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Everything posted by Dashnaw
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Simple question. Been experiencing some weird behaviors by choppers I've applied this command to. What I expect, is that FlyinHeight orders a chopper to fly at the specified height - what I'm seeing is that choppers start ascending to the specified height, and then depending upon the distance they need to travel, they keep ascending while flying. Here's sample mission to illustrate what I mean: http://s000.tinyupload.com/download.php?file_id=03097938125860330948&t=0309793812586033094884471 Basically I create 2 CSAT choppers. 1 intended to be an Escort chopper (group leader), and another intended as a transport chopper. Both choppers are in the same group. I give them a default move waypoint across the map, and add "this flyinheight 120" to the escort chopper and "this flyinheight 60" to the transport chopper. I myself travel behind in a BLUFOR chopper (with "this setcaptive true"). What I'd expect would happen, is that the escort chopper ascends to 120m above the ground and proceeds towards waypoint, while the transport chopper ascends to 60m above the ground, and follows behind. However this does NOT happen. They both instead ascend to 120m at the start, and then head towards their waypoint, continuing to ascend (reaching nearly 1000m in my sample mission), and ending their journey by descending to 120m at destination. Now I realize that it might not be possible to order 2 choppers in the same group to fly at different heights (but why shouldn't it?), but what I absolutely don't understand is why they won't follow a simple instruction as "STAY AT THIS HEIGHT WHILE FLYING!!!!" The only point at which I see them following my instructions are when they hover at a static position. Am i doing something completely wrong, or is there anyone else out there also experiencing this behavior? And is it intended? EDIT: Das Attorney has submitted a ticket to the bugtracker. If you find this issue annoying and worth correcting please upvote it here: http://feedback.arma3.com/view.php?id=23221
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Here's his ticket: http://feedback.arma3.com/view.php?id=23221
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Thank you. Upvoted your ticket!
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So I did some more testing with this in mind. It seems that my problem disappears when not using the MI-48 Kajman. For instance, while using a PO-30 Orca as group leader it will honor the height restriction I've applied. However if a MI-48 Kajman becomes part of said group, the Orca will continue to honor the height restriction, while the Kajman will begin a never-ending climb until reaching its destination. If I set the Kajman as group leader, the entire formation will continue to climb until reaching their destination. So it would appear that my issues mainly arise in circumstances involving the Kajman. Thanks for the help guys!
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What I don't understand is why they keep climbing while flying then? In my sample mission they reach a height of nearly 1000m, despite parts of the distance being above water.... Yes, setting waypoint height seems to help - but doesn't eliminate this problem entirely. However I'd really prefer if I could order choppers to different heights inflight without the need of spawning a waypoint each time.. In my example both choppers are grouped together, at each one recieves a flyinheight command with different heights to fly at. While I agree that the above might be a reasonable argument I still would expect this command to ensure that choppers fly at the specified height, anything else I don't see as being the "intended effect"... In any case this still doesn't explain why the entire chopper group doesn't maintain the same height while moving, but insists on climbing all the way until its destination, at which they bleed their speed off, by climbing even more, and THEN lowering to the heights I've commanded them to fly at...
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So for the past few days, I've been trying to get these AI scripts working in conjunction with the simplecachev2 release by Na_Palm. For the most part it would work ok, the first time spawning/despawning units - but after that I would experience all sorts of issues, like; 1: Far to many vehicles spawning, 2: Group-names not being saved, 3: Group-names being ignored, 4: Custom group names throwing error messages, 5: Spawn-script unintentionally running several times for the same zone, upon clearing another zone, 6: AI being deleted immidiately upon last unit dead, dead units being deleted before being able to loot them, 7: When using several AI spawn scripts in the same local area and joining them to the same groups the number of AI spawned once you leave and reenter the area was way to high (total number of both spawn groups, instead of each spawn group seperately) 8: Wrong values were deleted from script parameter array in simplecachev2 when using init.sqf to run larger numbers of spawn zones. and so on. So I've gone through the scripts with my very little scripting knowlegde and attempted to patch up these errors. I do not want to take credit for anything, but I figured I'd share my edits, in case someone else was experiencing similar issues to what I've been seeing. At present things seem to work as intended, but if someone else could confirm that that indeed is the case, I would be grateful. I've made changes in the following files: militarize.sqf: militarize.sqf download link Very little changes have been made here, changes have been commented. fillhouse.sqf: fillhouse.sqf download link Very little changes have been made here, changes have been commented. LV_fnc_simpleCachev2.sqf: LV_fnc_simpleCachev2.sqf download link I've made quite a few changes in this, non of which I've commented as I didn't want to flood it with comments. If you want to compare the differences, compare the files directly with each other. LV_fnc_removeGroupV2.sqf: LV_fnc_removeGroupV2.sqf download link Very few changes made here - basically dead units are no longer deleted by this script, giving you time to actually loot them. And as I'm using another script to remove dead bodies after a set time-delay I didn't want this script to circumvent that. Changes have been commented. In my test setup, I've primarily been initializing these script with init.sqf: if(isserver) then { LV_fnc_simpleCachev2 = compileFinal preProcessFileLineNumbers "LV\LV_functions\LV_fnc_simpleCachev2.sqf"; _sCscript_list =[ [1,[POSITION1,3,0,[true,false],[true,false,false],false,[1,2],[1,0],"default",nil,"nil",1]], [2,[POSITION2,3,true,2,[4,2],50,"default",nil,nil,2]], [2,[POSITION3,3,false,1,[4,2],50,"default",nil,nil,3]] ]; [_sCscript_list, DISTANCE, true] spawn LV_fnc_simpleCachev2; }; Where 1 = Militarize script and 2 = Fillhouse script, as detailed by Na_Palm.
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Had a little look at the script, and found that if I changed this line (line 58 in militarize.sqf), from _milGroup = if (count _this > 9) then { _this select 9; }else{nil;}; if(!isNil("_milGroup"))then{if(_milGroup == "nil0")then{_milGroup = nil;};}; to _milGroup = if (count _this > 9) then { _this select 9; }else{nil;}; if(!isNil("_milGroup"))then{if("_milGroup" == "nil0")then{_milGroup = nil;};}; That spawned groups are now correctly joined to existing groups. However, now I get a "missing ]" error message instead, but the AI groups are spawned and do their thing as expected (so far)! I have been able to isolate the "missing ]" message to the following line 275 in militarize.sqf: if(!isNil("_grpId"))then{ call compile format ["LVgroup%1 = _milGroup",_grpId]; call compile format["LVgroup%1spawned = true;", _grpId]; _thisArray = []; { if(isNil("_x"))then{ _thisArray set[(count _thisArray),"nil0"]; }else{ _thisArray set[(count _thisArray),_x]; }; }forEach _this; call compile format["LVgroup%1CI = ['militarize',%2]",_grpId,_thisArray]; //<--- THIS LINE };
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Hello Let me just start by saying that these scripts are little pieces of wonder - really greatful for them. However, I've run into an issue with the top group limit of 144 pr. side, and figured I could get around this by joining the AI that are spawned from the militarize and fill-house scripts to existing groups. However, I can't seem to get that particular function working. Once I enter in a group name all AI simply cease to spawn. Has anyone else had issues with this? And if so, what am I doing wrong? I've created a very simple test mission, and uploaded it here: Simple Join Group Spawn Test It's a simple build with: 1 player unit placed, 1 AAF unit placed with the following in its initialization line group1 = group this; and then a gamelogic with nul = [this,3,0,[true,false],[true,false,false],true,[1,2],[1,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; as well as another gamelogic with this: nul = [[1],[player],500,true,true] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf"; Loading up that test mission, with the above parameters works. The AI are spawned correctly, however they don't join any existing groups. Once I change the spawn code to nul = [this,3,0,[true,false],[true,false,false],true,[1,2],[1,0],"default",group1,nil,1] execVM "LV\militarize.sqf"; nothing spawns. If I try to change it to nul = [this,3,0,[true,false],[true,false,false],true,[1,2],[1,0],"default",group player,nil,1] execVM "LV\militarize.sqf"; nothing spawns either. So is it at all possible to have groups spawned with these AI spawn scripts, join an existing group?
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Battlefield Re-spawn System (BRS)
Dashnaw replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello I was wondering wether it is possible to create several base spawn points, using this script, some of which are only initialized or activated later on during your game? Did a simple test myself, creating 2 spawn objects on top of each other, and then using a simple radio controlled trigger to setpos it to another position, but the actual spawn point you choose within the BRS spawn dialog never seemed to pick up upon the fact that I had moved the spawn point - is this an error on my part? and if so, how would I go about doing this correctly using your script? EDIT: Nevermind, changed the object types from invisible helipads to flags, and that seemed to get it working! -
Getting a list of all buildings of a specific type on the map
Dashnaw posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello I want to get a list or array of the positions of all the buildings of a specific type on the Altis map - but as I'm not that good with editing I was wondering if its even possible, and if so how one would go about doing so? For instance, say I want to find all buildings of the "SOLAR TRANSFORMER" type and place markers on each of these, how would I go about building my initial list? Looking at the Scripting Commands I can't seem to find anything that would help me do so without having to manually spawn next to each building item and use the "nearestBuilding" command to gather all coordinates in order to manually build a proper array - which would take forever. So I'm asking, is there a simple way to use a trigger and a recurring script to cycle through all the buildings on the map and only add specific ones to a given array? -
Getting a list of all buildings of a specific type on the map
Dashnaw replied to Dashnaw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
King_Richard and Nimrod_Z you guys are genius's - solved exactly what I was looking for, thanks! -
Hello spunFIN Amazing job on these scripts - however I seem to be having a little issue regarding the simplecache function. With MP options set to false it works as intended, spawning and despawning AI at the set distances, however once I change the MP option to true AI spawn, but never despawns. Happens both on my current map, as well as on your example-mission. Simply changing 'nul = [[1,2,3],[player],300,true,false] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf";' to 'nul = [[1,2,3],[player],300,true,true] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf";' seems to void the despawning aspect of the script. My current workaround is simply to name all playable units and add them to the player array (hence keeping the MP option to false), however I'm not sure if this is an optimal solution.
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5.1 Speaker Setup in Arma. Does yours work?
Dashnaw replied to BLSmith2112's topic in ARMA - TROUBLESHOOTING
Victor it sounds like theres something wrong with your jack-sticks! Are you sure they are connected correctly to the physical speakers? Or have you perhaps muted all the other speakers? Anyhow, if the manual can be of any help, I've uploaded both a HTML and a PDF version of the Xfi series manual! As of such, you'll need adobe acrobat reader to view the PDF version! HTML Version: http://myfreefilehosting.com/f/4b1b06e7a1_1.49MB PDF Version: http://myfreefilehosting.com/f/1e70425921_2.09MB Hope this helps. ---> Dashnaw -
5.1 Speaker Setup in Arma. Does yours work?
Dashnaw replied to BLSmith2112's topic in ARMA - TROUBLESHOOTING
Victor take a look at this: http://img32.picoodle.com/img/img32/4/6/19/f_DSC00354m_002f2ee.jpg Basically it's a picture detailing how to connect 5.1 speakers to your sound-card! Hope it helps ---> Dashnaw -
Great initiative My Xfire alias is: dashnaw
