rekrul
Member-
Content Count
774 -
Joined
-
Last visited
-
Medals
Everything posted by rekrul
-
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you start making the mission when you had combined arms, or did you start making it in A2, then upgraded to CA? I think I've read similar reports here where they had to delete and create some units again or something. Try searching this thread. -
Biki says:
-
How does exitWith work?
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah got it, thanks. So I guess exitWith will exit the script as long as it's not in a loop then? Also, since this is in an IF-argument, I hope it just won't exit the If-"loop"? (Edit: Removed some additional questions and some codes as I have a lot of silly typos in my codes (missing " ; etc). Have to fix all that before I hassle you again) -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UPSMON Arty has a max-range of 800m which I find ridiculous so I open up MON_artillery_add and change the _range variable there (from 800 to 2000 or something). You still need an observer there though, to spot the targets. -
Want the CAS voice/radio dialog
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I took the hard workaround by de-PBOing the dubbing-file, extracted the .ogg files I wanted to use, defined them in description.ext, put an AI on the map and called him HQ, and then manually played off the sounds with sleep between the sideRadio commands. I do get some problems if "my guy" (the one talking on the radio, requesting CAS) gets killed though. If anyone can help me with the smart and elegant way, that would be awesome (i.e. how to use the example in the http://community.bistudio.com/wiki/kbTell article). -
Want the CAS voice/radio dialog
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found the script here: http://community.bistudio.com/wiki/kbTell but I have no idea where the different files go. The example refers to a config file, a bikb file and finally the script file. I read this: http://forums.bistudio.com/showthread.php?t=91875 and it seems like I have to learn uh... FSMing? This is just for a radio conversion (or if there's already an Ambush-sample, I just want to play it) but I want everyone to hear it. -
Want the CAS voice/radio dialog
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would I knew how. :) Basically I don't want to add the sounds in my mission so they're there twice, but I remember I did something similar with A2 where you had a radio-dialog but there I looked up on the biki what all the words were. However I can't find that again. And if there's a way to just launch the entire SOM dialog, that sounds (no pun intended) a lot easier. I have both, but this is for OA. Actually I haven't even tested SOM yet, I just assumed it was the same as with A2. -
This x a million. What is with ai and driving tanks, atleast the M1A2. It's an agonizing display of how blind monkeys would drive if there was lion inside it as well. It cant drive in a straight line on the road, it swirls from side, stops, turns around, drive back, turns and swirls back while demolishing everything by the road, except for rabbits. They are some how sacred. Suddenly it will take a 90 degree turn and jet up a hillside, stop and fly back down ramming anything trying to pass it.The Stryker is usually fine, except if there's a friendly tank swirling all over the road. Then it just rams into it, and they go into a tug of war of who can stay on the road, then they both stop, turn away, speeds up and try to overtake the other. If its the M1 then it will cut the stryker off, and once it has passed, it will suddendly break left so it's at an 90 degree angle of the road acting as a roadblock and the Stryker will ram it and the tug of war is on again. It's like road-rage and the M1 is a drunk asshole.
-
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is getting wierder. I made a new marker that is within the upsmon-marker but isn't used anywhere. However, once i call in reinforcements upsmon moves that marker to the sw corner of the map... -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well they attack at first but after 15-20+ mins they grind to a halt. And it's kind of hard to use a trigger for when I want to reduce it as it isnt a specific time. -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, that's kind of weird though because it's only after reinforcement has been set to TRUE that it moves the main marker which is kind of strange since it still should be attacking (or defending) the area. Then again I'm using UPSMON for both defense (OPFOR) and attack (BLUFOR) but this might explain why the attacking AI always grinds to a halt after a while and just sits there. The squadleader orders "move 50m to that bush" or similar but they just sit there. It might also be because I'm in the squad and freak them out somehow. -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another issue I'm having is that I have a marker that blufor is using for move. I'm also using this marker for some setSimpleTaskDestination and it works fine. Then I delete the tasks and create a new one with the setSimpleTaskDestination and the same marker but now it points way sw and nowhere near the target. Any ideas why? Ninjaedit: This is the script I'm running: KRON_UPS_reinforcement=TRUE; Bastam_task = player createSimpleTask ["Seize Bastam"]; Bastam_task setSimpleTaskDescription ["Seize Bastam!", "Seize Bastam!", "Seize Bastam!"]; Bastam_task setSimpleTaskDestination (getMarkerPos "BastamCity"); player setCurrentTask Bastam_task; player removeSimpleTask Link_task; player removeSimpleTask Mosque_task; player removeSimpleTask Airport_task; Here's my briefing.sqf (which is run from init.sqf) minus createDiaryRecords: Link_task = player createSimpleTask ["Link up with the rest of the company"]; Link_task setSimpleTaskDescription ["Link up with the other squads in Bravo company", "Link up", "Company link up"]; Link_task setSimpleTaskDestination (getMarkerPos "BastamCity"); Mosque_task = player createSimpleTask ["Check mosque"]; Mosque_task setSimpleTaskDescription ["Check Bastam mosque", "Check mosque", "Check mosque"]; Mosque_task setSimpleTaskDestination (getMarkerPos "BastamCity"); Airport_task = player createSimpleTask ["Seize airport"]; Airport_task setSimpleTaskDescription ["Seize the airport", "Seize airport", "Seize airport"]; Airport_task setSimpleTaskDestination (getMarkerPos "BastamCity"); player setCurrentTask link_task; ---------- Post added at 03:04 AM ---------- Previous post was at 03:00 AM ---------- Wow that was fast and simple, thanks. :) -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using the UPSMON script and I've placed some A10s on an airport with nomove and reinforcement but whenever the mission starts the take off and circles the airport until they are sent to reinforce. However this is happening even without running the script. I tried placing empty planes and then some pilots there with the script on the pilot but then they just run to the place instead. So how do I make them stay on the ground until they're needed? -
Unmanned/controlled UAV circling town
rekrul posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys. I want to have a UAV circling the town I'm attacking, purely for aesthetic reasons. So I create the vehicle, remove the hellfires, sets flyinheight to 300 add 4 WPs where the last one meets the first one and make it Cycle. However, the UAV is still flying with flyinheight 100 and couldn't care less about my waypoints. Is there any particular technique to make it listen? My WPs might be too close though, they're forming a box over Zelenogorsk in Arma2, but why won't it fly in my height? -
Who triggers my trigger?
rekrul replied to melandor0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about forEach thisList then? -
UPSMON - Urban Patrol Script Mon
rekrul replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, all units have to execute the upsmon script as it is the script that shares the information. Even though they don't have the same "goal" (marker) they will share if they are within 800m of each others (unless you change that distance). -
Operation Arrowhead - not detecting VRAM & RAM
rekrul replied to slickric21's topic in ARMA 2 & OA - TROUBLESHOOTING
I've tried both 10.7 and 10.6 and they both show the same. Changing the memory-settings doesn't do anything. If I change back to 10.2 it's correct again with 1 GB local and 2 GB nonlocal (pagefile?). -
Weird MP behaviour (abrupt ending)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, my bad. I'm mixing the two missions here. On the second mission I check for "seized by BLUFOR" on each city. If one city is seized I set a variable to true (already defined as false in init.sqf) and a hint that that city is seized, then I have an End #1 trigger where I have (variable_1 and variable_2) && isServer; in the condition field. I placed a hint message in the onAct field here as well. Now yesterday after we had seized the first town, it took about 15 seconds from I got the message until the other guy did (we're using Skype) so nominesine is right about the delay. However for the 2nd city the hints both fired at the same time and I'm immediately in debriefing while my friend continues playing until I click Continue. Then we're both thrown back to the lobby. I believe this is because I'm missing briefing.html with debriefing segments so I'm gonna try and make a real simple one, i.e. copy paste something. -
Weird MP behaviour (abrupt ending)
rekrul posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been making a simple mission where I have a group of west squads attacking Zelenogorsk that East insurgents are holding. I'm using the UPSMON script so I have 4-5 east infantry squads with random move, some have fortify, and then on west I have 4-5 squads with move. I then have a boss guy with random fortify and I have a trigger that says if he's killed the east variable for surrender is 100% (so they will surrender if he's killed) and then an end trigger for the town (which covers the same area as the UPSMON marker) if seized by BLUFOR. Now what happens is that if I die and my friend is still fighting, I just suddenly get the debrief screen and it ends the mission (no respawn). Or we could be in the middle of a fight and then mission ends. I have a hint for when the boss dies and it does take a few seconds before UPSMON checks and then surrenders but I get no notice of the boss' death and the game just ends. Now I suck at tasks and debriefing so it's probably something missing there, but could the problem be related to triggers being run on the trigger as well? How do I make the triggers only serverside? On act = (!isServer) : exit or something, before the rest of the arguments? -
Operation Arrowhead - not detecting VRAM & RAM
rekrul replied to slickric21's topic in ARMA 2 & OA - TROUBLESHOOTING
Anyone have any idea why only detects about 40% of my vram? It's quite annoying as it takes alot longer to load the textures... -
Weird MP behaviour (abrupt ending)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, the only place I have used "player" is in briefing.sqf. I've read that player is nullObj or something in MP and bad to use, so the trigger is BLUFOR not present and type is end #1. So it ends for me who is hosting but not my friend who is a client. -
Weird MP behaviour (abrupt ending)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think it's 5000 x 5000 so it should cover everything. There's no "leader" apart from the squad-leader and it isn't grouped to him. Do I have I have to group it to him for it to work? -
Weird MP behaviour (abrupt ending)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't you mean in the on Act field? -
Ambient Civilian/Civilian Vehicles
rekrul replied to Z-Nine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just placing it should be enough but it takes a while to initiate so give it a minute or so before looking for civilians. I found the Alice2 in OA to be faster though. -
Weird MP behaviour (abrupt ending)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, I'll try. I just made another mission and again the end #1 trigger fired for me while my friend continued playing. Could this be because I have no debriefing?