Jump to content

slammandan

Member
  • Content Count

    45
  • Joined

  • Last visited

  • Medals

Everything posted by slammandan

  1. pierremgi , Wow! This is perfect. Thank You So Much! Dan
  2. _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'B_IRStrobe'},{'SmokeShell'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0, 0, 0.45 ]]; _flare2 = if (sunOrMoon <0.5) then [{'Chemlight_red'},{'SmokeShellRED'}]; _fumi2 = _flare2 createvehicle getPosATL _this; _fumi2 attachTo [_this,[0.4, 0, 0.45]]; _flare3 = if (sunOrMoon <0.5) then [{'Chemlight_blue'},{'SmokeShellBLUE'}]; _fumi3 = _flare3 createvehicle getPosATL _this; _fumi3 attachTo [_this,[-0.4, 0, 0.45]]; _flare4 = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{''}]; _fumi4 = _flare4 createvehicle getPosATL _this; _fumi4 attachTo [_this,[0, 0, 0.45 ]]""; comment 'optional remove the _crateCode line if you dont want an arsenal'; This Is the crate code I use for supply drop, I would like to use yours for vehicles. You Sir, Are Awesome! Dan
  3. This works! Works exactly like its supposed to. Now...I do have a few requests! LOL. 2 of the requests you had in your scripts before, and I liked them. 1. The 3 parachutes for heavy vehicles. 2. Ability to drop 2 vehicles from certain helo. and 3. If possible to do separate crate code for vehicles different than supply crate. I use chemlights and an ir strobe on my supply drop. To get them in correct position on supply drop makes them float in air a bit on vehicles. It just doesn't look too good. But, if that is too much a hassle, it is no biggie. Really like what you have now. I appreciate it ALOT! Thanks Dan
  4. Ok, after more testing. No Mods, no code, just mission.sqf, two guys on malden with vanilla suppy drop. Host works fine, client every aircraft drops supplies, returns to start and lands. So it is a BI issue. I would like to use two aircraft for arsenal delivery the B_Heli_Transport_03_unarmed_F"", and ""B_T_VTOL_01_armed_F". Do you think I should make a trigger to detect if they are <2m and then delete them? Or????? Thanks again for all your help Dan
  5. Hello, I am back. After more testing, using your newest script from 8-3-18, I have two aircraft I can call ["B_T_VTOL_01_armed_F","B_T_VTOL_01_vehicle_F"] In Vehicle Init _this spawn MGI_fnc_dropVeh In Crate Init [_this,{ _this addAction ["<t color='#ffff11'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},nil,10,false,true,"", ""]} ] remoteExec ["call"]; _flare = if (sunOrMoon <0.5) then [{"F_20mm_Yellow"},{"smokeShellYellow"}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]; In MGI_fnc_dropVeh.sqf _veh = _this; if !(_veh isKindOf "B_T_VTOL_01_armed_F") exitWith {}; comment "choose the helicopter class you want for car drop, the other ones will drop simple crates."; _home = getpos _this; _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', 'B_MRAP_01_hmg_f', this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crateType = _this select 3; _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; comment 'optional remove the _crateCode line if you dont want an arsenal'; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; vehicle _pilot setVariable ['MGI_crate',_crate,true]; _crate call _crateCode; comment 'to be removed also, if the _crateCode line is removed above.'; _crate attachTo [_chute, [0, 0, 0]]; waitUntil {position _crate select 2 < 3 || isNull _chute}; detach _crate; _chute setVelocity [0,5,0]; vehicle _pilot setVariable ['MGI_crate',nil,true]; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _wp2 = _grpVeh addWaypoint [_home, 0]; _wp2 setWaypointType "Move"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointStatements ["TRUE", "vehicle this land 'LAND'"]; _veh land "none"; waitUntil {!isnil {_veh getVariable "MGI_crate"}}; sleep 60; {deleteVehicle _x} forEach crew _veh; deleteVehicle _veh; Just two Players. When host calls either aircraft it works perfect, the first one drops a vehicle, the second drops arsenal, fly back to start and delete. When client calls first (Vehicle Drop), Works perfect, aircraft drops vehicle flys back to start, deletes. But if he calls reg supply drop ("B_T_VTOL_01_vehicle_F") It flys over, drops arsenal, flys back to start and lands. Im sorry to be a bother. All of your help is very apreciated! Thank You Dan
  6. I feel so bad. This script and previous one works when I put them in new mission. Something else in my mission must be conflicting with the delete part of script. It works great in new mission. So sorry for the extra work I caused you. Thank You For Your Efforts Dan
  7. I tried this. They still return to where supply module is and find a place to land. Here is the code. _veh = _this; if !(typeOf _veh in ["B_T_VTOL_01_vehicle_F","B_Heli_Transport_03_unarmed_F"]) exitWith {}; _home = getpos _this; _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', ['B_T_MBT_01_cannon_F','B_T_LSV_01_armed_F'], this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crates = _this select 3; _crateType = _crates select (vehicle _pilot isKindOf 'B_Heli_Transport_03_unarmed_F'); _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = 'F_20mm_Yellow' createvehicle getPosATL _this; _flare attachTo [_this,[0,0,-2]]; _fumi = 'smokeShellYellow' createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; private ['_chute1','_chute2','_chute3']; call { if (vehicle _pilot isKindOf 'B_T_VTOL_01_vehicle_F') exitWith { _chute1 = createVehicle [_chuteType, [0, 0, 200], [], 0, 'FLY']; _chute2 = createVehicle [_chuteType, [0, 0, 200], [], 0, 'FLY']; _chute3 = createVehicle [_chuteType, [0, 0, 200], [], 0, 'FLY']; _posRef = [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _chute1 setpos (_posRef vectorAdd [0.58,0,0]); _chute2 setpos (_posRef vectorAdd [-0.5,0.3,0]); _chute3 setpos (_posRef vectorAdd [-0.5,-0.3,0]); _crate = createVehicle [_crateType, position _chute1, [], 0, 'NONE']; _crate call _crateCode; _crate attachTo [_chute1,[0,1.5,-4]]; _chute2 attachTo [_chute1,[0,0,0]]; _chute3 attachTo [_chute1,[0,0,0]]; _chute1 setVectorUp [0.6,0,0.6]; _chute2 setVectorUp [-0.5,0.4,0.6]; _chute3 setVectorUp [-0.5,-0.4,0.6]; waitUntil {position _crate select 2 < 3 || isNull _chute1}; detach _crate; deleteVehicle _chute1; detach _chute3; detach _chute2; MGI_crate = true; publicVariable "MGI_crate"; _chute1 setVelocity [0,5,0]; }; for '_i' from 0 to 1 do { _chute1 = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute1 setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute1, [], 0, 'NONE']; _crate call _crateCode; _crate attachTo [_chute1, [0, 0, 0]]; [_chute1,_crate] spawn { params ['_chute1','_crate']; waitUntil {position _crate select 2 < 3 || isNull _chute1}; detach _crate; _chute1 setVelocity [0,5,0]; }; sleep 1; }; }; MGI_crate = true; publicVariable "MGI_crate"; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _wp2 = _grpVeh addWaypoint [_home, 0]; _wp2 setWaypointType "Move"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointStatements ["TRUE", "vehicle this land 'LAND'"]; _veh land "none"; waitUntil {!isnil "MGI_crate"}; sleep 60; {deleteVehicle _x} forEach crew _veh; deleteVehicle _veh; MGI_crate = nil; I also tried this as I am running my own arsenal code in crate ini. on supply module. Still same result. Only in mp. When I am by myself, everything works great
  8. Ok, I will try this when I get home. Thank You Sir Dan
  9. Sorry to bring up an old thread. I really like this script, but im having trouble in MP if any joined players call supply drops the vehicles that are dropping the supplies still do not get deleted. It works fine when host calls supply drop. Thanks For Any Help Dan
  10. slammandan

    AI takeoff from USS Freedom

    Sorry for being totally ignorant, but how do I get this to work?
  11. I Have Figured Out A Way To Have Attack Helicopter Escort Alive Transport Chopper By Attaching A Rifleman To Transport Chopper, Then Using Trigger, Have Attack Chopper Join Rifleman. If Anyone Is Interested I Could Give More Info Etc. Here Is A Link To Sample Mission, http://steamcommunity.com/sharedfiles/filedetails/?id=1096335806
  12. Wondering If Anyone Else Is Having This Problem. Have Been Using LEA Load Out Editor For Arma 3For A Long Time With No Probs, But Now I Have This -filePatching Prob. I Use Play With Six, I Unchecked The -NofilePatching But Still Have The Script Not Found Error. If I Use ARMA Launcher With -filePatching Enabled It Works No Problem. I Know This Is Probably A Play With Six Prob. Just Looking For Some Help If Anyone Else Has Had This. Thanks Dan
  13. slammandan

    LEA - Loadout Editor for ArmA 3

    Wondering If Anyone Else Is Having This Problem. Have Been Using LEA For A Long Time With No Probs, But Now I Have This -filePatching Prob. I Use Play With Six, I Unchecked The -NofilePatching But Still Have The Script Not Found Error. If I Use ARMA Launcher With -filePatching Enabled It Works No Problem. I Know This Is Probably A Play With Six Prob. Just Looking For Some Help If Anyone Else Has Had This. Thanks Dan
  14. slammandan

    Grass cutter, soldier problem

    Wow I Spent Hours Trying To Figure Out Why My AI Weren't Moving To Their Waypoints. Decided To Remove Grass Cutters, And Voila They Decided To Move To Where They Were Supposed To. Dammit Grass Cuter! P.S. Helicopters Don't Like Landing On Them Either!
  15. Wow That Was Quick! Thanks A lot!
  16. I Really Like This Group Manager, Unfortunately I Am Having A Problem With It Since ARMA Update. I Am Getting Error MSG - Picture: \CA\UI_F\DATA\MAP_BACKGROUND2_CO.PAA Not Found! The In Game Map Is Dark, And Says No Satellite Connection Or Something. No Other Mods Except CBA. I Know This Thread Is Kind Of Old But Thought It Would Be Best Place To Post
  17. Thanks for your replies JCae, Delta. I did search forums first, really didnt find anything except a vehicle respawn script, but since Alive respawns it vehicles itself I was hoping for help from them. The triggers do work repeatedly until the vehicle respawns. Thanks Again Dan
  18. Ok, This is for you smart people out there. I have some alive aircraft I am using triggers on, (To check engine on) They work fine until the aircraft respawns. If any of the vehicles respawn the triggers associated with them do not work anymore. I have the aircraft named, and the triggers are referencing those names. Any help would be greatly appreciated! Thanks Dan
  19. Wow! I Think MCC Is Great! It Gives You The Ability To Create Quick, Random Missions With Ease. I Have Only Used It A Few Times So Far, But I Really Think It Is Great, And Appreciate All The Hard Work! Dan
  20. Hey Guys! Just Noticed When Fixed Wing CAS Are Returning To Base, And Get Shot Down, They Do Not Respawn. They Just Hang On RTB. During SAD If They Are Shot Down They Respawn No Problem. The Helicopter CAS Also Respawn No Problem. Dan ---------- Post added at 05:04 ---------- Previous post was at 05:00 ---------- Sorry. Did Not Mean To Start New Thread. Please Delete
  21. slammandan

    Fixed Wing CAS

    Looked For A Way To Delete. Couldnt
  22. Hey Guys! Just Noticed When Fixed Wing CAS Are Returning To Base, And Get Shot Down, They Do Not Respawn. They Just Hang On RTB. During SAD If They Are Shot Down They Respawn No Problem. The Helicopter CAS Respawn No Problem While RTB. Dan
  23. I Was Wondering If This Could Be Due To Waypoints? Does Alive Create Waypoints From Mapclicks? Sorry If Stupid Question, I Would Just Like To Have Some CAS For Transport Choppers When Called. Any Help Appreciated Dan
×