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evilnate

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About evilnate

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    Gunnery Sergeant
  1. Hello, I'm trying to create a coop mission that supports "dynamic" reinforcements. Everything works perfectly except when I use the code below (manual placement of waypoints). The squad ignores the get in way point and the chopper hovers over the drop zone. If someone could help me get this to work I'd be tickled pink! 1. Players (blufor) enter foreign territory. 2. Opfor transport helo and squad wait for following trigger. 3. Blufor detected by civilian, trigger activates following from init field; hint format ["Blufor detected, rifle squad dispatched to %1", getPos (thisList select 0)]; [qrt1_helo_grp, 1] setWaypointPosition [getPos (thisList select 0),0]; [qrt1_helo_grp, 4] setWaypointPosition [getPos (thisList select 0),0]; [qrt1_inf_grp, 1] setWaypointPosition [getPos (thisList select 0), 0]; [qrt1_inf_grp, 2] setWaypointPosition [getPos (thisList select 0), 0]; qrt1_go = true; 4. The above moves the appropriate waypoints (transport unload, seek and destroy, get in, load) to the location near the spotted blufor 5. The helo loads the squad, flies to reported location, unloads squad, and returns to base. 6. After unloading from helo, squad seeks and destroys, and when the area is clear, they call for the helo to return. 7. The helo comes back, loads the squad, and returns to base. 8. Upon landing, the helo refuels and the group unloads. 9. Loop back to #2 Sample Missions: Functional > https://www.dropbox.com/s/zvvq39l1ayjvpc5/insertion_works_well.Altis.rar?dl=0 Non Functional > https://www.dropbox.com/s/v4i25sqan3jvexl/insertion_doesnt_work.Altis.rar?dl=0
  2. evilnate

    Our friend Randy Stratton is dying

    I can remember hearing him laugh through teamspeak, pretty sure he was laughing at Mario doing something "funny". We've had lots of great gaming experiences, and I remember his cool mods. Randy is a good guy!
  3. Greetings, Short Goal: I would like my "VIP" that I placed on the map to walk inside one of serveral buildings, and then in a random building position. My hope is a way to do this via script. Detailed Goal: I have a mission where there are two main objectives. Kill a enemy boss, and dont kill the friendly where the boss is near. The setting is at a compound that consists of a few enterable buildings. I would like it if the "boss" and "vip" start outside the buildings, somewhere in the compound, and then move to a random building position and wait for the BLUFOR to show up. Research: It seems people are using functions in CBA to find building positions, but I would like to know if there is a way to do this without requiring users to use addons instead. So far all of the suggestions I read are all about spawning units in certain positions. If I know how to make these waypoints, I could see all sorts of cool uses (enemy Ai patrols randomly searching buildings and rooms). Excuse: I know I have been on the forums and played this series for a long time, but I am still a scripting newb (please be gentle). Thanks for any help offered!
  4. evilnate

    Scripting door closing

    I placed the module, and have it set to close doors in a 500m radius. When the mission starts, the AI move into position and the doors remain open. Am I missing something here? **edit** I figured it out, you need to sync a trigger with the module. Once the trigger is activated, the doors close. Thanks Kylania
  5. evilnate

    Scripting door closing

    I tried to use this code to have all the doors closed in the area after AI move inside buildings, and it did not work. VanZant, can you elaborate on how you got it to work?
  6. evilnate

    Patrol scripting

    That worked perfectly, thanks! I will remember this way of looping, very useful!
  7. Greetings, I would like to make a function or script that has the following ability; Blufor enters trigger an area surrounding a town or area of interest on the map. There is a marker at the center of the area of interest. The trigger detects blufor, and then calls the following function; //[numberOfGroups(intiger),"markername", minGroupSize(1-12), chanceOfRemainSpawn(0-1), patrolWaypointDistances(number), call opfor_patrolFnc; [3,"zone1", east, 2, 0.2, 100] call opfor_patrolFnc; The #included function is here; opfor_patrolFnc = { _i = _this select 0; _marker = _this select 1; _side = _this select 2; _mingroupSize = _this select 3; _chance = _this select 4; _dist = _this select 5; _units = ["O_Soldier_SL_F","O_Soldier_TL_F","O_Soldier_F","O_Soldier_AR_F","O_Soldier_GL_F","O_soldier_M_F","O_Soldier__F","O_Soldier_AR_F","O_Soldier_GL_F","O_Soldier_LAT_F","O_medic_F","O_soldier_exp_F"]; if (_i > 0) then { _i - 1; _grp = [getMarkerPos _marker, _side, _units,[],[],[],[],[_mingroupSize,_chance],0] call BIS_fnc_spawnGroup; [_grp, getMarkerPos _marker,_dist] call bis_fnc_taskPatrol; some way to get it to check if _i is greater than zero and make more random groups until it is zero; }; }; It all worked until I wanted to define the number of groups to for the function to spawn, and then found myself at the limit of my knowledge. I am hoping that I can define the number of randomly sized groups spawned and patrolling at the defined area. Any help would be appreciated.
  8. The "stable" alpha is pretty good, but there are some obvious issues with MP (net code) that need adressed. The worst issue for me, is getting shot through large barriers/walls by AI who should not be able to see me. But, it is a alpha....
  9. Same here. I am hoping that the BI staff saw this coming and have prepared a work around (besides arma 3).
  10. Found answers to questions about bis_fnc_locations here; http://creobellum.org/node/20
  11. evilnate

    Raynor's Raiders

    I've played with Raynor's group over the years and I can testify that it's unique and quite a bit of fun if you like to play arma as a simulator. If you haven't tried playing this game as a infantry simulator, I highly suggest you sign up and register! http://tactfrag.com
  12. Demonized, Thanks for getting me pointed in the right direction. I was able to get all "QRF" teams working as desired, even in a dedicated MP enviroment. I was also able to populate and patrol all villages/cities in Takistan using the groupSpawn and groupPatrol BIS functions instead of using UPS/UPSMON scripts which reduced the server load all together. Now that I have experience with this, I can hopefuly help others. I now have exactly what I was looking for with your help. :)
  13. Your going to make me do some work huh? :) I wanted to avoid spawning the QRF. Instead I wanted to have the AI at the ready when the mission started. I've done this before with armed assault, but it's been that long since I hit the editor seriously. Thanks for the help :)
  14. That's pretty close to what I want to do. Instead of making another thread, I hope help comes to me with this reply :) Multiplayer coop mission - A whole island is "occupied". I have two triggers that cover the entire enemy territory. One is blufor detected by civ, and the other is blufor detected by opfor. When blufor is detected by civ, I need a script to create a fairly large invisible marker centered at the position blufor was detected (for patrol script). Next two independent (friendly to opfor) squads board a transport helo and paradrop over the same position blufor was detected and start patrolling the marker area with the patrol script. The same scenario when opfor detects blufor except the QRF would be a aggravated attack chopper. Help with this would be fawesome!
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