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Muzza

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Everything posted by Muzza

  1. _bomb = "M_Mo_120mm_AT" createvehicle getpos _x makes an explosion. "M_Mo_120mm_AT" is the only ammoname i can use to create explosions, which is pathetic as it is very non-lethal. I have tried all of the others to no effect. I am sure that the normal HE round is "Sh_82mm_AMOS" but this doesnt seem to work in the context of createVehicle. Anything I am doing wrong?
  2. The players are trying to defend camp Rogain, in the final stages of the mission the players are surrounded, the enemy stop attacking after a few minutes and wait at nearby rally points. Artillery shells rain down on the camp and just as they stop enemies rush into the camp from all directions before opening fire on the few shell-shocked survivors. Or at least that is the plan. I have a code below that does most of that. I am using the disableAI command to encourage the AI to actually run straight to the objective instead of faffing about as they normally do. The trouble is in using the enableAI command, I would like it to be done when the units complete their move waypoints, however the syntax for setwaypoint statement is as follows: waypoint setWaypointStatements [condition, statement] which requires the name if the waypoint and not just the reference in relation to the group. so i cannot just use {{[_x, 3] setWaypointStatements ["true", "_x enableAI "AUTOTARGET"; _x enableAI "TARGET";"] forEach units _x} forEach _all; as I normally would. How can I code around this problem? Many thanks for help the community has provided me, I hope you find the scenario worth it! hint "beginning script"; _all = [g1, g2, g3, g4, g5, g6, g7, g8, g13, g9, g10, g11, g12, f1, f2, f3, f4, f5, f6, f7, f8, f13, f9, f10, f11, f12]; _1g = [g1, g2, g3, g4]; // Create an array with the names of all of the groups. _2g = [g5, g6, g7, g8, g13]; _3g = [g9, g10, g11, g12]; _1f = [f1, f2, f3, f4]; // Create an array with the names of all of the groups. _2f = [f5, f6, f7, f8, f13]; _3f = [f9, f10, f11, f12]; {deleteWaypoint [_x, 5];} foreach _all; {deleteWaypoint [_x, 4];} foreach _all; {deleteWaypoint [_x, 3];} foreach _all; {deleteWaypoint [_x, 2];} foreach _all; {deleteWaypoint [_x, 1];} foreach _all; //move to position {_wp = _x addWaypoint [getmarkerpos "rally_1", 0];} foreach _1g; {_wp = _x addWaypoint [getmarkerpos "rally_2", 0];} foreach _2g; {_wp = _x addWaypoint [getmarkerpos "rally_6", 0];} foreach _3g; {_wp = _x addWaypoint [getmarkerpos "rally_3", 0];} foreach _1f; {_wp = _x addWaypoint [getmarkerpos "rally_4", 0];} foreach _2f; {_wp = _x addWaypoint [getmarkerpos "rally_5", 0];} foreach _3f; ; {[_x, 1] setWaypointType "MOVE";} foreach _all; {[_x, 1] setWaypointBehaviour "AWARE";} foreach _all; {[_x, 1] setWaypointSpeed "FULL";} foreach _all; //wait for artillery hint "go go go!"; {{_x disableAI "AUTOTARGET"; _x disableAI "TARGET";} forEach units _x} foreach _all; {_wp2 = _x addWaypoint [getmarkerpos "entry_1", 0];} foreach _1g; {_wp2 = _x addWaypoint [getmarkerpos "entry_2", 0];} foreach _2g; {_wp2 = _x addWaypoint [getmarkerpos "entry_6", 0];} foreach _3g; {_wp2 = _x addWaypoint [getmarkerpos "entry_3", 0];} foreach _1f; {_wp2 = _x addWaypoint [getmarkerpos "entry_4", 0];} foreach _2f; {_wp2 = _x addWaypoint [getmarkerpos "entry_5", 0];} foreach _3f; {[_x, 2] setWaypointType "MOVE";} foreach _all; {[_x, 2] setWaypointBehaviour "AWARE";} foreach _all; {[_x, 2] setWaypointSpeed "FULL";} foreach _all; // ** THIS IS WHERE I NEED setWaypointStatements to enableAI*** {_wp3 = _x addWaypoint [getmarkerpos "attack", 10];} foreach _all; {[_x, 3] setWaypointType "SAD";} foreach _all;
  3. The g1, g2, etc refer to group names. This is mostly pointess if putting "this disableAI "AUTOTARGET"; this disableAI "TARGET"" in the init field of a soldier has no effect on his fire output when it did yesterday. Could an alpha release have broken this? does it work for anyone else?
  4. Cant get anything to work at all anymore! No idea what has happened. Has the disableai feature been removed? I have tried soldiers with "this disableai "AUTOTARGET"; this disableAI "TARGET";" in their inits and the fire as per normal, help! Here is a concise version of the problem. I want the AI to dynamically stop caring about shooting things, run blindly to a waypoint aand then open fire. //groupnames _all = [g1, g2, g3, g4, g5, g6, g7, g8, g13, g9, g10, g11, g12, f1, f2, f3, f4, f5, f6, f7, f8, f13, f9, f10, f11, f12]; //disable the ai {{_x disableAI "AUTOTARGET"; _x disableAI "TARGET";} forEach units _x;} foreach _all; //give new waypoint {_wp2 = _x addWaypoint [getmarkerpos "entry_5", 0];} foreach _all; {[_x, 2] setWaypointType "MOVE";} foreach _all; {[_x, 2] setWaypointBehaviour "AWARE";} foreach _all; {[_x, 2] setWaypointSpeed "FULL";} foreach _all; {{[_x, 2] setWaypointStatements ["true", "_x enableAI ""AUTOTARGET""; _x enableAI ""TARGET""; hint ""wp completed"";"];} forEach units _x} forEach _all;
  5. very useful thread. working on a similar scenario but my assault boats are usually fine under fire!
  6. Hi there. I am creating a mission where enemies establish a beachhead and then re-enforce their position with transport helicopters. I have given the choppers landing zones safe from enemy fire however they seem uninterested in landing with their cargo. This does not happen when there is no fighting going on. Is there a way to make the pilot AI oblivious to what is going on so that he can land, unload and move on as quickly as possible? Is it possible to get them to act with such determination? Thanks in advance.
  7. Hi everyone, The old Arma method of putting down an invisible H exactly where you wanted an AI chopper to land worked pretty well. Can't find invisible H's anywhere in the objects list. How are things done now in Arma 3? Thanks everyone.
  8. Thanks for the suggestion cobra but i seem to have found another way by experimentation. placing a trigger that activates when the helicopter is near its invisible H with on init: {unassignVehicle _x} forEach crew helicoptername; will work even when the chopper is under direct fire.
  9. Muzza

    Mortar help

    I have a solution for when you want to bomb a specific known location the same way every time. 1) place a load of game logic markers, called t_0 t_1 ... etc. 2) have a trigger that activates on your conditions. Place the following in the init line. xhandler = [this] execVM "bombLoop.sqf"; 3) go to the mission folder through My Documents and create the following sqf file through notepad: hint "boom boom boom";// make sure the script is executes, remove this when you are sure it is. _logics = [t_0, t_1, t_2, t_3, t_4, t_5, t_6, t_7, t_8, t_09, t_10, t_11, t_12, t_13]; // Create an array with the names of all of the logics. {shell = "Sh_82mm_AMOS" createVehicle getpos _x; shell setVelocity [0,0,-45]; sleep 2;} foreach _logics; // Create an explosion at the position of each logic with a one second delay (change the number after sleep to change the delay). If you know how to set up the trigger that will set this in motion you have a simple programmable mortar strike. Thanks to Loyalguard for is help in making the script. ---------- Post added at 00:40 ---------- Previous post was at 00:35 ---------- if this seems too scripted (the bombs falling on exactly the same place every time) you can use placement radii to move the game logic around randomly.
  10. I have tried careless to no affect.
  11. Hi there. Any idea how to change the respawn timer for an MP game when a trigger is activated? thanks.
  12. I am feeling slightly defeated by your solution cobra :D
  13. I have tried all that looked relevant in the SIX wiki, and i used the 'this addEventhandler ["fired",{hint format["%1",_this]}]' init on the mortar to find out what it fired.
  14. Give the player a JOIN AND LEAD waypoint at the hostages feet, use the description to change this to 'rescue hostage'. Give the hostage a JOIN waypoint at his own feet and use synchronize (F5) to link the two. The hostage should start to follow the player when they make close contact. Make sure the player is a higher rank to the hostage.
  15. Hi, I can make explosions just like in any other arma game; b_1= "M_Mo_82mm_AT" createvehicle getpos t_1; I have a series of game logics named t_0, t_1 ... t_13. I would like to blow them all up in a loop, and so far I have the following script.: for "i" from 0 to 13 do {b_i= "M_Mo_82mm_AT" createvehicle getpos t_i}; Nothing is happening when the script is triggered. Any advice would be appreciated.
  16. Thanks again Loyalguard! I have used text effects to make sure the trigger is working properly and there is not complaint about being unable to fine the file that I have put in the mission folder, however nothing happens! How exactly do you debug this game? is there an output log where you can see exactly what is going on?
  17. Muzza

    Warning : Noob Questions

    1) with the AI already in the chopper, give the chopper a TRANSPORT UNLOAD waypoint and the infantry a GET OUT waypoint. Press F5 and link them using the sync tool. 2) Will need time on this one, involved the dynamic creation of two trigger I believe. 3) creat a trigger, put on activiation 'deletevehicle choppername', and use the group command to link the trigger with the chopper so that it activates when vehicle present. This will send confused pilots plummeting to their deaths.
  18. I would like to empty a container and fill it up again from scratch. 'removeallweapons this' and 'removeallassigneditems this' do not appear to have any effect in the initialization box. Any help would be greatly appreciated.
  19. Thanks for the quick response! I am getting syntax errors when putting this into the 'on activation' window of my trigger. Is there another way i should be executing this script? Thanks again!
  20. Having purchased the Alpha on steam and had no problems launching the game I can say as a fan of the series since the launch of OFP I was overwhelmed by my experience today. There will come a time for criticism of this release but for now the developers deserve my gushing praise. - It runs beautifully! Remarkable improvements over Arma 2 on my mid-range machine, something entirely new to me in my experience with Arma games. - It feels amazing! From the recoil of the firearms to the fluidity of the animations, I cannot believe what you have acheived in this regard. - It sounds authentic! I love what you have done with the chat, it sounds much more fluid and the introduction of names instead of just numbers is a huge improvement. - It has enormous potential! I can hardly wait to see the modding scene by the time this hits beta. It has been a rough ride as a fan of the Arma series, and I admit that I had my doubts over this project; but I wish you all the success you deserve with this title. May your critics be stunned by the amount of polish you have put into this.
  21. Re-released on steam, currently listed as #20 in terms of sales, well beneath both Arma II : Complete (#16) and Arma II : CO (#9). Glad to see after the shitstorm they have endured that people are no longer mistaking War Z for Day Z. They should now abandon the project within a month given the commercial flop.
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