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Jester_UK

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Everything posted by Jester_UK

  1. Harrier (named J1): Start postion SE of radio tower in grid EC62 (Flying) make aircraft type AV8B instead of AV8B(GBU). Target (1xPlt T72 & 1xMechanised squad): Position NE corner of grid EE 75 Harrier waypoint seek & destroy (right on top of target) Trigger (right on top of waypoint) Activation: BLUEFOR (repeatedly) present Type: None Condition: J1 in thislist On Act: [J1, "SH_122_HE"] exec "bombdrop.sqs" Game logic (named server) Initialisation line: [init] exec "bombdrop.sqs" Script code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane = _this select 0 _ord = _this select 1 _posX = ((position _plane) select 0) _posZ = ((position _plane) select 1) _posY = ((position _plane) select 2) _velX = ((velocity _plane) select 0) _velZ = ((velocity _plane) select 1) ~0.2 _bomb = _ord createvehicle [_posX,_posZ,_posY] _bomb setvelocity [_velX,_velZ,0] exit Observations: The script is exactly as Linker Split first posted except (as suggested by another poster in this thread) "camcreate" has been changed to "createvehicle" (which is why I renamed the script from LInker's original since I didn't want to overwrite it). Even though my trigger and waypoint are directly on top of one of the T72's (northern most target unit), and even though the Harrier has a long run in, it will overfly the target and come around for an attack run. For some reason it will ALWAYS seem to target the BMP-2 instead of one of the T72's. It will however destroy the BMP-2 everytime. Regarding whether it will run on a dedicated server, I have no idea. As it is I've not got beyond the testing stage (offline) and not put it into an actual mission of any type as yet, mainly because I can't get the Harrier to drop more than one bomb (well, 122mm HE shell really!. I've tried adding a 2nd Harrier (grouped to J1) and set similar triggers for it, but I can't get that 2nd Harrier to drop anything at all. To be totally honest, I haven't got the experience or scripting skill to take this any further than I've got it (unless I hit a stroke of luck). I'm totally new to scripting in the manner required by the mission editor and the things I've acomplished so far are purely a result of trawling the forums (and available tutorials) for information and putting more experienced mission maker's answers into practice. So all credit to Linker Split for this. He did the hard work. I just did a bit of tweaking.
  2. 1) click on the Harrier to bring up it's Edit unit screen. Click on the box that says "AV8B(GBU) to activate the drop down list. Change the unit type to "AV8B" (the two options are right next to each other). 2) In the trigger's script line, find "Bo_GBU12_LGB" (or something like that .... can't open the mission myself now to check). Change that to "Sh_122_HE." (won't make as big a bang but this works for me). 3)Have the Harrier's waypoint very close to the target and the trigger almost directly on top of the waypoint. I set the waypoint to "Destroy" but I'm not sure if that did anything. Offhand that's about all I can remember. If you still can't get it sorted, PM me with your e-mail address and I'll send you the test mission I've got the script running in. Then you can compare that to the one you have there.
  3. Jester_UK

    Chopper Insertion Problems

    This is the way I do mine... Let us say you have 3 men in all in a group. unita (player), unitb and unitc. 1. the waypoint for heli "dropoff point", type... heli flyInHeight 0 and make it UNLOAD. 2. now on that dropoff way point, make 3 triggers... a. choose east or west for each trigger, depending on sides you pick. b. then on the activation in each trigger add this command; 1st trigger - unita action["GETOUT",nameofvehicle]; unassignvehicle unita 2nd trigger - unitb action["GETOUT",nameofvehicle]; unassignvehicle unitb 3rd trigger - unitc action["GETOUT",nameofvehicle]; unassignvehicle unitc Now if you want them to leave the chopper organised, then for each trigger set the timmer 1 second each. eg. trigger unita min=1sec med=1sec max=1sec trigger unitb min=2sec med=2sec max=2sec and so on... Donot forget to add an invinsible heli pad...the drop off landing is quick making it look realistic with out heli land "LAND" command. I've been trying to get something working like this for a while and tried a lot of options that all seem to work offline, but cause trouble for clients online. I'm trying your idea but rather than have 16 seperate triggers for each member of two squads, I've put the main trigger text into two scripts (one for each squad). That seems to work (at least in offline testing) but all the AI disembark at the same time. Can someone tell me how to add those trigger delays into a script? (ie: what's the correct syntax.... Searched all over but can't find anything).
  4. @Linker, I finally got your script working. It wasn't only the ordinance selected that was the problem. I also had to change the selected air unit from the AV8B(GBU) to the plain AV8B. If you want a slightly bigger bang you can use the 122mm shell (Sh_122_HE) instead of the 105. That also works fine with the plain AV8B. @Shark-Attack. Signed up and got your demo from OFPEC. Many thanks. Works great. Is there anything specific I need to watch out for if I want to try and adapt that demo around an existing AI unit rather than having the Harrier spawn when the airstrike is called?
  5. Thanks mate, that'd explain it. I'm not a member over there.
  6. Have you got a link to the demo? I don't see it in the post on the OFPEC forums you posted a link to earlier.
  7. Linker I tried your suggestion regarding using different ordinance, but still getting nowhere. Also tried moving the waypoint and trigger to various places ranging from right over the target to a position about 1km away. Can you think of anything else I might be missing or not doing right? I'm pretty new to the mission editor so there could be something really basic I've overlooked.
  8. Thanks mate. I'll give that a shot now.
  9. I'm missing something. I go to your post at OFPEC forums via your link, but don't find any downloadable file oranything other than the actual post. D'you have to be a member there to see downloadable files or something? @Linker Split I tried your script and trigger in the editor now. Harrier makes an attack run but still doesn't drop any ordinance on the targets. Does the trigger need to be a certain distance from the target or the Harrier flying above a certain altitude for the drop to work?
  10. Num + and - don't work for me for some reason  I'm stuck on default zoom in all armour  Worked in ver 1.04, but no longer works even on the gunner's sight in ver 1.05. EDIT: Just went and checked the key assignments and they seem fine. Then retested in the M1. Strangely, although the zoom wouldn't work for me after installing the patch it's fine (for the gunner's sight) now.
  11. Jester_UK

    Triggers in MP missions?

    Thanks for the quick reply. I guess this is where my lack of experience in the mission editor's going to show up. I should have thought to mention this before: The AI is controlled via Kronzky's ups-f.sqf script and as such there's already a game logic oon the map called server to run that. Do I need another game logic, or should that one do the job? If so are there any additions I should make to it's init line (apart from the entry already present to call the ups script)?
  12. I have been putting together a mission that begins with two squads being inserted by helicopter. The whole thing is trigger driven as far as helicopter movement and disembarking the troops is concerned. In testing offline it all worked perfectly for both squads. The helicopters would wait till all had boarded, fly to the insertion point land and the squad leader and suqad would all automatically disembark. In an MP session with human players taking the roles of the squad leaders everything works fine for the host. However the client runs into problems on reaching the insertion point. He isn't automatically disembarked, and niether is his squad. He can of course exit the helicopter using the action commands, but ordering his squad to disembark via the command menu results in the order being acknowledged, and the AI status changes to "Disembark," but they don't move off the Black Hawk. The session is recognising his presence since if the client moves to the next waypoint he sets off the trigger that makes the Black Hawk take off and return to base. Also if the client is killed, or if he quits the session (before moving to the next waypoint) the AI squad members will then disembark and follow the waypoints correctly. Can anyone tell me how to get this working for a client in an online session?
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