rekrul
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Everything posted by rekrul
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I have 4 squads (+ some reinforcements) that have been through the wringer so after this I want to merge all 4 squads into one group but I have no idea how I should do this. I'm guessing I should use forEach at some point but I'm pretty clueless here so can anyone help me out?
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How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If anyone can figure out how to make a unit first attack one area and then a second one - please, please let me know how. I've tried moving the marker, I've tried changing groups, I've tried giving them the "[unit,"marker2","Move"] execVM "scripts\upsmon.sqf";"-line, etc. Basically I've exhausted all my options. From what I can tell, when it starts, it stores all the group members and the groupID and since members are only removed when dead or surrendered, it's kind of hard to delete the groupID. Then again I'm pretty clueless to this so I might be wrong. I was thinking of moving them to a civilian group, but I'm worried that either a) the group is counted as west since they're west and not civilians and b) turning them to civilians will replicate a surrender (e.g. drop their weapons). -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the UPSMON_Init.sqf file I can see this line: KRON_UPS_MG_WEAPONS = ["MG36","M249","M240","MK_48","PK","PKm","Pecheneg","M249 Para","M249 Para M145","M240G M145","M60"]; however I'm guessing this isn't updated for OA so I looked here: http://forums.bistudio.com/showthread.php?t=73241 and added OA MGs to this: KRON_UPS_MG_WEAPONS = ["MG36","M249","M240","MK_48","PK","PKm","Pecheneg","M249 Para","M249 Para M145","M240G M145","M60","MG36_camo","m240_scoped_EP1","M249_EP1","M249_m145_EP1","M249_TWS_EP1","M60A4_EP1","Mk_48_DES_EP1","RPK_74"]; Am I using the right names here? I haven't checked what this variable does but I'm assuming it's used for suppressive fire or something. A funny thing is that I didn't know that there was a M249 with TWS. :) -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's what I did in my mission and posted above: Ins1 = Creategroup resistance; Ins1 = [getMarkerPos "airp1", resistance, ["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AR_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_MG_EP1"]] call BIS_fnc_spawnGroup; _leader1 = leader ins1; [_leader1,"airp1","FORTIFY","SPAWNED"] execVM "scripts\upsmon.sqf"; Ins2 = Creategroup resistance; Ins2 = [getMarkerPos "airp2", resistance, ["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AR_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_MG_EP1"]] call BIS_fnc_spawnGroup; _leader2 = leader ins2; [_leader2,"airp2","FORTIFY","SPAWNED"] execVM "scripts\upsmon.sqf"; @F2kSel: I noticed the same thing in my mission. I had some EAST units and then I spawned some Insurgents (as seen in this post). They were friendly to EAST but when spawned, they immediately surrendered so I had to set the surrender to 0. Also, don't used the "SPAWNED" parameter for units you have placed in the editor. Do that for units that you spawn through scripts (like above). -
MultiTask - Multiplayer tasks made easy
rekrul replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I haven't started "JIPing" my mission yet, but I've looked at and can see that it will be a hassle. I've bookmarked this one though: http://forums.bistudio.com/showthread.php?t=100679 but I'll most likely try this first. That being said, I do agree with you on BIS' part. Why couldn't this be standard behavior? Why do we have to manually fix this, it makes no sense. But that's another discussion for another forum. -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well for every squadleader I have: SquadL1 = group this; this setGroupid ["1st Squad"]; nul=[this,"BastamCity","move"] execVM "scripts\upsmon.sqf"; this addEventHandler ["handleHeal",{_this select 1 addScore 1}]; Obviously calling them SquadL1, 2, 3, and 4. The last line is just to give +1 to score for healing. Then my script said: Platoon = createGroup WEST; {[_x] joinSilent Platoon} forEach units SquadL1 + units SquadL2 + units SquadL3 + units SquadL4; deleteGroup SquadL1; deleteGroup SquadL2; deleteGroup SquadL3; deleteGroup SquadL4; Platoon setGroupID ["2nd Platoon"]; I tried changing it to: Platoon = createGroup WEST; { [_x] join grpNull; sleep .2; [_x] joinSilent Platoon; sleep 1; } forEach units SquadL1 + units SquadL2 + units SquadL3 + units SquadL4; deleteGroup SquadL1; deleteGroup SquadL2; deleteGroup SquadL3; deleteGroup SquadL4; Platoon setGroupID ["2nd Platoon"]; but it doesn't really help. The only thing is that it's using longer time (due to sleeps). The UPSMON IDs are still there. Does anyone know how UPSMON deletes the group ID? -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well the merger works fine now, the problem is that I don't know how to delete the UPSMON line the units had previously so now they have two UPSMON identities and they use forever to get to the airfield. I delete the groups after they've joined the new one but it doesn't help. I have to find a way to delete the previous UPSMON "identity". -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AAAAAAARGH! !#%&$@! I just realised that I'm calling the Strykers Squad1, Squad2, etc! -
AI pilots won't fly in a strait line to waypoint
rekrul replied to Deathcon5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried expanding the waypoint diameter so it isn't the size of a quarter as well? That might create some problems for AI because when they miss it, they turn around and try again, but when the plane can't turn as sharply as their AI-brain plans they literally end up going in circles. -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah well, the reason for this is that I'm very inexperienced in scripting so I have to use the commands I know and learn. That's why my scripts are atrocious to read and I'm pretty sure there are 50 ways to make my scripts better. :) I will post the mission when I'm home later. However there are some issues I've noticed. For instance, all the units that doesn't start in the Stryker are called "Squad 1 6", "Squad 1 9" and so on. Those who are in the Stryker are called Squadb1 and similar. I don't know if that matters. Also, when I move the units into "Platoon", I use setGroupID on platoon but they're still called "Squad 3 5" etc. I think this might have confused my sense of how successful the merger was. Let me walk you through the mission. There are 2 Strykers and 2 M1A2 S of Bastam and 2 Strykers and 2 M1A2 E of Bastam. Strykers link up with M1A2 just outside Bastam (but doesn't join groups or anything) and the strykers are supposed to meet by the mosque in Bastam. (The tanks were supposed to escort the strykers but that's impossible due to tanks driving like drunken sailors.) However, Bastam is filled with enemies so they're ambushed and a firefight ensues. If two strykers are lost, air support comes in. After they've re-captured Bastam, they're supposed to merge into one unit. The reason for this merger is that basically 80% are lost in the firefight. I might have an entire squad wiped out, 2 survivors in another, 5 in a third one etc. Since they're going to attack the airfield, I see no benefits in having 2 guys wander off so I want all the survivors in one group so they can attack as one group. Once Bastam is seized, I spawn two Guerrilla groups on the airport and fortify them. Then I want this new group (Platoon) to attack the airport and seize that as well. I do get some partial success now with this merger. I set reinforce to false before merger and that seem to help for whatever reason. Is there a way I can log all sideChat and sideRadio to a file, e.g. the .rpt file? -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes and no. I have some EAST units fortified with UPSMON and then I have 4 squads where leader isn't playable also ran by UPSMON. And then some other minor units. I've made some debugging text and sometimes the script reports 0 in all squads. Why's that happening? I guess I could name all of them and then merge them that way. _cnt=0; {_cnt=_cnt+1} forEach units Squad1; player sidechat format["Units in 1st Squad: %1",_cnt]; _cnt=0; {_cnt=_cnt+1} forEach units Squad2; player sidechat format["Units in 2nd Squad: %1",_cnt]; _cnt=0; {_cnt=_cnt+1} forEach units Squad3; player sidechat format["Units in 3rd Squad: %1",_cnt]; _cnt=0; {_cnt=_cnt+1} forEach units Squad4; player sidechat format["Units in 4th Squad: %1",_cnt]; Platoon = createGroup WEST; sleep 2; {if (alive _x) then { [_x] joinSilent Platoon}} forEach units Squad1; {if (alive _x) then { [_x] joinSilent Platoon}} forEach units Squad2; {if (alive _x) then { [_x] joinSilent Platoon}} forEach units Squad3; {if (alive _x) then { [_x] joinSilent Platoon}} forEach units Squad4; sleep 2; Platoon setGroupID ["2nd Platoon"]; _leader = leader Platoon; _cnt=0; {_cnt=_cnt+1} forEach units Platoon; player sidechat format["Units in platoon: %1",_cnt]; Btw, in your examples you're always writing + units grp3 etc. Does that actually work? I can't get it working. -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm, but if I delete them, how to I make them join my new group? -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again. I still see the same behavior though. If I run that in the start of the mission (after UPSMON initialization) it works, but if I run it in the middle of the mission, it doesn't and I can't for the life of me understand why. -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, I think 5.0.7 is the latest one as Monsada doesn't have time to work on it anymore. Another thing I just realized is that in OA AI never uses smoke from vehicles. When I was playing around in A2 they kept shooting out the smoke screen when they saw AT threats. In OA they never fire smoke, does anyone know why? -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well upsmon is bound to have a variable for when they surrender so you could use that as a condition for trigger but I don't know what that variable is unfortuneately... -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having some problems with this is in my UPSMON mission, meaning it works in the start but not after a while. I'm suspecting that it might be because it's trying to merge dead units so it just exists. How would I do this merger with only alive units? -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been playing around with it a bit, by making a radio-trigger for the above script. So I run it after upsmon is done initializing. Now since I'm the squadleader (so I can use the radio-trigger) UPSMON basically ignores me. Sort of... First of, all squads except mine are merged into platoon so that part works in the start but not later (?). Another issue I see is that the squads has their own upsmon-identity. When I merge the groups a new identity is created for platoon, but the old ones aren't deleted. I think I'm confusing the script and the AI by doing this so the AI gets two orders - patrol the area with the first identity and then patrol another area with the other identity (?). When I play the mission as normal, it won't merge the units and when UPSMON initialize it, it just says no alive members of the identity that was created for Platoon (even though there are alive members in the squads). So why won't they joinSilent later in the mission, but they can do it in the start? Secondly, the insurgents/resistance are spawned as well, but in debug-mode I see that they are spawned as EAST in UPSMON. If I spawn as a UN-guy, then it counts it as INS. But I can't exactly have US soldiers fighting UN soldiers over a airfield. :) I assume my creatGroup Resistance is wrong, but side should I pick for OA? Finally, why isn't my trigger working? -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having some problems with my mission. After we have seized Bastam (EAST surrendered), the mission should spawn some insurgents on the airfield, all remaining units are merged into one and then we attack the airfield/Insurgents. What happens is that the insurgents are spawned and then immediately surrenders. Furthermore, the squad merging doesn't work either and they don't attack the airfield. They just keep patrolling Bastam. And finally the trigger doesn't trigger either. Can anyone see anything wrong here? if (!isServer) exitWith {}; playSound "radionoise1"; HQ sideRadio "Two_HQ"; HQ sideRadio "ThisIs_HQ"; HQ sideRadio "Base_HQ"; HQ sideRadio "NoHostiles_HQ"; HQ sideRadio "ContinueMission_HQ"; playSound "beep"; Platoon = createGroup WEST; {[_x] joinSilent Platoon} forEach units Squad1; {[_x] joinSilent Platoon} forEach units Squad2; {[_x] joinSilent Platoon} forEach units Squad3; {[_x] joinSilent Platoon} forEach units Squad4; sleep 2; Platoon setGroupID ["2nd Platoon"]; _leader = leader Platoon; "Attack" setMarkerPos Airport_loc; Airport_task = player createSimpleTask ["Seize the airport"]; Airport_task setSimpleTaskDescription ["Seize the airport", "Seize airport", "Seize airport"]; Airport_task setSimpleTaskDestination (getMarkerPos "Attack"); player setCurrentTask Airport_task; Bastam_task setTaskState "Succeeded"; hint "We have seized Bastam!\nMission update received!"; BastamComplete = TRUE; KRON_UPS_reinforcement=FALSE; sleep 3; _leader sideRadio "Base_2"; _leader sideRadio "ThisIs_2"; _leader sideRadio "Two_2"; _leader sideRadio "SolidCopy_2"; _leader sideRadio "Out_2"; playSound "beep"; nul=[_leader,"Attack","Move"] execVM "scripts\upsmon.sqf"; Ins1 = Creategroup resistance; Ins1 = [getMarkerPos "airp1", resistance, ["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AR_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_MG_EP1"]] call BIS_fnc_spawnGroup; _leader1 = leader ins1; [_leader1,"airp1","FORTIFY","SPAWNED"] execVM "scripts\upsmon.sqf"; Ins2 = Creategroup resistance; Ins2 = [getMarkerPos "airp2", resistance, ["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AR_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_MG_EP1"]] call BIS_fnc_spawnGroup; _leader2 = leader ins2; [_leader2,"airp2","FORTIFY","SPAWNED"] execVM "scripts\upsmon.sqf"; Sleep 5; trg=createTrigger ["None", getMarkerPos "AirportZone"]; trg setTriggerArea [150, 270, 330, True]; trg setTriggerActivation ["GUER", "NOT PRESENT", False]; trg setTriggerStatements ["this", "nul=[] execVM 'scripts\C-130.sqf'", ""]; HQ sideRadio works, _leader sideRadio doesn't (and I'm not _leader). Now for the trigger, I just looked at the wiki and it listed GUER as the alternative but I don't know if this has changed in A2? Either way, it seems like it should trigger anyways... And why on earth do my Insurgents surrender? They are their own side (not east). Per definition atleast... Edit: Oh yeah and the rpt-file isn't saying anything either. -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No sorry, my bad! I called the group 2ndPlatoon and it didn't like the 2. -
How to merge groups?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, but when I enter that into a radio Alpha trigger I just get a blank error message? -
What is wrong with this SetIdentity?
rekrul replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using setGroupID in the init-field of the leader but when I start the MP mission, they're called 1-1-C etc. It works fine in the mission, but I would like the groupIDs in the first screen too (where you select who you want to play). -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been working on the same problem and from what I can gather it's something like this: MyNewSpawnGroup = Creategroup EAST; MyNewSpawnGroup = [getMarkerPos "MarkerWhereTheyWillSpawn", east, ["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AR_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_MG_EP1"]] call BIS_fnc_spawnGroup; _leader = leader MyNewSpawnGroup; [_leader,"TheMarkerWhereTheyShouldGo","FORTIFY","SPAWNED"] execVM "UPSscripts\upsmon.sqf"; Now please note the following: * I'm clueless when it comes to scripting * I've never spawned units before * I've never used UPSMON with spawned units * This is bound to not work, but at least it will give you some directions * I think you need a Functions module on the map for the createGroup-function to work Good luck :) -
What about a Virtual server to run ArmA2 / OA dedi?
rekrul replied to Mac66's topic in ARMA 2 & OA - MULTIPLAYER
What about cloud-servers? -
I concur with OP.
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Want the CAS voice/radio dialog
rekrul posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you call in CAS, using the SOM-module, you get a radio dialog that I want to use in my own mission (only the dialog, not the SOM-part). Anyone have any idea how I can find out what samples to play (and how, but I guess there's plenty of threads about that already). Edit: Basically what I want is someone screaming or say half-panicked/stressed "We need air-support!" but I'll settle for the CAS dialog.