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ADuke

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Everything posted by ADuke

  1. Having trouble setting some commands into the init field of a created unit... I have tried this... _securityGroupCenter4 = createCenter west; _securityGroup4 = createGroup west; _securityUnit4a = "US_Soldier_Marksman_EP1" createUnit [_sniperpos1, _securityGroup4,"",1.0]; _securityUnit4a setVehicleInit "this setUnitPos 'MIDDLE';this disableAI 'MOVE'"; processInitCommands; _securityUnit4b = "US_Soldier_Marksman_EP1" createUnit [_sniperpos2, _securityGroup4,"",1.0]; _securityUnit4b setVehicleInit "this setUnitPos 'MIDDLE';this disableAI 'MOVE'"; processInitCommands; and I have tried this... _securityGroupCenter4 = createCenter west; _securityGroup4 = createGroup west; _securityUnit4a = "US_Soldier_Marksman_EP1" createUnit [_sniperpos1,_securityGroup4,"this setUnitPos "MIDDLE";this disableAI"MOVE"",1.0]; _securityUnit4b = "US_Soldier_Marksman_EP1" createUnit [_sniperpos2, _securityGroup4,"this setUnitPos "MIDDLE";this disableAI"MOVE"",1.0]; Neither unit is in the middle position, nor are they disabled to move. Any suggestions? -AD
  2. Here is something a little more descriptive. :rolleyes: Place a unit, in the unit's init field put... this addEventhandler ["fired",{hint format["%1",_this]}] Any weapon you fire, a hint will display telling you the weapon classname, ammo classname, and magazine classname. -AD
  3. I hope there is a workaround for this.. I have a script that creates a helicopter... Then the script creates the crew for the helicopter... (This script is executed on a Game Logic of mine.) I can use assignAs and orderGetIn for the gunner, but there are 2 other turrets that I want to fill, how can I do this via scripting? Or am I SOL? Note: moveIn commands are useless here because these are dynamically created units. Thanks, -AD
  4. My hope was to crew the vehicle with different soldier/pilot models that I had configged (door gunners/crew chiefs with face masks and so on). Thanks to the suggestions here I have done that. I will attempt to explain what my intention is with this game logic.. In the group that I play with we tend to lean towards ground fighting/clandestine types of fighting, but once in awhile I feel like taking to the skies and providing CAS or transport. We literally have thousands of missions stockpiled that we play, so in order to place all of the things necessary for an air mission (MMA logics, refuel/rearm facilities etc.) it would require so much time in the mission editor that no human could possibly accomplish it. When we spend more time editing missions than we do playing this makes us not such happy campers. So my intention was to have "One Game Logic to rule them all". This Game Logic, when placed does the following.. So, it is not finished yet, but that was the intention, just drop in the game logic and we're off to the races. :) -AD
  5. I had thought that might be the case, I will try that. Thanks again, -AD EDIT: Still not working, here is the new code....
  6. Technically, it would be, but naming it "_helo1_rightdoorgunner" doesn't change anything as far as scripting goes. Note: If I place units in the editor and write these same commands into their init fields, they load the helicopter as intended. Something gets lost in the translation of executing these commands in the script, everything works in the script up to that point, everything is created but these units are just standing at their marker. That's why I came to the conclusion that the MoveIn commands don't work on units created via script.
  7. That is great news :) Here ya go... //////////////////////////////////Spawn Helos//////////////////////////////////////////////////////// _helipad1 = "HeliH" createVehicle (position _logic); _helipad1 setpos [(getPos _logic select 0)+15,(getPos _logic select 1)+5,getPos _logic select 2]; _helo1 = "ad_MH1L" createVehicle (position _logic); _helo1 setpos [(getPos _logic select 0)+15,(getPos _logic select 1)+5,getPos _logic select 2]; _helipad2 = "HeliH" createVehicle (position _logic); _helipad2 setpos [(getPos _logic select 0)-15,(getPos _logic select 1)+5,getPos _logic select 2]; _helo2 = "ad_MH1L" createVehicle (position _logic); _helo2 setpos [(getPos _logic select 0)-15,(getPos _logic select 1)+5,getPos _logic select 2]; sleep 1; ////////////////////////////Spawn Crew//////////////////////////////////////////////////////////////////// _helo1_gunner = "USMC_Soldier_Pilot" createVehicle (getMarkerPos "ad_farp_marker1"); sleep 1; _helo1_gunner moveInGunner _helo1; _helo1_leftdoorgunner = "USMC_Soldier_Pilot" createVehicle (getMarkerPos "ad_farp_marker1"); sleep 1; _helo1_leftdoorgunner moveInTurret [_helo1, [1]]; _helo1_rightdoorgunner = "USMC_Soldier_Pilot" createVehicle (getMarkerPos "ad_farp_marker1"); sleep 1; _helo1_rightdoorgunner moveInTurret [_helo1, [2]]; Thanks, -AD
  8. A unit that is spawned using createVehicle or createUnit. These units don't respond to movein commands.
  9. Sorry, not going to work, but thanks for your help anyway :)
  10. Oh good, thanks for all the help. I do seem to be encountering a lot of them recently. -AD
  11. I can't believe this, I have been working on this bug in my helicopter's cockpit for 6 hours now. The bug occurs when looking at one of the MFDs from a cargo position, the cargo positions use the Pilot LOD. When sitting in the pilot's seat, the MFD looks fine, it's just when you sit in the cargo position that this occurs, here's a pic... Can anyone help? -AD
  12. Ya, I have moved it all over the place for the last six hours with the same effect. Also tried different RVMATs, and then NO RVMATs all with the same result. Going to try something here, the texture underneath has a _ca suffix so going to try to save it as a _co EDIT: Well, now that I did that the texture that is supposed to have an alpha channel does not. BTW, thanks for your replies, just getting frustrated is all. EDIT 2: So, I changed the texture with the alpha channel back to a _ca suffix and sorted the faces on my Pilot LOD and now it is fixed. All I had to do was sort the faces. Where's my screaming face emoticon? Anyway, hope this helps anyone who ever has a similar problem and they don't have to waste all that time like I did. -AD
  13. Ya, it is, it's an MFD so you have 1 face that disappears when the helo turns on. There are other MFDs in this same helo that do the same thing but work fine, only thing I can think is the face below uses an Alpha channeled texture, but so do most MFDs Getting frustrated. :mad: -AD
  14. Hi, Made an MFD with an artificial Horizon and for some reason the animation for it is reversed. When I pull up, the horizon drops, when I pitch forward, it goes up. Here is my model.cfg entry for horizonDive... class horizonDive { type="translation"; source="horizonDive"; memory = 0; selection="gyro_1"; axis="gyro_1_axis"; minValue = -1.0; maxValue = 1.0; minPhase = -1.0; maxPhase = 1.0; offset0 = -0.61; offset1 = 0.61; }; I appreciate any help the community can give me with this. -AD
  15. Wow, who would have thought, I had played around with those values before posting and nothing had seemed to work. After reading your post I tried one last time to switch the values for MinPhase, MaxPhase, Offset0, and Offset1 and lo and behold it works now. The funny thing is that my axis memory points, selections, and model.cfg entries were set up exactly like the ArmA 1 sample AH1Z model, go figure. :p Thanks for the help :) -AD
  16. Hi, So in my latest helicopter fiasco I am trying to create an rvmat for an MFD screen when it is turned on. Using examples from existing helicopters (ch-47) I came up with this... #define _ARMA_ //Class mh1l_screen_bright.rvmat{ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {1,1,1,1}; specular[] = {0,0,0,1}; specularPower = 1.0; PixelShaderID = "Normal"; VertexShaderID = "Basic"; class Stage1 { texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1.0,1.0,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "#(argb,8,8,3)color(0,0,1,1,SMDI)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(0.01,0.01)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "#(argb,8,8,3)color(0,0,0,1,CO)"; uvSource = "none"; }; class StageTI { texture = "ca\air_e\ah64\data\ah64d_glass_ti_ca.paa"; }; //}; The problem that I have (in-game) is that when the sun is not shining in the direction of the screen, it gets very dimly lit, so much so that you can almost not make out what is on the screen. In real life, these screens are always the same brightness, no matter if the sun is shining or not. Has anyone come up with an rvmat that will keep a texture at the same brightness (very bright) no matter the light conditions? Thanks, -AD
  17. That RVMAT worked perfectly, thanks again!!
  18. OK, thanks for the reply. Funny thing is that when I changed from the "super" to the "basic" pixel and vertex shaders, the lighting seemed to have improved. But ya, you're right, those stages shouldn't be there. Thanks a lot, I will use that and see what happens. -AD
  19. Hi, So after googling my butt off I came across some old forum posts about people successfully creating an addon or something that would allow them to see a soldier model in a cargo position that would take the place of the proxy in Buldozer. The instructions in these forum posts though were hard to understand, the language barrier may have something to do with this if you know what I mean. Can anyone give me some tips on how to accomplish this? I am currently wasting tons of time with this process... 1. Adjust the proxy position 2. Repack the addon and install 3. Preview in-game 4. Rinse and repeat ad nauseum I only have so many years of life left, I would like to spend them doing other things. :) Thanks, -AD
  20. Ya, I couldn't load the A2 animation in o2 that I am using in the vehicle's config, so I used a similar one from A1. I will probably just have to use the A1 anim in the addon I guess, they are similar. Oh, and thanks for all of your help, was easier than I thought it was going to be.
  21. Thanks for your reply, Will try it out and see what happens. ---------- Post added at 15:38 ---------- Previous post was at 15:20 ---------- OK, so I followed the steps that you told me but..... The character is sitting higher than the character sits in-game, and the proxy is in the exact same position. Is there a way to position the animated model in the same position that the animation would place the character in-game?
  22. This is my first time using 70 mm rockets on a helicopter.. I have my rocket pods on my model. What memory points/named selections do I have to have in order for the rocket pods to work correctly Thanks, -AD P.S. I checked the ArmA 1 sample models but they use proxies/selections that are not present in ArmA 2 so I am at a loss.
  23. 12 hours later...... I figured out why my Hellfires were not showing up where they were supposed to. Apparently Hellfires have to be loaded onto a MainTurret ONLY! If they are loaded onto any turret that inherits from MainTurret, they won't show up. :icon_rolleyes: Go figure. -AD
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