DCurrahee
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Anyway we can enter the heli at the base and just give it a waypoint to drop off the squad at? I want to start near the helicopters, away from the enemy zone and then fly into enemy territory. Thanks for the great script, if there's one thing I can never get enough of it's better ways to get around.
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Just wondering on any progress and is this the place to ask? I can't find anything on the COC website about CEX. Just anxious to see what's next
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These rants mainly deal with AI group leaders in game. I agree with an earlier post, that somehow we should be able to get a squad to stick together better. I know this deals mostly with internal AI workings, I've accomplished something similar in the OFP command engine with disableAI. What I'd really like to see is the group leader being disabled when switching teams, and then re-enable if new orders are given. I'd love to be able to jump to different groups, set them up how I want them (say a potential ambush or defensive position) and then jump to other groups and do the same without having the first group leader try to get the squad back into formation and stand up out of his own cover. It's a hard line to hold though, you want the group leader smart enough to act and react on their own while staying in line with current orders. If transportation is to be reliable (sometimes I'd rather cargo myself into something flown by the AI then trust some random person to fly me around 10 minutes then crash into the side of a building) Having reliable transportation lines ala units ferrying between positions would open up the maps a lot more. Getting them to take off and touch down in relatively the same spot (without hovering over the LZ for minutes at a time) would be the trick to pull off here. I agree that Mandobles scripts would work if they were tweaked for combat insertion/extraction timing. It's all about finding the optimal speed and timing values, but even then they'd only be the best guess, terrain would still be a factor. I look forward to future releases, although these AI issues inherent in ArmA are the only thing's my eye can see askew with the current release
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Ah the reason for ArmA arrives! Everything about the Command Engine has improved over the OFP relic that I still played until this was released. If there's one area I think could stand to use improvement, a really essential area for effective combat in OFP, is transportation. Reliable air transportation would be a nice start but I know that'd be tackling ArmAs flight problems, one option I would like is giving a transportation squad a 'Ferry' command. They can wait at the designated WP until another squad has embarked, follow waypoints and unload the cargo, follow the waypoints back and loop ... Just a thought
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Yes, was also a decent way to simulate suppressive fire which I was hoping would be added to ArmA. Any insight into what can be used instead would be helpful.
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Command changes in Arma
DCurrahee replied to DCurrahee's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks MrZig I'll make the changes and send them off to see if we have any better luck, that should've been obvious, I cannot wait to get a copy of this. -
A friend of mine is helping me get my scripts ready for ArmA's release here in the US. Out of most of the scripts the only error he's receiving so far is with onMapSingleClick, giving him an error like: Error onmapsingleclick: Type code, expected string An example of how I used it was binding it to Radio message alpha and on activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onMapSingleClick {[_pos] exec "helitransport.sqs";} I've bid for an early Czech release on ebay (yes it's THAT importatant to me) but would like to have my scripts semi functional before the US release, so any help would be appreciated. I've checked the wiki and don't see what I would need to change. Thanks
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Amen to that. Hopefully we'll find a config file to allow a change for that or a command line switch. 'My Documents' is a huge pet peave of mine.
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Reality based FPS bible Amen Dslyecxi
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Couple of Scripts for anyone that want's them
DCurrahee replied to ColonelSandersLite's topic in OFP : MISSION EDITING & SCRIPTING
If you're ever bored! I've tried the math, seems like every year I try to get this to work. I've tried the loop to set the velocity. After about 3 days I get bored of trying and like I said what I tried above works as good as what I come up with. I've long fed my OFP addiction because of the people who've contributed their scripts. Work on whatever you want, I thank you for contributing and maybe I'll try to help out more too. And yes I've seen tanks fly. One of the first little stupid things I found myself doing within OFP was putting a bunch of small cars several hundred yards from a city and then bombarding the city with satchel charged flying cars. -
Couple of Scripts for anyone that want's them
DCurrahee replied to ColonelSandersLite's topic in OFP : MISSION EDITING & SCRIPTING
Great job man! These scripts clear up a lot of trouble I've always had with trying to get bombing runs more dynamic. What I always have trouble with is trying to release the bomb in front of the target and use setvelocity to guide the bomb in an arc down to the target. I don't want 100% accuracy and am always after the more 'traditional' bomber. Especially since a laser guider bomb would be dropped from altitude, and I love the way you get this plane to dive at the target. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _distanceC <= 500 : _atWP = true <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_number = 3 _counter = 0 #pickle ; drop the bomb when over the target. _bomb = "LaserGuidedBomb" camcreate [getPos _aircraft select 0, getPos _aircraft select 1, (getPos _aircraft select 2)-5] _bomb setVelocity [(velocity _aircraft select 0),(velocity _aircraft select 1),0] _counter = _counter + 1 ~0.2 ? _number > _counter : goto "pickle" So i create the bomb at the position of the plane, with the planes velocity. This of course then needs to be tweaked for the altitude the aircracft is flying at. Except no matter what kind of odd math formulae I try to come up with I can never get it and any better then just this. I tweak and tweak and end up just makng it worse and worse it seems. I don't think it's really possible to do this? Since the AI would have to have a velocity that carries the bombs on target. If there was some way to find the needed bomb trajectory, and then if the plane ever crosses that path to release them. ... I don't know ... any ideas? -
Couple of Scripts for anyone that want's them
DCurrahee replied to ColonelSandersLite's topic in OFP : MISSION EDITING & SCRIPTING
Hey! Long time OFP Fan returning to the forums fiending for ofpec scripting help. Thanks for giving back to the community man these scripts are superb. I can make my helicopters land properly now! Fixedwing bombardment is the next thing I wanted to tackle. Your mission.sqm file cuts off halfway through for me. I'm trying to recreate it now according to what your script calls for. I'm having some trouble and I'm sure it's something small n stupid I'm missing.