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wokstation

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About wokstation

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  1. Couldn't see a getPosASL command in your code - it seems to take exception to whatever you've put in there.
  2. wokstation

    Forced landing script help

    Oh I'm not bothered about credit, I'm gratified enough seeing it used. I assume you're using an object created in the editor? Is there a reason (ie, to allow it to die and become unavailable) you're not using the spawnVehicle function?
  3. Not sure about switch, not done much with it, but I can see what's up with the IF statement: if (_ffe = true) Comparisons in IF statements use two equals signs, so (_ffe == true) would be right - except ArmA doesn't seem to like truisms. _ffe contains true/false, so you're asking if true equals true, perfectly valid except not in ArmA it seems. Instead just use the bool condition: if (_ffe) ArmA will then read that as "if TRUE" or "if FALSE" and act accordingly. Might even fix your switch issue.
  4. wokstation

    Forced landing script help

    Going by some of the parameter names I think he may be adapting one of my landing scripts - in which case the purpose is to separate the pilot from the gunnery crew so the pilot can remain careless/mode-green (so will fly and land regardless of fire) and the gunners still get to fire on targets of opportunity, so defending the helicopter. It's the method I use when creating a vehicle with the BIS functions.
  5. wokstation

    Helo Landing

    Give the soldiers a waypoint right next to the invisible helipad, of type "get out", and synchronise it with the helicopter's "transport unload" waypoint (make sure that transport unload waypoint is attached to the helipad for accurate landing).
  6. Then just adapt the script I've given you to cover the civilians in the area too - when it removes combatMode "blue" from the soldiers, make it also setCaptive FALSE on the civvies. It'd take you thirty seconds.
  7. _grp1 = _this select 0; _grp1 setcombatmode "blue"; _cnt1 = 0; while {_cnt1 == 0} do { { if ((damage _x) > 0) then {_cnt1 = 1}; } foreach units _grp1; sleep 0.2; }; _grp1 setcombatmode "yellow"; Off the top of my head, that'll make the group passed to the script hold fire utterly until one of them gets hurt, then they get to fire back.
  8. How are you creating the unit and when are you giving it the waypoints? If you're using createUnit, the wiki reckons you need to give it the join command to join it to the group you spawned it to before it'll accept any orders. Also if they're already doing an order, they don't seem to go for the waypoints - giving them a doMove to their current position seems to clear their current orders and make them return to waypoints/formation. There's also no move waypoint there. And are you adding this in an onActivation field in a trigger or something? And what's CASUnit? Is that a unit, or a group? Going by the variable name, I'm guessing it's a unit... in which case, the commands won't work. Try this: way1 = (group CASunit) addWaypoint [position player, 0]; way1 setWaypointType "MOVE"; way1 setWaypointBehaviour "aware"; way1 setWaypointCombatMode "yellow"; way1 setWaypointDescription "CAS Mission position."; way1 setWaypointSpeed "FULL"; way2 = (group CASunit) addWaypoint [position player, 0]; way2 setWaypointBehaviour "COMBAT"; way2 setWaypointCombatMode "RED"; way2 setWaypointDescription "CAS Mission position."; way2 setWaypointFormation "ECH LEFT"; way2 setWaypointSpeed "FULL"; way2 setWaypointType "SAD"; That tells them to go to the SAD area, then to do the SAD. If they still don't move, add this to the end: {_x doMove (getpos _x)} foreach units group CASunit;
  9. setCombatMode "Blue" springs to mind...
  10. wokstation

    Helo Landing

    unAssignVehicle just tells them that vehicle spot isn't theirs anymore. It doesn't tell them it's time to get out. You want doGetOut or commandGetOut for that.
  11. I believe there are similar for the other modules, but I don't know what they are. I tend to not run any commands on them until a few seconds into the mission to make sure they're running...
  12. wokstation

    Parachute Ammo Box

    There's several: http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#Air_Class_Vehicles
  13. It may be the marker that's the problem then - you need some other target...?
  14. Two things: initintro.sqf gets ran automatically at the start of the intro, in exactly the same way as init.sqf does for the mission. No more having to call your init from a unit on the map ;) The other is if that doesn't sort it and you still get a moment of player-cam, would fading-from-black help?
  15. Reference all the players in an array, and then check the object found against the array? eg... _myobject = nearestObject [objectname, "Man"]; if (_myobject in MyBigArrayOfPlayers) then { // Pop your codey stuff here };
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