Crutch :o
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Everything posted by Crutch :o
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i want to do something yet i dunno if its possible.. im creating a mission about defending a forward logistics base. the base is quite large with alot of objects on it. this in itself isnt so bad on the lag, but when i start putting in the defending units it gets a tad laggy. then when i start putting in the attacking units the lag is insane, my poor p3 850, 256meg winxp box slows way down.. so heres what i want to do, i was wondering if its possible to create whole groups with triggered scripts simmilar to the _cam = "camera" camcreate command? what i would do is place some invisible H's at random places on the map, give them all names then use the getpos command to place the units there, then at the end of the script have them all join together and use the goto command to go to some named object on the base. would something like this work so i wouldnt initially have 232323132 units on the map all at the same time? but could still have waves of attackers? enuff to keep people beggin for mercy? if it can work could someone post an example of how its done? if its not possible ill just have to scrap this idea and make something a little smaller. anyone wanna test out my mission for me BTW? ive only completed to up to the first wave of attackers, stopped after that cause the lag is rediculous.
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ok i did some testing and got it working, sorta. im not using the program that will give me x,y,z coords on the map, so for the second waves im creating 2 units, a leader and a soldier and giving them a group name (HotelGroup = Group This) (found out it wouldnt spawn a unit unless the group was already present, even if that group was dead, and that the group couldnt be just one unit, had to be two or more) using this this script for creation and placement _camx = getpos ATgrp1 select 0 _camy = getpos ATgrp1 select 1 _camz = getpos ATgrp1 select 2 "SoldierE" CreateUnit [[_camx+2,_camy+2,_camz],GroupHotel,"Unit1=this",0.50,"PRIVATE"] [unit1] Join atgrp1 ~0.4 "SoldierE" CreateUnit [[_camx-2,_camy-2,_camz],GroupHotel,"Unit2=this",0.50,"PRIVATE"] [unit2] Join atgrp1 ~0.4 "SoldierE" CreateUnit [[_camx-4,_camy-4,_camz],GroupHotel,"Unit3=this",0.50,"PRIVATE"] [unit3] join atgrp1 ~0.4 "SoldierE" CreateUnit [[_camx+8,_camy+8,_camz],GroupHotel,"Unit4=this",0.50,"PRIVATE"] [unit4] Join atgrp1 ~0.4 atgrp1 lockwp false Exit now about those selects, can i reuse them in other, or the same script file as this one to create and place units for separate groups? or do i need to go up in numbers from 0,1,2 to 3,4,5? or do i just need to change the names of _camx,_camy,_camz, to like _gp2x, etc? another question.. i have a trigger grouped to the first wave (first group) to activate this script and unlock the wp's of the next groups leader. i have it set as (Whole Group) not present, over a HUGE area of the battlefield. sometimes it activates just after a few units of the first group have been killed tho... whats a better way to do this? and last quesion, (two questions really) can both east and west have the same group names? like alpha bravo etc etc. And, do i have to use alpha bravo etc etc, or can i name these groups anything i want? like GroupCrap = Group This? i know with setgroupID i have to use alpha bravo etc... anyway, you guys have already been a big help, thanks tons
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anyone else run into this bug? seems like some days my waypoints are there and others they arent... very annoying, tryin to make a mission and one day i see all my waypts fine and the next day i cant see them at all (in the previews i mean, no yellow waypoint boxes)
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ahh thanks. whew. fixed it right up.. guess i need to start up an sp mission in cadet mode every time i fire up the game before going to the mission editor.
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arg.. just did a test used this unit1 = "SoldierWB" createUnit [getmarkerpos "spawn", groupAlpha] [unit1] join Alpha exit created a marker named spawn it didnt create a unit =( also tried it without the Unit1 = and without the [unit1] join Alpha.. ive got the marker placed right in front of the waypoint i run to that execs the script, i should see the unit spawned i dont.. need more detail on how its used....
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well, i think im just gunna start over with a smaller base, im still too new at this to write up such a huge script. but, there is still something i would want to do in the next version.. im gunna create my base, with the units and objects in it, but i want the attackers to spawn out in the field when i  return from forward observation to advise the colonel... as for placing, i dont have that program that gets me the x,y,z coords (whats the name and where can i get it?) i was going to place invisible H's around the camp area and name them "Hone, Htwo, Hthree" etc etc and use this to place new units _IHx = getpos Hone select 0 _IHy = getpos Hone select 1 _IHz = getpos Hone select 2 this is for the first set of units i would place around this H. would i just go on like this for the next H? _IHonex = getpos Htwo select 3 _IHoney = getpos Htwo select 4 _IHonez = getpos Htwo select 5 or is there a way to clear the first one out before moving on in the same script? ive only ever used this to create and place cams, does camcreate work to create soldiers(or tanks)? like this _unit0 = "OfficerE" camcreate [_IHx+1, _IHy-1, _IHz] or do i needa use the createvehicle for that? _unit0 = "OfficerE" CreateVehicle [_IHx+1, _IHy-1, _IHz] once they are created i would use the ["_unit1","_unit2,",_unit3",etc] join _unit0 command to group them. to get them to go somewhere i would use the GoTo command to have them goto some building or ammo crate or something i assign a name to in my base. ive never used the goto command either, how does that work? could someone post a snipet on how all this is done if it can be done? heh hope that wasnt too confusing. its just that the tutorials i have arent too detailed on the actual format for these commands, took me forever to figure out the join command needs an array i.e the Brackets [] to work. my tutorials didnt tell me that =/ but this forum did =) thanks in advance for any help
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i think what that "never show" means is showing them on the map. isnt 'nevershow' the default setting for waypoints in the editor? ive seen some user made missions where the map looks like the editor map, with all the waypoint arrows and circles, i believe its because they set them to always show. i dont think there is a way to make waypoints invisible. perhaps you could use a trigger over the location that you need your team to go to instead of a waypoint to trigger your scripts or something.
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wow cool thanks man. i think i got it from here, i just set up the waypoints for the leader, then when the time comes ill have him join group null, and ill have the waypoints i assigned for him. thanks for your help.
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how does it work? im putting it in the 'on activation' field in a trigger OR on a waypoint and i still cant get myself booted from a group. the format im trying to use is the format i see in the tutorials out there i.e. unitname Join GrpNull. i get an error something like this 'Alpha join grpnull;|#|error object, expected array.' or something like that. need to be able to remove myself from the group, can anyone help?
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how does a unit have waypoints after ungrouping said unit? ive heard it can only be done with scripts. heres what im doing, my player joins another officer. other officer goes to waypt, on activation my player joins grpnull. so how can i set waypoints for my player after i ungroup? if it can only be done with scripts using x,y coords could someone post a sample i could look at? i would only need a couple waypoints after i ungroup my player. ahh well i can forsee another problem with this too, after i ungroup, i have to run over and 'join and lead' my squad. and ive been using the join/join and lead sync wpts to do that, but if i have to use a script to get waypoints for my player after i ungroup i guess i would need a trigger and another script to join and lead other group, so a sample of this would be greatly apreciated too. thanks in advance for any help.
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cool thanks, that worked. i figured i needed something in brackets since it was giving me an array error. now for another question. once i have been booted from the group i need to have waypoints to go join and lead another group. so far my player has 3 waypoints, the first is a 'join' wpt, where i go join another officer watching the front line. then i have a 'move' wpt and a 'join and lead' wpt. i was hoping the 'move' and the join and lead' wpt would pick up after i was booted from the other officers group but it doesnt. how do i get those other waypoints to show up after i leave the officers group to go join and lead my squad?
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here's some background detail on what im tryin to do in case it will help. im creating 2 officers and 2 groups. i play one of the officers, i have named him Alpha (i want to setgroupID to alpha on the group i need to join and lead in the near future) the other officer is standing 20meters away. i run over and join and follow him as a 'temporary' group to watch the front. now that im in his group i follow his waypoints ,which are locked till east gets over a hill and activates a trigger, when this happens he orders me into a jeep and drives me back to the base. when we get to the final waypt in the base i have in the 'on activation' field of the last waypoint this line Alpha join grpnull . and thats it. but it wont boot me from that officers group. ive also tried the reverse with using the other officers name but it still will not ungroup us. ive also added this to a trigger over the final waypoint, no luck. am i using the correct format? ive also experimented with it with me as a member of a full group and in many other ways. i always get an error when i get to the waypoint with that in the activation field. the error is something like Alpha join grpnull;|#|, object error, expected array. any thoughts?
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"transport unload" problem.
Crutch :o replied to Gollum1's topic in OFP : MISSION EDITING & SCRIPTING
yeah ive seen that problem before too