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Everything posted by CaptainBravo
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Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is working great now, the helicopters still do their wierd landing once in a while but less frequent now that we have added " " Thanks for making it very easy to modify! :bounce3: -------- The only observation after testing it heavily in missions is Helicopters is sometimes they will just not land and instead just drop troops from high (50 meters). Not sure if that can be fixed by implmenting land command .. might be a bug with game? -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your help. I have noticed that %3, %4, %5, %6 do not have "" "" . would that make a difference with weird behaviour of lead heli? To clarify question on reinforcment waves, in the triggor init field: nul = ["firstwave",["HR_SPAWN","HR_LZ","HR_PP"],3,["HR1","HR2","HR3"],12] execVM "HR.sqf"; is "3" the number of reinforcment waves? Thanks for great script. -
Any NooBs to Arma looking to play co-op (maybe PvP) ??
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
hey everyone, I finally have online access at home (after what seemed like centuries!) and eager to get back online and do a few MP arma2. let me know if you are available for a fun MP online tomorrow eve around 8pm? I will respond to all those who pm on past week. Looking forward to seeing you on a battlefield (virtual) sometime soon! ;) -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It works great now for the exception of lead heli moving to target area ocassionally. The demo example the helicopters bring 2 waves, where in the code you can change that? Thanks for a great script and greater explanation :) -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought that might be the case so I moved spawn poit right above player head and only saw 2 :confused: Edit: never mind, the triggor had only HR1 and HR2 in init field. Just out of curiousty what is the line below the determines how many waves of reinforcments? ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Preplace 2 markers. // "HR_SPAWN" where you want the helos to start from and "reload" at. // "HR_LZ" where you want the helos to land. // (Optional) "HR_PP" where you want the ground troops to attack/patrol. /* Required Arguments: ["missionname",["HR_SPAWN","HR_LZ","HR_PP"],2,["HR1","HR2","HR3"],8,false,"MH60S",west] missionname (Datatype = string) This is the name of the mission. It will be used as a public variable to keep track of how many reinforecment waves are left. ["Spawn Marker Name","LZ Marker Name","Optional Patrol Point Name"] (Datatype = array of strings) The first element is the name of the spawn point marker. The second element is the name of the LZ point marker. The third element is optional and is the name of the patrol/attack point marker. 2 (Datatype = number) This argument is the number of waves to call, how many times the helicopters will bring in troops. ["HR1","HR2","HR3"] (Datatype = array of strings) The next argument is an array of strings, each will become the name of a vehicle used by the script. No limit, but anything more than 2-3 can result in midair collisons. :) Optional Arguments: 8 (Datatype = number) (Optional) Default is 0. This element controls the type of groups spawned. If set to 0 two random pre-built fireteams will be spawned (6-8 men per helo) if set to a number greater than 0 that many soldiers will be spawned as one group. false (datatype = boolean) (Optional) Default is true. If set to false the spawned infantry groups will patrol the LZ or optionally declared Patrol Point. If set to true they'll Search and Destroy at the location. "MH60S" (Datatype = string) (Optional) Default is "MH60S". This element is the class name of the vehicle spawned for this script. west (Datatype = side) (Optional) (Untested) Default is west. This element determines the side of the vehicle being spawned, and therefore the units as well. Examples: Default: nul = ["firstwave",["HR_SPAWN","HR_LZ"],7,["HR1","HR2","HR3"]] execVM "HR.sqf"; -- mission called "firstwave", 5 waves of 2 fireteams patrolling the LZ from 2 helos. Full options: nul = ["firstwave",["HR_SPAWN","HR_LZ","HR_PP"],7,["HR1","HR2","HR3"],10,false,"MV22"] execVM "HR.sqf"; -- mission called "firstwave", 2 waves of 10 units in each of 3 Ospreys which will Search and Destroy at marker HR_PP. */ // Required arguments _missionName = _this select 0; // string, name for mission _waypoints = _this select 1; // array, list of spawn, lz and attack waypoints. _waypointSpawn = _waypoints select 0; // string, marker name, spawn point and reload point for helos _waypointLZ = _waypoints select 1; // string, marker name, insertion point for helos _waypointPatrol = if (count _waypoints > 2) then {_waypoints select 2} else {_waypointLZ}; // string, optional marker name, attack point for ground units, defaults to LZ _waveCount = _this select 2; // number, how many waves to drop off. _vehicles = _this select 3; // array, strings, object names for the helos. _numVehicles = count (_this select 3); // number, simple count of how many names were entered. // Optional arguments _groupCount = if (count _this > 4) then {_this select 4} else {0}; // number, how many units per chopper, overrides fireteam assignment. _groupSpawnMethod = if (count _this > 5) then {_this select 5} else {true}; // boolean, true = attack point, false = patrol point _typeVehicles = if (count _this > 6) then {_this select 6} else {"MH60S"}; // string, vehicle class, default "MH60S" _vehicleSide = if (count _this > 7) then {_this select 7} else {west}; // side, side of the groups created, default west. // Only spawn once, on the server. if(!isServer) exitWith{}; // Create the group. _grp = creategroup _vehicleSide; _fleet = []; // For each vehicle name given, create a vehicle and assign it it's wave count. for "_x" from 1 to _numVehicles do { _veh = ([getMarkerPos _waypointSpawn, 45, _typeVehicles, _grp] call BIS_fnc_spawnVehicle) select 0; _unitName = _vehicles select (_x - 1); _veh setVehicleVarName _unitName; call compile format ["%1 = _veh; publicVariable '%1';", _unitName]; //_veh setVariable[_missionName, 5, true]; sleep 5; _fleet set [(_x - 1),_veh]; }; // Make the group fly groupy. _grp setFormation "LINE"; _grp setBehaviour "CARELESS"; // Set the wave count call compile format ["%1 = %2; publicVariable '%1';", _missionName, _waveCount,_waypointLZ]; // Spawn the first wave. [_missionName,_waypointPatrol,_fleet,_groupSpawnMethod,_groupCount] execVM "HR_spawnGroup.sqf"; // Set the waypoints for the helo group. Their origin point is waypoint 0. _wp = _grp addWaypoint [getMarkerpos _waypointLZ, 1]; // waypoint at the LZ marker. _wp1 = _grp addWaypoint [getMarkerPos _waypointSpawn, 1]; // waypoint back at the spawn marker. _wp2 = _grp addWaypoint [getMarkerPos _waypointSpawn, 1]; // Cycle waypoint at spawn marker too. [_grp, 1] setWaypointType "TR UNLOAD"; // Set the 1 (second actual waypoint, hence 1 instead of 0) to TRANSPORT UNLOAD. [_grp, 2] setWaypointType "MOVE"; // set the 2 waypoint to MOVE with the following call to spawn another group: _waypointStatements = format["nul = [""%1"", ""%2"", %3, %4, %5, %6] execVM ""HR_spawnGroup.sqf""",_missionName,_waypointPatrol,_fleet,_groupSpawnMethod,_groupCount,_waypointLZ]; [_grp, 2] setWaypointStatements ["true", _waypointStatements]; [_grp, 3] setWaypointType "CYCLE"; // set the 3 waypoint to CYCLE // For some reason the first helo ends up heading to the HR_PP instead of the LZ... I have no idea why. :( -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania for the demo mission and great help. It works fine after testing a few times. Ocassionally, as you said, the lead heli moving to Patrol Point. I have noticed if you move spawn marker around the heli did land at LZ. I saw you said you had three helicopters but only saw 2 land. I have added HR3 to script but still end up with two .. any hints how to add 3rd Heli is appreciated :D Over all great work! Thanks. :bounce3: -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania for your great help. The scripts works great as is. I thought it might be like the Norrin UPS script where you can spawn any units be it BIS or addons without any codes. Since the BIS function spawn is new I was not sure how easy/hard it would be to modify spawn. I have managed finally to get a second group of helicopters to work and drop troops as well. As to why have troops fly in vs just spawn near objective, one of the objectives is to clear and secure landing zone while troops keep cominging in. As it stands, it works mostly, I just have to figure how to get troops to move to target. Thanks again for the great help. :cheers: -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania, this is what I was exactly looking and more! Only question is I wanted to add a couple more helicopters to land in another location but somehow only one spawning. I have included the two scripts that I modiefied for 2nd groupof Helipcopters. The other questions: - is how to make the infantry "attack" at FULL speed ? - How do you specify how large squad spawned in helicopter? are their size pre determined? - Can you just replace units with 3rd party addons class names in script? Like desert soldiers, Ch-47 Heli? Thanks for your great help. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Preplace 2 markers. // "HP_SPAWN2" where you want the helos to start from and "reload" at. // "HP_LZ2" where you want the helos to land. // Only spawn once, on the server. if(!isServer) exitWith{}; // Number of waves to bring in. HR_wavecount = 5; publicvariable "HR_wavecount"; // Create the group with 2 MH-60S HR_flightgroup = creategroup west; HR3 = ([getMarkerPos "HR_SPAWN2", 45, "MH60S", HR_flightgroup] call BIS_fnc_spawnVehicle) select 0; HR3 setVehicleVarName "HR3"; publicvariable "HR3"; sleep 5; HR4 = ([getMarkerPos "HR_SPAWN2", 45, "MH60S", HR_flightgroup] call BIS_fnc_spawnVehicle) select 0; HR4 setVehicleVarName "HR4"; publicvariable "HR4"; // Make them fly pretty. HR_flightgroup setFormation "COLUMN"; HR_flightgroup setBehaviour "CARELESS"; HR1 flyinHeight 35; HR2 flyinHeight 40; // when flying at the same height they seemed to "wave" a lot. // Spawn the first wave. [hr_flightgroup, "HR_LZ2"] execVM "HR_spawnGroup2.sqf"; // Debug ride-along :) p1 assignAsCargo HR4; p1 moveinCargo HR4; // Set the waypoints for the helo group. Their origin point is waypoint 0. _wp = HR_flightgroup addWaypoint [getMarkerpos "HR_LZ2", 1]; // waypoint at the LZ marker. _wp1 = HR_flightgroup addWaypoint [getMarkerPos "HR_SPAWN2", 1]; // waypoint back at the spawn marker. _wp2 = HR_flightgroup addWaypoint [getMarkerPos "HR_SPAWN2", 1]; // Cycle waypoint at spawn marker too. [hr_flightgroup, 1] setWaypointType "TR UNLOAD"; // Set the 1 (second actual waypoint, hence 1 instead of 0) to TRANSPORT UNLOAD. [hr_flightgroup, 2] setWaypointType "MOVE"; // set the 2 waypoint to MOVE with the following call to spawn another group: [hr_flightgroup, 2] setWaypointStatements ["true", "nul = [hr_flightgroup, ""HR_LZ""] execVM ""HR_spawnGroup.sqf"""]; [hr_flightgroup, 3] setWaypointType "CYCLE"; // set the 3 waypoint to CYCLE ---------------- ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Called via waypoint with: // nul = [hr_flightgroup, "HR_LZ2"] execVM "HR_spawnGroup2.sqf"; // Grab the input arguments _helogroup = _this select 0; _lz2 = _this select 1; // marker name. // Distance between waypoints for the infantry's patrol waypoints. _max_dist_between_waypoints = 100; // Random types of groups to spawn. _grouptypes = ["USMC_FireTeam","USMC_FireTeam_MG","USMC_FireTeam_AT","USMC_FireTeam_Support","USMC_HeavyATTeam"]; // Only do this if we're the server... if(!isServer) exitWith{}; // As long as we haven't done all the waves, lets make new ones! if (HR_wavecount > 0) then { // If the first bird is alive... if (alive HR3) then { // Get a random group type and spawn it. Do this twice. _grouptype = floor (random count _grouptypes); _grp5 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; _grouptype = floor (random count _grouptypes); _grp6 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; // Assign them and move them to cargo so the helos know they have cargo. {_x assignAsCargo HR3;_x moveInCargo HR3} forEach units _grp5; {_x assignAsCargo HR3;_x moveInCargo HR3} forEach units _grp6; // Not entirely sure we need this, but seemed to cut down on deaths upon disembarkment. _wp = _grp5 addWaypoint [getMarkerpos _lz2, 1]; [_grp5, 1] setWaypointType "GETOUT"; _wp = _grp6 addWaypoint [getMarkerpos _lz2, 1]; [_grp6, 2] setWaypointType "GETOUT"; // Set group 1 and 2 up to patrol at the LZ. [_grp5, (getMarkerpos _lz2), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; [_grp6, (getMarkerpos _lz2), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; }; // if the second bird is alive... if (alive HR4) then { // Get a random group type and spawn it. Do this twice. _grouptype = floor (random count _grouptypes); _grp7 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; _grouptype = floor (random count _grouptypes); _grp8 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; // Assign the groups as cargo and move them into the bird. {_x assignAsCargo HR2;_x moveInCargo HR4} forEach units _grp7; {_x assignAsCargo HR2;_x moveInCargo HR4} forEach units _grp8; // Safety waypoint... _wp = _grp7 addWaypoint [getMarkerpos _lz2, 1]; [_grp7, 1] setWaypointType "GETOUT"; _wp = _grp4 addWaypoint [getMarkerpos _lz, 1]; [_grp8, 1] setWaypointType "GETOUT"; // Have groups 3 and 4 patrol as well. [_grp7, (getMarkerpos _lz2), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; [_grp8, (getMarkerpos _lz2), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; }; // Alert the player that reinforcements are coming. _msg = format["Wave %1 spawned",HR_wavecount]; _nic = [nil,nil,rHINT,_msg] call RE; // Reduce the wave count HR_wavecount = HR_wavecount - 1; publicvariable "HR_wavecount"; } else { // Once we've done all the waves, delete the flight group. _nic = [nil,nil,rHINT,"Reinforcements no longer available!"] call RE; {{deleteVehicle _x} forEach crew _x;} foreach units HR_flightgroup; {deleteVehicle _x} foreach units HR_flightgroup; }; -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
5 runs per heli then they go back to base. BIS Function would be ideal specially that it can delete units I believe and I would use pre made infantry squads. Heli start move by Trigger once an area is clear. Thanks for your help. -
Need expert for a simple spawn script
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania for your response. I thought it might be more complicated than what I initialy thopught :) What I am trying to do I am making a mission where Helicopters will continue landing and unloading troops then take off again to bring more troops to battle field.If a helicopter is shut down no more troops. How? Having helicopter fly through waypoints and everytime they reached a certain wp troops got created and moved inside helicopter. Then heli will just unload them next WP. Add cycle waypoint for the chopper so process is repeated. WP1 = move - init field activate script to creat troops and move them to heli WP2= Unload in battle field WP3= Cycle and process gets repeated Troops will have their own WP so they can move after unload. Does that make sense? Any easier way of doing it? :confused: Thanks for your help. -
Aircraft w/Crew Spawn Script
CaptainBravo replied to Raddik's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, you guys were right, the typo along with the missing marine fixed it, thanks so much for a great script. Only question is how do you fire script through a trigger? What I am trying to do is an escort mission where 2 fighter jets escorting a civ plane get intercepted when they enter an area (trig activates script and spawn enemy planes to intercept) (I assume if you replace traget marker name with civ plane, enemy planes will persue civ plane?). Thanks for script and help. -
Aircraft w/Crew Spawn Script
CaptainBravo replied to Raddik's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your response. I corrected the spelling and still no F35B. If you got a chance, I have attahced sample mission: Mission: http://www.filefront.com/14421511/air.utes.rar Thanks for your help. -
Aircraft w/Crew Spawn Script
CaptainBravo replied to Raddik's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great script Raddik, thanks for sharing. I am having "technical" diffuculty spawning F35B. Could you please point out what I am doing wrong? private["_delay"]; F35SPAWN_Pos=[(getmarkerpos "F35BSPAWN") select 0,(getmarkerpos "F35BSPAWN") select 1,((getmarkerpos "F35BSPAWN")select 2)+100]; waituntil {!isNil "bis_fnc_init"}; _delay=5; GroupWAIR1 = createGroup west; F35BCount= 0; F35B= objNull; while{F35Count < 2}do{ if(isServer)then{ if(!alive F35B)then{ sleep _delay; // seconds to delay the deletion after vehicle is killed {deletevehicle _x}foreach crew vehicle F35B; // deletes all mebers of the vehicle crew deletevehicle F35B; F35B= ([F35BSPAWN_Pos, 0, "F35B", GroupWAIR1] call BIS_fnc_spawnVehicle) select 0; F35B setVehicleVarName "F35B"; wp1= GroupWAIR1 addWaypoint [(getmarkerpos "F35BTARGET"), 0]; wp1 setWaypointSpeed "FULL"; wp1 setWaypointType "SAD"; F35BCount= F35BCount+1; publicvariable "F35BCount"; publicvariable "F35B"; }; }; sleep 30; // delay to save system performance; }; sleep 1; -
VTS3 - Live Multiplayer coop mission editor
CaptainBravo replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
Thanks for your response gonza. I did go to MP game and I think I got how it works .. only thing I keep getting error saying: " Variable display does not support serialisation. Call disable serialisation in the current script" That happens when I select "ordinatuer. -
VTS3 - Live Multiplayer coop mission editor
CaptainBravo replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
Thanks gonza for your response. I have placed pbo in MP folder .. what is next? How doyou access editor? I guess in normal editor you just go to editor. How do you access this editor? Thanks. -
VTS3 - Live Multiplayer coop mission editor
CaptainBravo replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
This looks great! I hate to be that one who buys a new car then asks ... umm how do you start it?! How do you use it? I did not see a readme file aside from placing it in MP games folder. Any explanation is highly appreciated. -
Armaholic is a great Arma website which I use often. Your uncalled for comments are out of line.
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I think having Africa would be a great map. World map might be an issue moving across the atlantic .. given the increasing prices of airfares! :) Good work.
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Take the Airport - A large scale mission
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - USER MISSIONS
I should have a new version up soon. It will have new artillery, tougher and meaner AI and I will make sure there is no addon requirment. -
You could put setpos Up in their init field. This will force them to stay up.
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Take the Airport - A large scale mission
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - USER MISSIONS
Thanks for everyone's feedback. Although I used Sentinel Weapons addon I did not believe it would be required as it is not used as an addon in actual mission. It just converts weapons to High Disp if it is there and should works without. I played same mission on LAN without. So could someone please confirm if mission says it is required? Thanks Binesi for the tips and feedback. - The teleoprt was for testing and I forgot to remove from release version. - The few "zombie" units are there for surprise ambush but the issue is once you have found them it is easy to get around them. I will play with dostop command and test and be more "creative" next time. - Artillery, I am testing something different and will be in next version. - I have a few designed "tough" defenses for airport in next version. Did you find it balanced? too easy? too hard? Again, thanks for everyone's feedback. -
Hybrid Commanding System
CaptainBravo replied to mr_centipede's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have tested HC heavily in MP and it does work except for infantry. They usually stop responding halfway through the mission. This applies to infantry groups. Leader of group issues commands to move to x directions y meters away but nothing happens. This is not an issue at all with vehciles/planes. I hope there is a way to fix it. But good work here. -
Any NooBs to Arma looking to play co-op (maybe PvP) ??
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Thanks for the few msgs that wondered if I was abducted by aliens or ran off with a striper! I should get internet in my home by this weekend. I just realized nothing worse than being strandad on a deserted Island except .. not having fast internet access! See you online soon! -
The game certainly looks good so far with sharp graphics. The bottom line will be the game play (more sim or more COD) and how polished it is (less bugs!). My guess, it will fill the gap between Arma and COD.
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Any large scale user missions?
CaptainBravo replied to Zombie_Mod's topic in ARMA 2 & OA - USER MISSIONS
Yes, I am working on one that should be released within a week. It will have over 1,000 units! It will pit Human commander (utilizing HC) against smart AI commander. Will release once polished it and tested it a bit more.