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Everything posted by [GLT] Legislator
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Galaxy at War returns for ArmA
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah I've always dreamed of a military tactic shooter for Star Wars. Battlefront 1 and 2 didn't satisfy me. Republic Commando had a nice atmosphere but was a simple ego shooter. So it's up to fans to do some work. I will push the members to release stuff as soon as they finished something this time. Too many stuff just disappeared during the work for OFP -
ArmA Addon request thread
[GLT] Legislator replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
I'd like to have an aircraft carrier It's mentioned in the campaign but never shown. OFP had one, ArmA should have one as well -
The setpos command doesn't work on the linux dedicated server anymore! (server version of septembre the 21st) I've tested two finished missions on it - no problems on the windows dedicated so far. In the first mission I tracked the problem to this sqs file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fabrik = nearestbuilding fabriklogic S1 setPos (fabrik buildingpos 1); S2 setPos (fabrik buildingpos 3); S3 setPos (fabrik buildingpos 6); S4 setPos (fabrik buildingpos 9); S5 setPos (fabrik buildingpos 10); S6 setPos (fabrik buildingpos 11); S7 setPos (fabrik buildingpos 13); S8 setPos (fabrik buildingpos 28); S9 setPos (fabrik buildingpos 30); S10 setPos (fabrik buildingpos 31); S11 setPos (fabrik buildingpos 34); S12 setPos (fabrik buildingpos 35); S13 setPos (fabrik buildingpos 37); Objekt1 setPos (fabrik buildingpos 4); Objekt2 setPos (fabrik buildingpos 27); Objekt3 setPos (fabrik buildingpos 29); In the second mission Mr. Murrays aircreate script didn't work anymore. Here's the code of it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Skript & Idea by Mr-Murray 2006 ;[email protected] ;www.mapfact.net ;www.mr-murray.de.vu ?(!(local server)):exit _StartPos = _this select 0 _Airtyp= _this select 1 _Pilottyp = _this select 2 _Target = _this select 3 _Height = _this select 4 _Gunner = _this select 5 _skill = _this select 6 _behaviour = _this select 7 _Leader = _this select 8 _count = _this select 9 _counter = 0 #Start _counter = _counter +1 _Typ = createVehicle [_Airtyp,[(getpos _StartPos select 0)+ random 200,(getpos _StartPos select 1)+ random 200,_Height + random 150], [], 0, "FLY"]; _Typ FlyInHeight _Height; _Typ SetSpeedMode "full"; _Typ setdir getdir _StartPos; _pilot = _Pilottyp createUnit [[(getpos _StartPos select 0),(getpos _StartPos select 1),2000], _Leader,"Pilot1=this"]; Pilot1 moveindriver _Typ; Pilot1 setSkill _Skill; Pilot1 doMove getpos _Target; Pilot1 setbehaviour "_behaviour"; ? _gunner == 0 : goto "Next" _gunner = _Pilottyp createUnit [[(getpos _StartPos select 0),(getpos _StartPos select 1),2000], _Leader,"Gunner1=this"]; Gunner1 moveingunner _Typ; Gunner1 setSkill _Skill; Gunner1 setbehaviour "_behaviour"; #Next ? _counter >= _count : exit ~1 goto "Start" I think it's the moveInDriver command as well. Maybe a global command problem with the server version? The pilots aren't in the aircrafts anymore. Please have a look at it. I think I don't speak just to myself when I say that 90 % of all missions and scripts depent on such things.
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I guess so, yes. I call them very often back to formation. But mostly instead of saying "All, return to formation" my playable unit says "All, follow all" or "All, follow 6". That's very annoying Yeah, that's happening to me/us as well As soon as one member falls, one of the other runs to him and tries to revive him. But then he's killed and the next player revives and so on. After these horrible revive tries the AI doesn't find their clearly to our unconcisnous players. goto_revive distance was 200 I'll have a look into your new version now. Thanks for your work Edit: Oh my, shame on me. It wasn't your fault I think. Regarding the formation problem my group leader still had the same rank as the other soldiers
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My onmapclick AirStrike Script "looks good"
[GLT] Legislator replied to zonekiller's topic in ARMA - MISSION EDITING & SCRIPTING
Roger that, I'll test it Thank you! -
Well .. I found something again ... Beta 0.17 of AI Enabled ... within the mission the AI starts following another player (not the group leader anymore) after doing some revival work Is this already fixed in the 20th septembre release of AI Enabled?
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Excellent Will be tested with the team this evening! Thank you for all your hard work, norrin.
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I've got a question. I'm using AI Disabled 1.0h. Do I have to copy Kegetys' scripts into my mission folder when setting kegetys_spectator = 1; ? Or is everything I need included within your script? And Is it possible to use the anti water script with AI disabled and AI enabled as well?
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Just tested the AI Enabled (160907) a few minutes ago. Great work. I found no bugs during the test play (local server). I'll have a look into it with my team mates soon with dedicated server + JIP. Finally I can finish a lot of my missions with it
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I like this map! Already built 2 missions on it The church should be placed correctly, and somehow I couldn't climb up the ladder Anyway it's a great work!
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My onmapclick AirStrike Script "looks good"
[GLT] Legislator replied to zonekiller's topic in ARMA - MISSION EDITING & SCRIPTING
Hi zonekiller, thanks for your great script I'm using it for months now. But still I got a problem (sometimes). I'm using the EnemyAirstrike.sqs, the randomselect.sqf and the markersplanes.sqf. I inserted the initialisation line in the init.sqf/init.sqs. On the map I placed the marker (air_1) and the trigger (eastairport, triggered by anyone). The planes are spawning, the marker appears, but the plane crashes in 90 % of all cases into the ground. What am I doing wrong? I've got a mission where everything works perfect, but having an other location. -
Hi Mandoble Another great script from you Thanks! But I've got 2 questions. 1.) Some time ago I read something about a script from you that allows to be collected via ship after ejecting from an airplane above water. Is this true and if yes, where can I find this script? 2.)I tried to combine this heliroute script with Lightweight's Landhere Script. Please have a look into this code. It's only working in SP mode and that's the problem. I need it for pilots who can be picked up automatically by the AI. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Lightweight LandHere.sqs V1.1, Release 01/07 ; 2006 by Plasma ([email protected]) ; usage [<Heliunit>,<Landingpoint / Object or Waypoint>] exec "landhere.sqs" ; use RadioMSG or Action for player to release heli (freemove=true) ; needs fdir.sqf _lunit=_this select 0 _wpn=_this select 1 freemove=false _fdir= compile preprocessFile "fdir.sqf" ; create landingpad at target (for future extensions only) _lunit lockwp true _hpad = "HeliHEmpty" createVehicle (position _wpn) ;set the new target for unit, wait until it is underway _lunit domove (position _hpad) @(speed _lunit)>10 ;wait until unit we are near #apploop ~1 _dist=sqrt( ((position _lunit select 0)-(position _hpad select 0))^2 + ((position _lunit select 1)-(position _hpad select 1))^2 ) ?(_dist>100):goto "apploop" (group _lunit) setspeedmode "LIMITED" _lunit flyinheight 20 ;manual approach, we force the unit to approach the target closer #iloop _dir=[_lunit,_hpad] call _fdir _dist=sqrt( ((position _lunit select 0)-(position _hpad select 0))^2 + ((position _lunit select 1)-(position _hpad select 1))^2 ) _lunit setdir _dir _xv = 6*sin(_dir) _yv = 6*cos(_dir) _lunit setvelocity [_xv,_yv,0] ~.1 ?(_dist>20): goto "iloop" ;forced landing _lunit flyinheight 1 doStop (leader _lunit) ;wait until someone gives the global "takeoff" command #waiting ~1 ?!freemove: goto "waiting" ;off we go, release the stop command _lunit lockwp false freemove=false (group _lunit) setspeedmode "FULL" _lunit flyinheight 100 deletevehicle _hpad (leader _lunit) domove (position _lunit) It's been activated by an event handler <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">eh1= player addEventHandler ["fired", {if ((_this select 4)=="SmokeShellRed") then {[WHeli1, Player] exec "landhere.sqs";};}]" The main idea was that multiple players can call an AI chopper with their smoke shells. The chopper lands at the smoke shell, the player is picked up and be brought back to base. Well ... with Lightweight's script it's working just like I want it, but only in SP mode as I said Do you have an idea what can be changed? Or are you planning a new script that will use the feature I need? Thanks in advance.
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Very good I'll be waiting with my missions until tuesday then. The next two days I have no access to the internet so it may take some until I can test your work again
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Thanks for your great support I'll be looking into the 20.08.2007 version of the AI enable the next days. Oh by the way .. the latest version of the AI disabled revive script (23.08.2007) works perfectly!
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Oh my I don't know, norrin, but I think I found a problem I used the AI enabled revival script, june 2007. Don't know which version exactly (you should this within the init.sqf ) I died and then I got this error message I was revived by the AI and then nobody followed me. My rank was Major and the AI had a rank of private. After I told them to fall back to formation, they followed number 2 (rank private). By the way do the AI soldiers really have to stop as soon as one man is down? How can I disable the message which player is down (currently p1 on the screen). It would be more useful if the message would more like "Player Name_of_the_Player is down" instead of just naming the unit name.
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Roger that, norrin, I'll try to test it within the next days. As far as I can say there are no problems with the Revive Script while using Grouplink II Plus and 6th Sense Pack RC1 and the Modern Warfare Soundpack.
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Thanks norrin for the new version But you're working faster than I can upgrade my missions
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Very good script! Let's take some examples together b1 = game logic Script is activated by a trigger [b1,"BolsaArena",270,5,2,0,10] exec "trinchera.sqs" = Sandbags ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ roadcone1 = game logic Script is activated by a trigger [roadcone1,"RoadCone",360,1,5,0,10] exec "scripts\trinchera.sqs"; = Roadcones ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ guy1= game logic Script is activated by a trigger [guy1,"SoldierWB",270,1,2,0,10] exec "scripts\trinchera.sqs"; = Soldiers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [guy1,"SoldierWB",270,5,2,0,10] exec "scripts\trinchera.sqs"; = LOL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ wall01 = game logic Script is activated by a trigger [wall01,"wall1",360,1,5,0,10] exec "scripts\trinchera.sqs"; = Wall (US flag placed manually)
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It's working very good now, norrin Thanks! May I ask a wish for future updates? I'd like to have a First-Person-View in the spectating view just like in Kegetys's spectating script. It's always useful to observate the own team mates while you're waiting for rescue. What about filters to disable the AI within the spectating script? I know these aren't the core functions of your script but from my point of view your script has become more important to my missions than the other spectating script.
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Oh my god, I've checked my e-mail spam filter a few moments ago and recognized 3 mails of you I've set your e-mail address to friendly Were there any attachements? The filter doesn't show them anymore once an e-mail is marked as hostile. Can you send it again please? The mail filter should be ignoring you now Ah that's very good! I was getting crazy about this. I thought it was a bug of ArmA I'm glad to hear how I can fix this.
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Hi norrin Did you get my e-mail? In the attachement there is the problem I have mentioned.
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ArmA Group Link II Plus!
[GLT] Legislator replied to snkman's topic in ARMA - ADDONS & MODS: COMPLETE
Nope, you'll only need the placed groups in the editor. -
AI Landing and taking off from anywhere
[GLT] Legislator replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks, it's working now Although I think that it only works in combination with the order of getting out of the helicopter. -
ArmA Group Link II Plus!
[GLT] Legislator replied to snkman's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks, I'll have a look into it. By the way ... what effect has the conflict between the two scripts? I haven't noticed anything yet. Edit: Ah never mind, guess I'll haven't noticed anything because "hit" was already set to 0 -
AI Landing and taking off from anywhere
[GLT] Legislator replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
First of all, thanks for your great scripts! They are really amazing! But I've got a problem having a Blackhawk landing at a certain position. There's a trigger which is activated by the Blackhawk: res = [blackhawk, true, [getMarkerPos "mk_land"], 10, 30, 0, true]execVM"scripts\mando_land.sqf"; Of course I've placed a landing zone marker and called it mk_land. The text messages appear, but the Blackhawk lands miles away from the target I've placed an invisible H as well, but when the Blackhawk tries to land, it looks like the standard chopper landing animation -> it doesn't land vertically. What am I doing wrong?