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kocrachon

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Everything posted by kocrachon

  1. @hallyg Thanks for all the help. Although I do Python scripting a lot, SQF/SQM is still very weird to be when combined with the arma commands. Thank you for all the help!
  2. Hey All, I am trying to write a script that essentially does this. For every unit on EAST/Opfor,, check to see if _x enemy group knows about _x units in BlueFor group.I am trying to write a script that says "If any OpFor group knowsabout > 2 the bluefor group, and is a distance of 100 from them, set a seek and destroy waypoint a random area around them. The problem I am running into, is how do I make it work so that it does a check for every group on east side. I tried this on each group, but does not seem to work _test = [] spawn {{ if (enemygroup1 knowsAbout _x > 2) then { hint "enemy knows"; }; } forEach units squad1;}
  3. Sweet, perfect, thank you. VERY last question. One thing I am looking to do, is limit who reacts. So basically, I want to do (If THIS group knows about Squad1 AND is distance <= 100). So far, it seems like what you have shown me is how to make it so that every single group would react. How do I make it so that only react? Say like. if (_enemyGroups distance squad1 <= 100) then {createwaypoint blah blah blah) would that work?
  4. Hmm, trything this, but it tells me I am missing a break some where.. while {true} do { if ( allGroups select { side _x isEqualTo EAST && { private _group = _x; {(_group knowsAbout _x) > 2} count (units squad1) > 0 } }) then (hint "they know") };
  5. Yeah all groups exist at the start of the mission, nothing is created or spawned, so this works great. Last question, if I run this in init, does it do a continuous check, or do I need to do something like a while true loop? Because each time a new group learns about "Squad1" I want them to add a waypoint to them, basically I want the AI to constantly respond to the enemy threat. So I want this to be checking the entire time the mission runs, constantly checking for each group.
  6. So, dumb question. Where would I put this? init? This is part of where I run into issues. I often times have no idea how or where to exectute these types of things.
  7. kocrachon

    RHS Escalation (AFRF and USAF)

    Hey all sorry to bug you with this, but I cant seem to either A) Figure out where to find the scripts, or B) Find a way in gam to get the commands. Anyways, I was wondering, what would be the script action to automatically open the cargo doors on the CH-53?
  8. Hey All, I am wondering how I can improve the AI for my missions. Right now, I run into an issue where if an enemy is killed by suppressed weapons, all the enemy does is stick on their waypoints and just run a little faster. Is there a way for me to set it to when its obvious they are under attack to alert everyone and switch to a random seek and destroy pattern looking for enemies, or at least, guys who are in groups to search for enemies?
  9. For example, if I snipe a guy in a group, his group notice hes dead and they freak out. The AI also likely heard the crack of a super sonic round because most of the people in the camp are now "aware" but are still sticking to their waypoints. I know I can set a trigger "knows about" or something like that. But I am wondering what actions to take after that where the AI will go seek enemies. One thought process I had was to create waypoints for everyone in random locations near where they are with seek and destroy, but I am wondering if there is a more basic option than that.
  10. Ah perfect! Thank you so much for the help! Heres what I did. recoveredbodies = EvacHelo getVariable ["ace_cargo_loaded", []]; hint format ["Its %1",count recoveredbodies]; I get a return of "Its 2" when i put two body bags in. Thank s again!
  11. Is there a way to count how much "ACE Inventory" space is left in a vehicle, or to see what is inside of a vehicles "ACE Cargo"? EDIT: Or, is there a way for me to set an event handler on any of these ACE 3 functions, and if so, how? I cant seem to figure out how to do it, or what a caller vs listener is. https://ace3mod.com/wiki/framework/cargo-framework.html
  12. So, part of the problem is the objects are spawned later, so the select 1 creates a Zero divisor error.
  13. Hey All, I am trying to setup a trigger like this. Find the nearest X from Helicopter1, that is at least 2 distance away. Basically, I am have 3 items of the same object type. As I bring them close to the helicopter, it "attachto" them. If I do just nearestobject, it always detects the first one because its attached to it, so it will always be the closest ones. So I am now trying to get it to find out the next nearest one.
  14. Sorry to ask you directly, not sure if my question was missed. Quick question, How would I count how many body bags with bodies in them have been loaded into a vehicle / are in the vehicles cargo? Is it possible, with the ACE cargo system, to count how many items are in cargo, or how many of a specific item is in cargo?
  15. They 'cargo' they use is different from the BIS cargo. Its a different system.
  16. Title says it all. I have a medical helicopter, I want to set a trigger to when X body bags have been put in. I cant seem to figure out the ace calls and how they work.
  17. Quick question, How would I count how many body bags with bodies in them have been loaded into a vehicle / are in the vehicles cargo?
  18. I am currently working on a setup where a near by fighter locks onto a specific laser target. Right now, it works fine if I do this But I want to change it up so that anyone in that group can fill the role. So is there any way to do laserTarget (for any group player) or whatever? Overall, Here is what I am currently attempting.
  19. Hey Firewill, Looked and didn't see this as reported. When I try to use the F-16C or F-16D Loadout Modules, I get the following error regardless of which load-out I try to set. '..._fnc_moduleInit_modules".,[]]); _modules |#|set [_modules fine _logic,-1]; _logicMai...' Error Zero divisio File A3\functions_f\Modules\fn_moduleexecture.sqf, line 52
  20. Hey All, simple problem I believe. I currently have a squad, squad1, that is created like this in the squad leaders role. {squad1 = group _x;} foreach units group this; I then have a waypoint that is supposed to assign all of them as cargo and ordering them to get in, like this {_x assignAsCargo Blackhawk1; [_x] orderGetIn true} forEach units squad1; For some reason, I don't get the assign or order to get in. Everything that activates after that works fine, but for some reason, my units dont appear to be getting assigned as cargo and ordered in.
  21. kocrachon

    Variables not working?

    I am using a ghosthawk, I just labeled in blackhawk in the names. I renamed everything to GhostHawk1, still not working. Just in case the naming was any sort of issue.
  22. kocrachon

    Variables not working?

    Made the changes, used the showscript errors, and nothing. Still not working, and not getting any sort of debug info. EDIT: Even weirder, I tried doing it individually and its still not working. Soldier1 assignAsCargo Blackhawk1; Soldier2 assignAsCargo Blackhawk1; Soldier3 assignAsCargo Blackhawk1; [Soldier1, Soldier2, Soldier3] orderGetIn true;
  23. kocrachon

    EricJ Release thread

    Sorry if this has been asked and maybe I am missing it. When ever I placed any of the 160th SOAR assets that has one of the units in it, or the unit itself, I get complaints about it missing the Flight suit.. No Entry 'bin\config.bin/SfcWeapons.U-15thFlightSuit_ej' Is this perhaps an issue with the site I am downloading from, or a known issue, or am I maybe missing a dependency?
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