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bibblebabble

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Everything posted by bibblebabble

  1. Loadout, init, the lot. All reset to nothing and the type of the passenger changed to pilot/crew *AND* forced group changed to join the helicopter group, deleting all waypoints previously assigned to the player's (now deleted) group.. just.. what the fuck?! No "undo" available for this action, either. Extensive init script lost. Loadout lost. Waypoints all lost. Autosave overwriting save. FUCKING LOST IT ALL.
  2. I'm pulling my hair out trying to get my squad to A) get out of a blackhawk (which is not in my group) and b) get back in after different waypoints and objectives have completed. All the waypoints are scripted so here is what I have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // add sfGroups' waypoints sfGroup addWaypoint [getmarkerpos "dropoff", 0]; sfGroup addWaypoint [getmarkerpos "dropoff", 0]; sfGroup addWaypoint [getmarkerpos "artillery", 0]; sfGroup addWaypoint [getmarkerpos "dropoff", 0]; sfGroup addWaypoint [getpos bh1, 0]; // set waypoint types [sfGroup, 1] setWaypointType "MOVE"; [sfGroup, 2] setWaypointType "GETOUT"; [sfGroup, 3] setWaypointType "DESTROY"; // waypoint 4 is a move wp. [sfGroup, 5] setWaypointType "GETIN"; // set statements and add vehicles. [sfGroup, 3] setWaypointStatements ["complete", ""]; // "complete" is a variable that is set to true by a trigger. [sfGroup, 5] waypointAttachVehicle bh1; The problems I am having is that AI does not "GETOUT" when at the getout waypoint (player does), and the UH60 does not land when I want to get in. The waypoints for the uh60 are transport unload (also tried plain "unload") and load. Can someone please walk me through getout/getin vehicles which are not in the same group as the unit?
  3. bibblebabble

    setWaypointType "GETIN"/"GETOUT";

    That's a great help, thank you.
  4. bibblebabble

    setWaypointType "GETIN"/"GETOUT";

    anyone? even a link to a mission which has a successfull dropoff and evac using a helicopter from a different group would be fine..
  5. all sorted.. here is a demonstration if anyone wants to use it: http://www.jenk.co.uk/ArmA/testairstrike.Intro.pbo It has been created to drop the airstrike right on the Pos supplied when you call the script. I haven't got round to making a radio call for it or anything like that, but I probably will in the near future Also if I ever get my head round it (I suck at relational maths) then I'll update it to use a Vector, instead of a Pos so you can have varying angles, too
  6. Hi! I've got some great ideas for some missions, for this fabulous game I'm employed as a software developer, so I'm not clueless as far as actual coding goes, however, I have a few questions/hurdles before I can start My plans involve airstrikes (in the form of Napalm-esque strikes, akin to "I love the smell of napalm in the morning" scene from Apoc' Now.) and also involves drop-off's and evac's. So, to begin: - How do I spawn new units/vehicles after a trigger? I understand triggers, but the actual creation of units is my current problem. Do I have to create them somewhere out of sight (at map start) and call them in when needed, or can I spawn them on an action? - How do I group units together, then allocate instructions to that group? Something like "group1 goto [x,y]" instead of "unit1 goto [x,y]; unit2 goto [x,y]" - How do I get a group of Harriers to attack the same point, which doesn't necessarily have a target? Currently I'm using "harrier1 fire "Bomblauncher"" but that of course is not entirely accurate, and when a group does it, they fall quite far apart. At first I thought about having say a row of satchels explode (thus the harrier doesn't drop any munitions at all) but I can't find/create the satchel object.. have I simply missed it, or is it impossible to spawn some objects? Much obliged for any help
  7. Right.. I'm getting there.. So far I have this small snippet: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_X = _this select 0; _Y = _this select 1; _Z = _this select 2; // create plane _av8ba = createVehicle ["AV8B", [_X - 1500, _Y], [], 0, "FLY"]; _av8ba setDir 90; _av8ba setPos [_X - 1500, _Y, 400]; _av8ba setVelocity [300, 0, 0]; // create pilot "SoldierWPilot" createUnit [getPos _av8ba, dummy, "Pilot = this"]; Pilot moveInDriver _av8ba; // assign to group and set waypoint dummy move [_X + 1500, _Y, 400]; sleep 8; // boom.. _bomb = "Bo_GBU12_LGB" createVehicle [_X - 40, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X - 30, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X - 20, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X - 10, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X + 10, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X + 20, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X + 30, _Y]; sleep 0.1; _bomb = "Bo_GBU12_LGB" createVehicle [_X + 40, _Y]; BUT.. the plane continously barrell rolls and crashes.. I don't know why..
  8. Thanks MrN What would be utterly fantastic is an object (both literal sense, and programmatical sense) API.. <span id='ME'><center>BibbleBabble looks wishfully at BIS</center></span>
  9. That's great, thanks I'm now just having issues creating pretty explosions. I saw Chris' OFP Editor had a LandMine script come with, but it doesn't create an explosion anymore (I'm assuming it does create the unit, then removes it. I've changed it from Heat125 as those are not present in ArmA )
  10. bibblebabble

    Question about functions

    Have a look at the compile and call commands
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