kocrachon
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Everything posted by kocrachon
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Hmm, well I have the BIS, how much of the dedicated server side stuff does it fix? Also, I suck at writing scripts... like really bad.
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Well that kind of sucks because it has to fly, land, drop us off, fly away, refuel, fly back, pick us up after we finish the mission, and take us back to base =/ Will this be fixed in the next patch?
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So I have a dedicated server machine that I am trying to host my coop maps with, but for some reason my missions dont work right, for example, my helicopter wont land and unload its cargo. When I host it on my machine as a player/client, it works. But the server that is dedicated to hosting doesn't. Anyone able to help me out. Then, if we all eject from the helicopter, after that it will continue on with its way points.
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where do I do this getmarkerpos? And here is my new code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NewWP = (group B1) addWaypoint [little,0]; [group B1,2] setwaypointtype "move"; grp setcurrentwaypoint [group B1, 2] The blackhawk lands, and just sits there. do I have to use actual numbers for the add waypoint or what? EDIT: FYI little is the name of the marker i set.
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well the current way i am thinking is by having a trigger set, except having hte trigger do nothing, but giving it a name, would I be able to use that trigger as the position in terms of putting it as the reference point? Also here is what I have as my trigger right now <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NewWP = (group B1) addWaypoint [little,0]; [B1,3] setwaypointtype "move"; but I get an error that says "Error Type Any: Expected Group"
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ah ok, so I get that one working, now perhaps you can help me with the addwaypoint command, thats where I am now having a hard time working. wp = grp addWaypoint [ position player, 0] I don't understand that at all. Right now I have a helicopter that has a move waypoint as its last waypoint and in its on activation i have it set to land, which it does, now I want to make it to when my team walks into the exfil zone, the blackhawk will take back off, and fly to my guys, and all I need to do that is to have it add a waypoint. However, I am having a hard time understanding it, anyone want to help me out. Right now my blackhawk is named B1, so if anyone could help by writing a sample script with that, and perhaps helping me identifying how to set up where i want the waypoint to be.
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so with the setcurrentwaypoint, how does that work? do I synchronize it with the hold waypoint? And how would I use a switch trigger? Right now my hardest issue is Im not understanding the examples they give me grp setCurrentWaypoint [grp, 1] Like what is the grp stand for, what am I suppose to put there? just put group or what? and then [grp, 1], what is grp and 1? is 1 the number of the waypoint?
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I find it almost impossible to put helicopters in to combat situations these days. I keep making missions and it seems like the helicopters get shot down with in seconds of the enemies opening fire. If I have just 1 Machinegunner in a squad it will shoot the helicopters down, and it will hit them with great accuracy, even at high speeds. Anyone else think that something here needs to be tweaked, because I know a helicopter is suppose to be low and fast, but the AI shouldn't be able to take them down that easy. With their ability to whip a 180 and hit it instantly with about a 95% hit success.
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Actually flea a cobra could be taken down by a .50. You have to remember most .50 weapons, specifically mounted or static, will often times be equiped with AP rounds. For example, look at the US Military's .50 cal snipers. Its made to pierce lightly armored vehicles, and can easily do a damn on a helicopter if hit in the engines. A static .50 would rip through a AH-1s armor in a heart beat. However, that said, it would still take more than 6 rounds to blow it up.. unlike this game where 6 rounds and the thing blows up in flight.
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actually here is what I am trying to do. I want it so that when my guy stands in a spot, the helicopter will move from its "hold" position and fly over head, to where it is scripted to land and pick up my team. I know the landing to pick up my team part works because when I remove the hold waypoint it flys, lands, and picks me up, now I just need to make it to where it wont fly to the pick up location with out me first moving to a current spot. EDIT: I actually got it to work kind of, but I keep getting this error. The helicopter does what is suppose to and all, but I would kind of like to get rid of this error.
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Making your solder start with item upon respawn?
kocrachon replied to JoeDeath's topic in ARMA - MISSION EDITING & SCRIPTING
oh respawn, hmm, what kind of respawning are you doing? Respawn at base? or respawn group? -
Yeah but even when I fly, I find myself getting sniped out of the cockpit by MGs. For example, when I first did the game I tried the map Seize the Town with my friends, with in seconds of taking off in the blackhawk, I was sniped out of it by a MG. I was flying east of the town trying to flank the back, and bam, shot out.
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Making your solder start with item upon respawn?
kocrachon replied to JoeDeath's topic in ARMA - MISSION EDITING & SCRIPTING
I dont know how to activate them, but to give it to them, name each soldier you want to give it to and then this in on the init area. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">name addWeapon "NVGoggles" -
Just seems like the Opfor AI has too great of accuracy and the Bluefor has terrible accuracy. I can tell you now I was enlisted as an 11B for 6 years, served, and I can tell you now that not only do American soldiers have that great of ability to aim a M249 saw that accurately, but even int he prone position it would make it harder than hell to make a constant hit leading a targeting going 200-300 MPH. Also the AH-1 and almost all helicopters have a reinforced class that can sustain multiple hits from a 7.62mm round before shattering And as a previous poster said, the being sniped out of a cockpit by MGs i extremely unreal. Yes thats what you would aim for, but you mean to tell me that those PKMs have a sniper scope on them and that the AI has the ability to track my head at 300 MPH from 600 meters away with exact precision hitting me with all 3 rounds? And helicopters are fragile, but not THAT fragile. I road in 2 UH-60s that had taken shots, the worst we ever suffered was a little bit of black smoke coming out of the main rotor, and a loss of RPMs, although the Blackhawk was still able to RTB. Helicopters like the UH-60 and other close air support aircraft that get near enemy fire suffer small arms fire in Iraq, and its rare to hear of them go down to it. The only time it happens is from a lucky round from 50 guys spraying at it actually hitting something Vital. And even then, you know how rare it is to ever see a pilot get shot out of a cockpit. Between the shape of the cockpit, the altitude they fly, and the new flight maneuvers helicopters fly these days (blackhawks are no longer suppose to hover in a town except at drop off, and no longer fly in straight lines in fear of RPGs), you hardly ever hear of them going down to fire. Like that CH-47 that went down recently, it wasn't taken down by small arms fire, its usually some mechanical error. All I want is a tune down of the Enemy AI's accuracy. If my Black hawk pilot gets sniped out 10 miles away by a Machine gunner standing again, I am going to toss this game into the garbage, because no one is that accurate. Or increase the armor of aircraft an give them all bulletproof glass. Because I no longer use attack helicopters in my missions anymore because they will just get shot down right after take off basically.
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Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
bump from page 3 to page 1, cant believe how fast it fell back in pages. -
So I am trying to make a mission where I have to blow up a building and then ex filtrate. I have one trigger set for destroying a building, and one trigger set to end 1 when I enter the area (the exfil zone) Now what I want to do is make it to where I cannot exfil (set off trigger two) unless the first trigger is done, the trigger that is set for destroying the building. Anyone able to help me out?
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Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
I use filefront =P but I usually have people put it into their MP mission folder and edit it via the multiplayer hosting screen, but you can do it how ever you wish. http://files.filefront.com/testing4Sarazip/;7696494;/fileinfo.html -
ehhh, now its confusing, I would have no clue how to make another script...
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Ok to sum it up, I have 4 buildings I want to destroy, and after all 4 are destroyed, no matter the sequences, and then after destroying all 4, I also have an exfil trigger set to where once we step on it, it ends the mission. But I dont know how to make it to where it wont activate that trigger unless I finish the other triggers first. Anyone able to help me figure out the scripting I need to do. Some one told me to do variables but they didn't explain it enough for me.
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Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Ive got it to stop comming up with the error by taking the " " off of true, but I still cant get it to activate the last objective. -
Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Here are my triggers Trigger 1 Size 5,5,0 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Activcation - Vehicle (for some reason it considered empty objects vehicles) Not Present Time Out Type - None Condition - This Activation - T1 setTriggerArea [5, 5, 0, true]; T1 setTriggerActivation ["VEHICLE", "NOT PRESENT", "false"]; T1 setTriggerType "none" Trigger 2 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Size 0,0,0 Activation - Vehicle Present (Since its size is 0,0,0, it will activate the last waypoint if i set it as not present, so I have it set to present until the other waypoint triggers it) Time Out Type None Condition - This exfil setTriggerArea [20, 20, 0, true]; exfil setTriggerActivation ["WEST", "PRESENT", false]; exfil setTriggerType "END1" Trigger 3 just ends when bluefor are present. Thats what I have the current on activation set too, and T1 is the name of the trigger it needs to set off. But the new problem I got actually, is for some reason, that is not setting off trigger 2, because now when I destroy trigger 2, it does not activate the exfil point... Don't suppose I could email this mission to anyone so they could take a quick look at it? -
Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
On problem, when i do what smoke has be doing, I get this when I blow up a building. However the mission still does work. Also I am having an issue. When I try to set the first building to activate the other buildings trigger, I don't know what to type, the game wont let me put "VEHICLE" like I would be able to as when i group the trigger with the empty tank i am trying to test this on. It tells me invalid number in expression. and right next to where I have VEHICLE typed it shows |#| in the black box at the top of the screen. So am I suppose to type something their or what? Looks like this [Vehicle |#|, NOT PRESENT, false] -
Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Also, I know how to make it to where it requires me to destroy them in a specific order, thats easy, its just like you said smoke, except instead of exfil, I make it to where trigger 1 activates 2, then after 2 is done it activates trigger 3, and so forth and so forth. But this whole thing throws a wrench into everything when I try to make it to where I can blow them up in any specific order. However, I have a quick question. Can I just do it the way smoke tells me to with doing them in order. But then say, I do objectives 2, 3, and 4 first, and then do one, it will set off the triggers in a chain, so to speak, and then activate that last trigger? If that makes sense at all. Like, trigger 1 being done activates trigger 2, trigger 2 being done activates trigger 3, and then doing trigger 3 activates trigger 4, and then trigger 4 activates the final exfil trigger. Now say instead of doing trigger 1 first, I walk up to trigger 4, and do the destroying of that building first, but since that trigger hasn't been activated I go and destroy the other 3, then since its been destroyed, the time frame comes around to destroy it, but its already destroyed, so instantly activates the exfil trigger... I hope that made sense. Also, how would I make it set to have trigger one set to activate trigger two. Since its about being not present, and on a specific tank, what would I set it as? exfil setTriggerActivation [b1D, PRESENT, false]; FYI, B1D is the name of the building I am destroying. -
Multiple Objective Help
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, heres how my mission works right now. There are 4 structures lined up beside each other. And I need to take them all out. It does not matter in what order as long as they all go down. Then, after you blow up all 4 you exfil to the next town over in a specific intersection. So I just need to set it to where you cant exfil until you have blow up all 4 structures properly. And it will not matter in what order. And now I am getting confused with these variables. So if I am understanding correctly, I don't need to write anything into the mission.sqm correct? I don't suppose anyone could like, write one of the building triggers out for me and then end trigger me =P so i can understand in the long run. -
Well thats where the trouble comes in at. I don't know how to set that last Part. Right now I have it set to play music when both of the objectives are blown up. (well, each trigger sets off its own music) And Those work fine right now. As for the End 1 objective, it works to the point of, if I take out the part of the script where it requires the other two to be blown up, I exfil properly. It will end when i stand in the area. So my issue in this whole scheme of things is making it to where I can't activate that trigger until, the exfil end 1 trigger, until I complete the other two triggers first. And I also need to make it to where it does not matter in what order I finish the other two triggers.