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Desrat

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Everything posted by Desrat

  1. I know there's multiple air support and artillery scripts around at the moment but whilst investigating the possibilities of what FSM has to offer I decided to make an all in one solution that combines the various options into one package. The example missions (one for A2 one for OA) uses the communication menu to call in the support (default space bar - communication) and is split into 4 different sub menus 1. Fixed Wing Close air support JDAM Anti-personel cluster bomb Anti-tank cluster bomb Mine dispenser cluster bomb 2. Rotor Wing Close air support (2 attack choppers) Transport 3. Artillery High explosive suppression Willie pete suppression Smoke Illumination Laser guided SADARM High explosive Fire for Effect Willie pete Fire for Effect 4. Air Drop Ammo Vehicle Only 1 support mission can be executed at any given time (so cant have CAS and artillery firing at the same time for example) and the mission designer can impose limits on how may times both fixed wing, rotor wing and artillery can be called (air drops are part of fixed wing), from within "Support\SupInit.sqf" The ammo drop includes the ability to add custom code so you can use your own loadouts. I've done my best to ensure multiplayer compatibility and haven't found any game breaking issues thus far. To add to your own missions the following is required: Download http://www.desrat.lightning-bolt.net/ArmA/FSM_Support_Systems_1.0.zip Credits : Much of the code for the fixed aircraft and chopper gunships comes from Draper's Air Support Scripts although a lot has been changed/moved/replaced so many thanks goes to him for allowing people to use his code. Also thanks to all of you guys who frequent these forums regularly handing out free support and advice and even demo scripts where needed (you know who you are) without which I doubt I would have completed this project. And finally thanks to BIS for continuously improving and updating the series (I mean who patches a 10yr old game) when many devs/publishers would have washed their hands and walked away - BIS I salute you :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  2. I was looking to populate buildings with enemies and having put this together over the last couple of days thought someone else may get some use from it too. Script counts all available positions in radius, and spawns the units for you. It currently selects 10% of the total available positions at random and makes sure no duplicates (or really close) are spawned. Useage: _h = ["marker_name"(string), Max Distance from center to spawn(number), side (number 1=east, 2=west), Debug Markers(true - optional)] execVM "RndmHse.sqf; Example: _h = ["Target_Area", 100, 1, true] execVM "RndmHse.sqf"; Download Demo Requires CBA_A3 UPDATE V1.1 CBA no longer required DEMO V1.1 DEMO V1.2 - Now works - sorry
  3. Desrat

    =BTC= Revive

    any reason people can think that respawn isn't working for me.. I'm using v0.97 with ALivE/CBA, the revive is in my mission in a mostly unedited state (I've only removed other faction objects/respawns by leaving an empty array), I've placed and named a mobile respawn vehicle(mobile_west_0), i've placed and named an object(BTC_base_flag_west), I've placed and named a marker(respawn_west), I've got the init call in place (regular, not lite) and the respawn and include entries in description.ext. Now other features seem to work, I can teleport to mobile from the flag and when I get killed I get the spectator dialog, but when I hit respawn I'm not getting the respawn dialog (i.e choose from base/mobile) and my character simply awakes on the floor where I died unable to stand or interact with anything (although I can crawl) NOTE: Having just tested the included default mission (switching the init call to the regular version from lite) the same happens, so is this a bug with the regular version?
  4. This is obviously a locality issue as it works fine on a listen server but on the dedi, no dice. on player init line null = [] execVM "Support\VOWS_Comms_Menu_Init.sqf"; VOWS_Comms_Menu_Init.sqf _cas = [player,"VOWS_Support_CAS"] call BIS_fnc_addCommMenuItem;_transport = [player,"VOWS_Support_Transport"] call BIS_fnc_addCommMenuItem; _ammo = [player,"VOWS_Support_Ammo"] call BIS_fnc_addCommMenuItem; _vehDrop = [player,"VOWS_Support_Vehicle"] call BIS_fnc_addCommMenuItem; Description.ext class cfgCommunicationMenu{ #include "Support\cfgCommunicationMenu.hpp" }; cfgCommunicationMenu.hpp class VOWS_Support_CAS { text = "Air Support"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','CAS'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\cas_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Transport { text = "Call Transport"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','Transport'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Ammo { text = "Call Ammo"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Ammo'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Vehicle { text = "Call Vehicle Drop"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Vehicle'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; When its run exactly like that I get an error Error in expression <nc_addCommMenuItem_menu",[]];if (count _menu >= 10) exitwith {"Cannot add comm > Error position: <_menu >= 10) exitwith {"Cannot add comm > Error Undefined variable in expression: _menu File A3\functions_f\Misc\fn_addCommMenuItem.sqf, line 45 I initially though that maybe the player wasn't initialised yet so added the following to the top of VOWS_Comms_Menu_Init.sqf {waitUntil{!isNull player}; That stops the error but I still don't get my comms menu. Any ideas guys?
  5. add the following to init.sqf if using Jmans version with vehicle respawn module instead of a respawn script LIFT_RESPAWN = {[[[[_this]],"scripts\transport\classify.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;}; and in the "expression" field of the module in the editor (_this select 0) spawn LIFT_RESPAWN;
  6. Desrat

    FSM Suppport Arma 3

    working on it - I have the the following working so far: CAS (Gunships) Ammo Drop Vehicle Drop Transport TO DO: Bomb runs Artillery Now the caveat that comes with this is that we have no large fixed wing aircraft to perform the air drops (really need the c130 back :)) so Im having to rely on the Mohawk which kinda looks ridiculous dropping vehicles that physically wouldn't fit inside it. I'm also working on tidying up some of the inconsistencies that came with the A2 version.
  7. fine here also - win7 x64 - UAC is disabled. eliteness v2.95
  8. I'm actually unable to reproduce the error in a clean mission.. so maybe an issue with script execution timing I've posted it anyway with my WIP mission with the time > 1 fix removed. http://feedback.arma3.com/view.php?id=14472
  9. is your artillery unit actually called "arty1"?, you initial posted stating it was "myarty"
  10. Not possible currently to get guid with sqf commands...
  11. Sure I'll put a repro together and post it later.
  12. Any chance of having it save/load values from profile namespace or something so clients don't have to change it every time they join the server?
  13. Sorry I mistyped "change" should be "chance", anyway I have my own example to create an array of infantry groups and then spawn a random one... TAG_WEST_GROUPS_INF = []; _cfgGroups = ( configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry"); for "_i" from 0 to ( count _cfgGroups ) -1 do { _entry = _cfgGroups select _i; if( isClass _entry ) then { TAG_WEST_GROUPS_INF = TAG_WEST_GROUPS_INF + [_entry]; }; }; _grp = TAG_WEST_GROUPS_INF call BIS_fnc_selectRandom; [getPos player, side player, _grp] call BIS_fnc_spawnGroup;
  14. any change of an example for extracting the infantry (configfile >> "CfgGroups" >> "West" >> "BLU_F") groups classnames from cfgGroups storing as an array
  15. really need this to finish my current mission...
  16. waituntil {time > 1}; at the top of the VOWS_Comms_Menu_Init.sqf seems to have fixed it
  17. I don't get that when players respawn but I do when the chopper respawns - effectively making it a 1 time deal. EDIT: And I don't use a respawn script - I'm currently relying on the BIS vehicle respawn module.
  18. Desrat

    SHK_pos

    sweet - thx for the update..
  19. I'm cool with the content with the exception of fixed wing aircraft, we need at least one more strike fighter and a large carrier plane for vehicle/ammo drops in addition to para drop/halo it really needs to be official port if taken from ArmA2 though, while I appreciate kjus work in AIA this mod will not be enough/simple for most users.
  20. Desrat

    How do i get a refund?

    Good luck, steam has a no refund policy if I recall...
  21. I just looked at this for the first time since June, and it seems fine to me. About 75% of the spawned units spawn in a static position. The other 25% make active patrols (within their building). I don't mess with the AI's own decision making though so once they come under attack the AI FSM's take over but they should return back after the engagement is over, here's the code block specific for the search/patrols
  22. I borrow a script from domination x_reload.sqf, reads values from config so no need to worry about ammo class names etc... but as Kylania has already stated this is a common subject already with multiple posted solutions...
  23. Desrat

    SHK_pos

    anyway to ensure a selected position is safe to spawn a vehicle i.e. has enough space so it won't just explode or spawn through walls etc - have to admit I haven't actually tried to use this script yet but wondered if the functionality is there (or is at least easy to add)
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