for multiple find/replaces
  13. you can determine where the unit is looking withweapondirection. If you need to determine what the weapon is, use weapons like this: player sidechat format ["weapons are %1", weapons player] and determine where it is pointed with player sidechat format ["weapon is pointed %1 %2 %3",weapondirection "weapon class" select 0, weapondirection "weapon class" select 1,weapondirection "weapon class" select 2 . You will need the script commands described in the weapondirection entry to convert the numbers to a compass direction. I WISH I could tell you how to determine the degrees up or down the weapon is pointed, but I can't figure that out. As far as making a unit look a certain way, for AI try dotarget or dowatch but near as I can tell you can't force a player. If it were possible it would solve about 42 problem I am having with a script I am writing/fighting. Hope this helps
  14. {USI}_Zombie

    Mapfact.net releases Editorupgrade

    love this update, but I have having an issue. If I use any of the road pieces or rail pieces, they always conform to the ground under them. No amount of setpos or attachto seems to change this. Has anyone figured out a way to manipulate these objects in the verticle? I am afraid there is some hardcode that forces them to the ground
  15. Fair enough, here is a mission with usage of the script. This is not the mission the final version of the concept will be used in. To call the action, look at the satellite dish and you should get the launch action. I challenge you to land in the same place twice. Experiment with your weapon aim, as well as the place/direction you are looking while flying. I can always land on the same "line" but the distance is always different. launcher test
  16. getdir and setdir work with facing but is there a way to determine where a unit is aiming vertically? It seems getdir determines where you are looking, not where your feet are pointed; I can work with that. what I need to determine is where up or down a unit is looking and "force" a point there. dotarget doesn't seem to do it for players. Does getdir and setdir have a z component or are they only 2d? I believe they only get and force a certain azimuth (2d). What I am working with is this: _speed = [(_factor*(sin getDir _flyer))+(velocity _flyer select 0),(_factor*(cos getDir _flyer))+(velocity _flyer select 1),(velocity _flyer select 2)+.5]; _flyer SetVelocity _speed which all works well but playtesting has determined that where a player is looking has an effect on the _speed variable. I can use setdir to take out some of the variability but looking up or down also changes where _flyer goes. Unless there are random air currents and viscositys that make _flyer go differently every time!
  17. I learned something. getdir and weapondirection return 2 different values. It seems the weapon points slightly to the right, even in ironsights. Was able to mod my script to account for that. Weapondirection even returns weapon pitch but I haven't found a way to "force" a value for it like I can for getdir/setdir.
  18. I can use weapondirection for troubleshooting. Since this script is called from an addaction I think it matters where you are looking when you call the action. Thanks for the input Celery, gave me something to work with. I really need to read ALL the comref, no telling what I will find there! :p
  19. I have never used halo_getout.sqs so I really don't know the parameters for it. But what direction you are facing after you leave the aircraft most likely aircraft dependent. You seem to get out of different vehicles in different places. If it is that important to be facing the same direction as the aircraft after you get out then try BIS_HALO_unit_dir = direction name of aircraft. When I get time I still intend to work on a reserve chute option.
  20. There is a speed limit for wheeled vehicles in A2 that even scripting cannot overcome. with a "turbo" script I can get any tracked vehicle, boat and even motorcycles and mountainbikes to go as fast as I want, but trucks,cars, LAV's etc are limited to around 120. I don't know modding, but seems to me it would be possible to have a car but in the config make it think it's a tracked vehicle, then the hardcoded speed limit wouldn't kick in.
  21. will have to experiment with this. I gather what you want is while under a chute, cut it away, fall some more, then reopen another "reserve" chute? without trying 1st, my try would be to call halo.sqs again from inside parachute.sqf . Give me a couple days and I'll see if I can hammer it out. Good idea by the way, never really considered using a reserve chute.
  22. as for being placed on the ground when landing on a building, it's not a bug, at least not with the halo scripts. It is actually scripted in. Problem is with the building. The top of the building is getpos select 2 <= 1 but when the script ejects you from the chute it setpos's you on the ground. Near as I can figure the script get confused as to where getpos select 2 actually is. As for which speed and direction you are facing in freefall and once you open the chute, I had to extract the scripts and modify them top of halo.sqs for the freefall BIS_HALO_unit_dir = direction _halounit BIS_HALO_unit_speed = 0 BIS_HALO_turnR = 0 part of halo_parachute.sqs that affects when you 1st open the chute _pos = [position _para_unit select 0, position _para_unit select 1, (position _para_unit select 2)] _vehicle setPos _pos _dir = direction _para_unit _vehicle setdir _dir _para_unit moveInGunner _vehicle ~0.001 _vehicle lock true part of parachute.sqf that puts you on the ground I commented out the setpos f ( position _chute select 2 <= 1 ) then { _para_unit action [ "eject", _chute]; _chute animate [ "hide_chute", 1 ]; deleteVehicle _chute; _para_unit setdammage 0; _para_unit setvelocity [0, 0, 0]; //_para_unit setpos [ getpos _para_unit select 0, getpos _para_unit select 1, getpos _para_unit select 2]; hope this helps
  23. Playmove/switchmove seem to have localization. While mission testing, Dirtydeeds and I noticed this. I have a script that forces the player in to a switchmove temporarily. It always works for the player, but another player observing sometimes sees the switchmove and sometimes not. Ideas?
  24. {USI}_Zombie

    WAR-3-Front

    dirtydeeds and I did some playing of this, so I can offer up the things we noticed: a) ability to join in groups and choose your recruits b) unflip command usable with repair truck c) when a new forward front base is created, additional vehicles are spawned d) a new building in the main, avianintelligence, assuming some sort of UAV? e) a new button in the artillery interface, equipment, no ideas what it does I had high hopes for this update, and I am only mildly impressed,sadly. I do appreciate all the work that went in to it, and there don't seem to be any errors in game, which is good. The total lack of documentation is frustrating and my .rpt is FILLED with messages. Overall a good mission though, I was kind of hoping for more. Thanks though Qwertt and Slon, your work is appreciated
  25. {USI}_Zombie

    WAR-3-Front

    :D will try soonest!
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