Knight Trane
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Everything posted by Knight Trane
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Can I make a (parent)PlatoonB base class?
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What am I missing here? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Company { IconMap  = "COC_NATO_HQ_BASIC"; CallSign = "COMPANY"; class PlatoonA { Name   = "Inf. Platoon"; CallSign = "%3"; NameMap  = "INF"; IconMap  = "COC_NATO_INF_STANDARD_PLATOON"; class SquadA { Leader  = "leadergroup1"; Name   = "Squad %1"; CallSign = "%5-%4"; NameMap  = "%1"; IconMap  = "COC_NATO_INF_STANDARD_SQUAD"; ColorMap = "OliveGreen"; }; class SquadB:SquadA{Leader = "leadergroup2";ColorMap = "DarkRed";}; class SquadC:SquadA{Leader = "leadergroup3";ColorMap = "LightBlue";}; class SquadD:SquadA { Leader   = "leadergroup4"; Transport = "SquadE"; Behaviour = "Travel"; ColorMap = "LightGreen"; }; class SquadE:SquadA{Leader = "leadergroup5";IconMap = "COC_NATO_INF_TRACKED_SQUAD";ColorMap = "Blue";}; }; class TankPlatoon:PlatoonA { Leader  = "leadergroup6"; Name   = "Arm. Platoon"; NameMap = "ARM"; IconMap = "COC_NATO_VEHICLE_TRACKED_PLATOON"; SizeMap = 1.5; ColorMap = "DarkYellow"; }; class SquadSF:PlatoonA { Name   = "SF Squad"; NameMap = "SF"; IconMap = "COC_NATO_SF_STANDARD_SQUAD"; SizeMap = 1.0; class Team1 { Leader    = "leadersf1"; Name     = "Team %2"; NameMap   = "SF%2"; CallSign   = "%5-%4"; IconMap   = "COC_NATO_INF_STANDARD"; SizeMap   = 0.8; Transport[] = {"Company","PlatoonA","SquadE"}; }; class Team2:Team1{Leader = "leadersf2";}; class Team3:Team1{Leader = "leadersf3";}; }; class AirSquadron:PlatoonA { Leader  = "leaderair1"; Name   = "Air Squadron"; NameMap = "AIR"; IconMap = "COC_NATO_AVIATION_HELOLIFT_MED"; SizeMap = 1.5; }; class AirSquadron:PlatoonB { Leader  = "leaderair2"; Name   = "Air Squadron"; NameMap = "AIR"; IconMap = "COC_NATO_AVIATION_HELOLIFT_MED"; SizeMap = 1.5; }; }; }; This is the Discription.ext in the CEX test mission.  I just added the another air platoon.  "PlatoonB".  I CTD and get this error. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">, line 98: /CEX/Company.AirSquadron: Undefined base class 'PlatoonB' I know that description.ext's are touchy and errors result in CTD. So can someone explain how to add another Air Group? And how do you get Reinforcements to work? Thanks KT
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How do you disable the AI contact reporting system on a dedicated server? Is it through the difficulting settings or what? I'm just talking the audible reports but the text as well.
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Mapfact releases DAC 2.0 for ArmA
Knight Trane replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the speedy reply Silola. I completely forgot about the GL and Waypoints thing. Me and my mates are putting together a clear the city mission in Avgani using DAC and RommIA. So far its been a blast. Another question while I'm here. I want setPos some units on some roofs and in certain areas. Would the Game logic approach work for that or would it be better to write a script and put it in the "Config_Events.SQF"? I hope to be able to check back here soon. Rl is a bitch. Hope all is well with you and keep uip the good work. I love the DAC.- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Knight Trane replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Is it possible to set a zone camp with AI respawn in a set Position?- 376 replies
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A.C.E. Advanced Combat Environment Public Release!
Knight Trane replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Is there any conflicts in behavior between ACE AI and DAC AI? -
6thSense.eu Battle Center Public Release
Knight Trane replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Was DAC optimized to work with ACE? Are there any conflicts between the DAC AI behaviors and ACE AI improvements? -
Does anyone know why I can't setPos my sniper in the tall tower( I can't remember the name) or any of the Avgani buildings?
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A.C.E. Advanced Combat Environment Public Release!
Knight Trane replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Sick Boy and ACE team, 1. Â Have registered with ACE forums, and the link you gave tells me I don't have proper permissions. Â 2. Â When grabbing gear out of an ammo box, often times a switch in primary weapon, Â will drop all medical suplies out of secondary slots. Â I will test and make notes on specifics for bug report. 3. Â Backpacks. Â Right now, when you drop back, all packed gear drops on the ground. Â Hope this will be corrected in future. Â Would be nice to use BP as Ammo box. 4. Â There seems to be an issue with the drag feature. Â Sometimes I can drag an individual from the feild. Â Sometimes not. Â I've checked my MOD folders, and the MOD folders of my friends, and theres nothing there, but whats supposed to be there. Â Perplexing. Â We will be testing and get more specifics for a report. 5. Â This MOD, is the shot in the arm that realism units have been hoping for. Â To all you guys that had a part. Â Thanks! Â I was about to stop playing ArmA all together. Â I wasn't very excited about ArmA2. Â I just didn't want to be as disappointed as I am with vanilla ArmA. Â Thanks again and Happy New Year. Â Â Â Â Â Â Â Â -
Mapfact releases DAC 2.0 for ArmA
Knight Trane replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Its been a long time since I read about DAC. I noticed that the zone init was an SQS. Why not SQF? Just curious. I love it. I got some help for a mission and this should work perfectly for what we want to do.- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Knight Trane replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Has DAC been converted to SQF?- 376 replies
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Anybody got a link or list of Buildings with animations.
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Pop up targets to stay down
Knight Trane replied to A.J.Sawyer's topic in ARMA - MISSION EDITING & SCRIPTING
OK, MrWho, I copied and pasted your work and couldn't get it to work. Â Could it just be out dated because of the updates? Â Anyone? Kronzky, Worked like a charm. Â What is that command"nopop"? 5133p39, I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">t1 animate["terc",1] in the init field of all my targets. Â "t1" is the name of the target. Replace "t1" with the name of your target. On mission startup, all targets are down. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">t1 animate["terc",0] in the on activation field of trip wire, aka trigger. Â Now target pops up when trigger is tripped. "t1" the name of the target you want to activate. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nopop = truein the init field of a game logic on the map. Â This keeps the targets down after they've been shot. This all works fine. Â I just have one question. How do I increase the number of shots it takes to knock it down? As always any and all help is appreciated. Knight Trane -
Flare TrapTrip wire effect
Knight Trane replied to Knight Trane's topic in ARMA - MISSION EDITING & SCRIPTING
=Odin=, That worked like a charm. I'm gonna play around with the numbers and see what happens. This should make for some cool night missions. Thanks again -
Hey guys, I was wondering how to make a 40mm flare float stationary after ignition. I have a trigger with this in the Init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flare1 = "F_40mm_Red" createVehicle [getPos tresflare1 select 0, getPos tresflare1 select 1, 150]; I have a Gamelogic named "tresflare1" This works as is, but its not really what I'm looking for. The Flare needs to be about 1m off the ground and not move. This would create a tripflare effect. Not a pop-up flare effect. Can I use Fired eventhandler with GameLogic as the "unit"? What would be the "muzzle"? Any ideas? Thanks
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Mapfact releases 3DE-Project
Knight Trane replied to mcpxxl's topic in ARMA - ADDONS & MODS: COMPLETE
Hey Guys, Is it possible to place small arms with MAP 3DE? If so how would I go about it? I can't find any of the models in the in any of the object lists. Thanks -
Can't you just delete the "visitor bar gate"?
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Word Brother. Downloading and checking it out.
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Mapfact releases DAC 2.0 for ArmA
Knight Trane replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Been trying to get my Civi's to act like Civi's for quite awhile now. Whats going on is this: I set up my DAC zone to spawn Civilians in a heavy urban environment. When they spawn the leaders walk their waypoint routes, but their minons pause and have to run to catch up. Now normally I wouldn't give a flying F%#* how they got their guys to fall in line. Its their squad. But I need these guy to act like everyday people and stop running. That is until I give them something to run from. This is my setup: DAC_Config_Behaviour <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 4: { _setSkill = [0.10,0.20]; _setCombat = ["blue"]; _setBehav = ["careless"]; _setSpeed = ["limited"]; _setForm = ["column","stag column"]; _setFleeing = [0,0]; _setHeliVal = [45,100,0.7,1]; _setPause = [[0,1],[3,5],[5,10],[20,30,5,5],[1,3],[0,0]]; _setBldgBeh = [2,50,120,180]; _setPatrol = ["35 + (0 * (skill _leader))","(30 + (random 30)) + ((skill _leader) * 50)"]; _setSearch = ["20 + ((skill _leader) * 150)","30 + ((skill _leader) * 50)"]; _setSupport = [0,0]; _setJoin = 0; _setEmpVeh = [[100,100],[100,100]]; }; DAC_Config_Waypoints <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 4: { //----------------- #Sol----#Veh----#Tan----#Air----#Camp----; _CheckRadius1 = [ 3, 10, 10, 20, 20 ]; _CheckRadius2 = [ 5, 30, 30, 40, 50 ]; _checkAreaH = [ 100, 1, 1, 10, 10 ]; _checkMaxH = [ 500, 500, 500, 500, 500 ]; _checkMinH = [ 5, -1, -1, 20, 20 ]; _checkNear = [ 0, 30, 30, 100, 200 ]; _checkObjH1 = [ 0.1, 0.1, 0.1, 0.1, 0.1 ]; _checkObjH2 = [ 30, 10, 10, 5, 4 ]; _checkCount = [ 200, 200, 200, 500, 500 ]; _checkResol = [ 45, 36, 36, 12, 12 ]; _TempWPArray = call compile format["DAC_WP_Pool_%1",(_DACTemp select _DAC_WP_Typ)]; }; This is something that I found on BIWIKI concerning multiplayer situations In Multiplayer, this command is overwritten by itself to NORMAL or FULLSPEED (i don't know which one, but it's fast move) when you ask the unit to move via script (ex : _unit doMove (getMarkerPos "destination"); ) The solution to solve this problem is to initialize the setSpeedMode after your order the unit to move. So basically it gives you : _unit doMove (getMarkerPos "destination"); _unit setSpeedMode "LIMITED"; If you plan to move the unit again after it reaches its destination, you will have to set the speed mode to LIMITED again like i did just above. Would this be possible to do with DAC? And more importatly for a newb like me, how? I love the DAC. I think it is the bomb.- 376 replies
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No worries
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I'm not trying to put pressure on the guy to add needless bells and whistles. I was just explaining what was depicted in the photos, and what purpose it has. I think it would be a stellar achievement to accurately simulate the mechanical features of the CH46. Such as the three modes of the programmable rotor heads: Taxi, Hover, and Cruise, and the fact that if you try to takeoff in taxi mode you'll flip you're bird. I appreciate everything that Modders bring to the table. Its the only reason I even play this bugged piece of junk in the first place. If it wasn't for them I be using the ArmA disc for a coaster. And who do you see yourself as in this photo? http://www.warfans.com/images/main/news/get_to_da_choppa.jpg Are you holding Arnold's hand? Or are you over compensating with a big gun?
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if you could have an animation that showed debris being blown out during takeoff and landing, that would be cool.
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Those are the intake screens. And yes, those are shown on probably every photo of a Phrog that you've ever seen. If you look a just aft and below, you'll see the a coffee can sticking out the side of the intake housing. Thats the EAPS. I forget what that stands for, but when the airspeed drops to < 30 knts and power is applied the EAPS kicks in. Its a hydraulic powered blower that sucks the debris out of the intake before it gets to the engine. There are desert filters that can be fitted, but I've never seen any photos on the net.
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Mando Bombs and Mando Air Support Console
Knight Trane replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
This is what I got: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mando_support_left_WEST = 8; mando_airsupport_type = "AV8B2"; mando_airsupport_bomb_alt = 150; mando_airsupport_cmissile = rhib1; mando_airsupport_cmissile_pos = [0,-4, 1]; mando_airsupport_weap = [["G36K", 2], ["m107", 2]]; mando_airsupport_magz = [["30Rnd_556x45_G36", 7], ["10Rnd_127x99_m107", 5]]; mando_airsupport_re_switchable = true; vehicle player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf"]; cutText ["Use the console to conquer base Pesadas", "PLAIN DOWN"]; []execVM"mando_missiles\mando_missileinit.sqf" []spawn { if (isServer) then { while {isNil "mando_missile_init"} do { Sleep 1; }; // If Mando Missile is present, the base gets two SAMs // ZSU sam1 [sam1, 1, ["Air"], 24, 500, 4000, 12, [0,0,0,3], 360, 0, [west, sideEnemy], true, false, true, true, 45]exec"mando_missiles\units\attackers\mando_patriot.sqs"; Sleep 2; // ZSU sam2 [sam2, 1, ["Air"], 24, 500, 4000, 12, [0,0,0,3], 360, 0, [west, sideEnemy], true, false, true, true, 45]exec"mando_missiles\units\attackers\mando_patriot.sqs"; }; }; Sleep 1; if (!isNil "mando_missile_init") then { titleText ["\n\nThe base is protected also by two SAM batteries", "PLAIN DOWN"]; // Checks if you have a laser designator to provide corresponding actions []execVm"mando_missiles\units\mando_haveialaser.sqf"; }; /////Edit I found it. It was staring me in the face. Laughing at me. But what would be the best way to do, what I want to do. witch is run both mando_Bombs and Mando_Missles as scripts. -
Mando Bombs and Mando Air Support Console
Knight Trane replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
I don't want people to have to have the MandoMissles Addon to play my mission.