MuadDib
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SQF - Scipting Syntax errors
MuadDib replied to MuadDib's topic in ARMA - MISSION EDITING & SCRIPTING
hmm still havent found the cause of the total failure in the script. Im beginning to think it could be something BIS changed in 1.05 as when I ran this exact script on a pre 1.05 install it worked. Either that means they "optimised" something which in turn broke my script or it was an inadvertant error. -
SQF - Scipting Syntax errors
MuadDib replied to MuadDib's topic in ARMA - MISSION EDITING & SCRIPTING
cheers for that mate, was looking for a good debug method. Reminds me of printf anyway the plane stays alive until about the 2400m mark, Im pretty sure it does a nice graceful unpowered fall from the 3000m mark. whats a good method to confirm the pilot is indeed inside the plane. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Player SideChat Format ["Pilot is in %1 ",(vehicle pilot1)]; will that work? -
SQF - Scipting Syntax errors
MuadDib replied to MuadDib's topic in ARMA - MISSION EDITING & SCRIPTING
the code I gave is the exact contents of the sqf file. That file is called via the execVM command in a trigger on radio alpha. please note FireDirection marker, ASTarget, dummy logic and invisible H called ASTarget_1 are all included in the map (pretty sure thats all thats needed to execute it) please note this script works fine pre 1.05 -
SQF - Scipting Syntax errors
MuadDib replied to MuadDib's topic in ARMA - MISSION EDITING & SCRIPTING
OMG... gotta get used to this darn syntax lol nailed it But the script doesnt seem to do anything anymore lol this is using 1.05 -
hey there, Just trying to convert an old sqs script into the new SQF format its the Airstrike one from murray (I think) anyway its giving me an error on line 36 saying missing ";", Ive triple checked it multiple times and for the life of me I cant figure it out (Im guessing its something glaringly obvious that I just cant see) here is the entire sqf file for reference. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> comment"=========DEFINE======================="; "Firedirection" setmarkerpos getpos ASTarget; _dropPosition = getpos ASTarget; sleep 0.5; _dropPosX = _dropPosition select 0; _dropPosY = _dropPosition select 1; _dropPosZ = _dropPosition select 2; sleep 0.1; _planespawnpos = [_dropPosX - 3000, _dropPosY, _dropPosZ + 1000]; _pilotspawnpos = [_dropPosX - 3000, _dropPosY, _dropPosZ + 1000]; comment"=========CREATE======================="; sleep 0.1; _plane = "AV8B" createvehicle _planespawnpos; _plane setpos [(getpos _plane select 0),(getpos _plane select 1),900]; _pilot = "SoldierWPilot" createUnit [getmarkerpos "Firedirection", dummy,"pilot1=this"]; _Plane setVelocity [50,0,0]; sleep 0.4; pilot1 MoveInDriver _plane; pilot1 setdamage 0; pilot1 action ["gear_up", vehicle pilot1]; _plane FlyInHeight 100; _plane SetSpeedMode "full"; while {(_plane distance ASTarget) > 1500}do { pilot1 doMove getpos ASTarget; pilot1 dotarget ASTarget; pilot1 dowatch ASTarget; } sleep 5.2; _plane FlyInHeight 90; _plane setpos [(getpos _plane select 0),(getpos _plane select 1),100]; sleep 1.05; _plane fire "BombLauncher"; sleep 0.1; _plane fire "BombLauncher"; sleep 0.6; _plane fire "BombLauncher"; sleep 0.1; _plane fire "BombLauncher"; sleep 0.6; _plane SetSpeedMode "normal"; sleep 3; _plane FlyInHeight 600; pilot1 doMove getpos Dummy; pilot1 dotarget Dummy; while{(_plane distance ASTarget) < 2500 }do { _plane Setdamage 0; pilot1 Setdamage 0; pilot1 MoveInDriver _plane; } ASTarget setpos getpos Dummy; "Firedirection" setmarkerpos getpos Dummy; deletevehicle _plane; deletevehicle pilot1;
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seriously, look like 5 topics down from yours....
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Return when MOVE command is finished
MuadDib replied to tophe's topic in ARMA - MISSION EDITING & SCRIPTING
if Im not mistaken SQF is more C like, therefore while/for loops should work just as well right? or am I way off track? -
Infinite area triggers
MuadDib replied to Dark Angel 0's topic in ARMA - MISSION EDITING & SCRIPTING
I use plenty of triggers that do this, such as getting a trigger to fire when a certain unit dies or making it trigger when someother conditional statement happens. I use mine to have several different ways to end a mission for example. -
ruddy good idea I say.
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try going to ofpec.com they have lots of stuff to help with editing too. Though of course the best way is to practice practice practice
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Newbie scripting question.
MuadDib replied to Midhaven's topic in ARMA - MISSION EDITING & SCRIPTING
just a quick query on that format but doesn't getpos return an array anyway so would it not be more efficient to simply put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">marker1= createMarker ["MyMarker",getpos objectname ]; instead of initializing getpos twice? or is this not allowed by the engine? ( I cant test it at the moment as I am not at home.) -
Onmapsingleclick and a spawn question
MuadDib replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
as far as I can tell, sqs files still function if they have ? and ~ at least my scripts still do :P must be something else -
Make AV-8B (GBU) drop bomb with script?
MuadDib replied to jf84's topic in ARMA - MISSION EDITING & SCRIPTING
Ok ive been trying to get this particular little script to work for me as well and I think Im having the same problem, the plane makes a successful bombing run however nothing goes boom :P Im positive the script runs as I've tested the trigger and it works. Another issue as well is it seems that the plane has ummm for lack of a better word guidance problems every now and then, it takes off but does not make a successful run over the waypoint. Its totally random though as I just restart the mission and it will work again, when it does bugger up it seems the plane misses the mark by a few hundred meters or so but it does not come back and try again (ie it has flagged the waypoint as done) -
so the soldiers riding in the blackhawk are in the same group as the blackhawk itself? if this is the case then I suggest making them into a separate group then simply giving them separate orders to the blackhawk group. That way you should be able to change their mode and not affect the way the chopper behaves.
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A question on spawning units
MuadDib replied to MuadDib's topic in ARMA - MISSION EDITING & SCRIPTING
by using unnassignvehicle I have been able to get the chopper to land and the squad to exit and follow some other waypoints. Cheers for all the help to everyone :P Its weird how we get different behaviour when the waypoints are scripted or placed in the editor.... btw I tried the assigndriver to the pilot before he is moved in but that didnt work, the only way to get it to land was by using unassignvehicle on each of the infantry squad members in a separate script file executed when the chopper reached its first waypoint.