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CarlGustaffa

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Everything posted by CarlGustaffa

  1. Thanks. I'm unable to test this for a few days (PC crashed, new one on the way), but this pointer to some specific scripting commands is probably all I'm gonna need. Newbies such as myself doesn't always know every single command and what they do
  2. CarlGustaffa

    Saboteur - Campaign side mission

    I can hear that helicopter, but it appears to stand still. If it starts to move (you can hear it), it looks to me that it is just a matter of time (long or short) before the alarm goes off, indicating I've done something wrong I've tried "waiting for the chopper to crash", but that doesn't sound like a "good" way to do it. It also never crashes for me. As far as I can tell, there is no magic hole in the fence to exploit, and if I shoot the single guy at the entrance, the alarm goes off. Being in a place where "AI can't see you" seem to me like a game engine exploit, and not how it is supposed to be done. So, how is this supposed to be done? Quite stuck here (again).
  3. CarlGustaffa

    WatchTower

    Awesome tip. Just insanely cool Never saw that one before. Goodbye setPos "manually obtained numbers" Thanks -- love it!
  4. CarlGustaffa

    Ask a moderator about the forum and the rules

    Hmm.. Was asked to repost in this thread, so here goes: Hi Fairly new to this forum, so sorry if I ask the obvious. I'm mostly into mission editing and some scripting, but the Arma Scripting forum is going quite bananas these days In order to keep more up with what posts are where, I was wondering if it is possible to somehow increase the number of forum topics shown in a forum? The default is extremely low, and I end up with having to press those small page links frequently. I'd like to set it to i.e. 100 or 200 topics shown. I checked the control panel, but maybe I'm going blind. How can I achieve this? Any ideas? Or am I stuck with those few ones?
  5. Hi Newbie here to the editor. I have a few BlueFor UH60 hovering over the airport runway, named "uUH60_#" and with "this flyInHeight 80" in their init field. I put a move waypoint north past the closest coastline, then another waypoint at another location. The choppers gets to their assigned altitude and fly according to the waypoints. But... I need to synchronize this so that they have a slight delay before each chopper arrives at their final desination (cargo drop) and fly back. This in order to prevent crashing into eachother in the dropzone. However, when I add a simple BlueFor present switchtype trigger, I'm not getting the hint "triggered" I put in. I also had problems getting iThisVariable = 1 to be set and reacted upon when set on waypoints and/or triggers. Conclusion: It doesn't trig?!? At all... What am I doing wrong here? Also, setting "this flyInHeight 200 causes choppers to just fly in circles around the upcoming waypoint, they don't proceed to the next. Are there any height restrictions on triggers and waypoint?
  6. Hi First post here, and extremely unfamiliar with this scripting language, so be patient I've done searches, but haven't found any real solutions to my problems. I'm trying to make the M119 Howitzer act as artillery support. It is placed as Empty/Static/M119 with name uM119. A couple of soldier named uM119G and uM119C (gunner and cargo) mounts the M119 through a GETIN waypoint. The other end, the hit area, is already working. Regards Carl Gustaffa So far so good. I'm using MAP:Invisible target (addon) for target practice, since no other dummytypes would work (for me). When I place it on the ground closeby the M119 fires when doTarget and doFire commands are issued in a sqs script. But when I move the target away or lifts it into the air (setpos getpos, and a visible target confirms the position stays that way), the gun barrel doesn't lift to follow (mounted machineguns work though), and then AI never fires. So I figured this as a newbie no-go. Then I tried avoiding all logic and just fake everything, but I couldn't even make the gun/gunner obay my fire command from the script. But I'd still like the barrel to raise to a chosen value of mine. Questions: 1. How can I force AI to elevate and properly aim the barrel of the M119, when other static objects seem to work? 2. How do I fire this particular weapon with the (script) fire command? Any help is welcome.
  7. CarlGustaffa

    AI not aiming M119 for elevation.

    Well, I agree that it looks better at least with one additional guy sitting there, but the third one really is badly done; moving around "attached" to the gun while it slides around Checked it out a bit, and it turns out it actually has a 7 man crew (M119A1), actually is UH-60 transportable and towable by HMMWV. This gun just screams to be scripted some more 7 man crew is: Section Chief, Gunner, Ammo Team Chief, Assistant Gunner, Number One man, Advanced party. Anyone know what their tasks are? More here: http://tri.army.mil/LC/CF/Cft/Cftl/m119ston.htm
  8. Hi Just my two cents on the issue. I think the game's eula should state something in the lines of "no commercial addons other than our own are allowed to be sold to be used with this product". That should possibly take care of most of these issues and concerns. I used to be very heavily into the flightsimming community, but now when commercialism has "taken over" much of the addon making, I was scared away. People started accusing eachother over what I sensed as extremely minor, and the general feel of the community went sour. As a pretty extreme example, one guy posted a screenshot of good quality not even claiming it as his own. Immediately the forums selfacclaimed "copyright police" went after him and really treated him as a dirtbag. And I second that of using a Creative Commons (free to modify, not for commercial use) licence. And how about a simple "based on the works of various other people in the community -- thank you -- you know who you are" statement? I never keep track of what snippets I use and who made them. I usually make stuff that I need for myself, and if I like it I'll share. "Copyright" has really made the world a worse place. How is it in these games (OFP/Arma)? Are there any commercialism yet, or is it even coming? That's my "two" cents...
  9. CarlGustaffa

    What licenses should be used for our work?[url

    Hi Just my two cents on the issue. I think the game's eula should state something in the lines of "no commercial addons other than our own are allowed to be sold to be used with this product". That should possibly take care of most of these issues and concerns. I used to be very heavily into the flightsimming community, but now when commercialism has "taken over" much of the addon making, I was scared away. People started accusing eachother over what I sensed as extremely minor, and the general feel of the community went sour. As a pretty extreme example, one guy posted a screenshot of good quality not even claiming it as his own. Immediately the forums selfacclaimed "copyright police" went after him and really treated him as a dirtbag. And I second that of using a Creative Commons (free to modify, not for commercial use) licence. And how about a simple "based on the works of various other people in the community -- thank you -- you know who you are" statement? I never keep track of what snippets I use and who made them. I usually make stuff that I need for myself, and if I like it I'll share. "Copyright" has really made the world a worse place. How is it in these games (OFP/Arma)? Are there any commercialism yet, or is it even coming? That's my "two" cents...
  10. CarlGustaffa

    AI not aiming M119 for elevation.

    Hi Thanks alot for the reply. And thanks for putting me in the right direction. From what I can see I have done a few mistakes: 1) I used doTarget instead of doFollow. 2) I used doFire instead of Fire. I shall retry tonight using these, and if that fails have another look at other peoples scripts Btw, the M119 have a gunner position and two cargo positions. Does it make any difference if these positions are filled or not? Reload times didn't change, but was unable to check anything else.
  11. CarlGustaffa

    object ID setdamage

    Actually I think the wiki should be updated instead with this "doesn't work as before due to streaming" for the relevant commands. "See the following example instead how it is supposed to be done". Frankly, I love the wiki, but I find the provided examples often very lacking (as a newbie to this weird scripting language).
  12. CarlGustaffa

    Why did my AH6 not attack enmey?

    Did anyone try adding MapFact's invisible armor target close to a group of infanterists? Hmm, something to try when I get home I guess
  13. CarlGustaffa

    Dynamic sound ambience help needed

    Great idea I'm considering using some russian "commands" (have no clue what they are though) from the game Civilization, for the missions I'm currently editing/playing with. Just to give you an added idea
  14. Hi I have a couple of old OFP scripts where I used switchLight to control a couple of given lights in a mission scenario. Wiki syntax states: lamppost switchLight mode But then the example comes saying this: (object 12345) switchLight "off" nearestObject  [player, "Streetlamp"] switchLight "OFF" Ehh, huh? Okay, I suspect these should be divided into two examples? But the first example won't work, what is a working example? Now, I have been able to use this command by placing a game logic object closeby and finding it from there, but I have not been able to switch it on/off simply by entering an object Id. I haven't found anything that says the shown syntax doesn't work, but, is it broke? And since this is related to another one, I'll ask here. Is it possible to remove items such as barracks with an item id  from the map without levelling it to the ground first with a bomb? If not, is it possible to have this demolition party set off before the scenario starts? Now I have to cover up the noises with a thunderstorm when my soldiers wake up Regards Karl Gustaffa (newbie)
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