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_BARNS_

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Everything posted by _BARNS_

  1. Wow, thats the only thing i said at the moment i ve seen this mod! Thx alot for the work and time you spent on it, hope to see more updates in the next months, are you guys working on 2.7?
  2. Hello i made a mission where you can call in support from a vehicle, i made this with "addaction ... " in the init line of the vehicle and the vehicles are all able to respawn after beeing destroyed. Now after the vehicle respawn the "addaction ... " is gone, has anybody an idea how to make it possible to recover or to add the action again to the recently respawned vehicle? thx for help!
  3. Hey m8, thats how my script looks like, i used processInitCommands but it is still not working ... Code: _unit = _this select 0; _unit setVehicleInit act1 = this addAction ["Call RACS gunship support","actions\callgs.sqs"]; act2 = _unit addAction ["Call RACS paratroopers","actions\callpa.sqs"]; act3 = _unit addAction ["Call USMC reinforcements","actions\callre.sqs"]; act4 = _unit addAction ["Call RACS CAS - Lasertarget","actions\callca.sqs"]; processInitCommands; ~5 hint "hint: Test."; exit;
  4. Hey, i am deploying paratroopers on the battlefield with this script made by Mandoble. It was working fine, BUT now i installed ACE and all the paratroopers die after jumping out because they have no chutes anymore. How to assaign or give or wathever a parachute to this soldiers??? Ideas welcome! case "CALL_PARAS": { _group = createGroup (_side); switch (_side) do { case west: { _utype = "ACE_SoldierGPilot"; }; case east: { _utype = "SoldierEPilot"; }; case resistance: { _utype = "SoldierGPilot"; }; case civilian: { _utype = "Civilian2"; }; }; if (mando_airsupport_type_pa isKindOf "Helicopter") then { _range = mando_airsupport_range_he; } else { _range = mando_airsupport_range; }; _jump = mando_airsupport_jump; _spawnpos = _startpos; _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"]; _speed = speed _plane; _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1)); _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100]; _plane setDir _ang; _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"]; _driver setskill 0.5; _driver setCombatMode "BLUE"; _driver setBehaviour "CARELESS"; _driver setRank "CORPORAL"; _group selectLeader _driver; _driver moveInDriver _plane; _plane flyinHeight mando_airsupport_bomb_alt max 100; if (!isNil "mando_missile_init") then { _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf"" "; [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf "; processInitCommands; }; _wp = _group addWaypoint [_targetpos, 0]; [_group, 1] showWaypoint "NEVER"; [_group, 1] setWaypointSpeed "FULL"; [_group, 1] setWaypointType "MOVE"; _group_i = createGroup (_side); _i = 0; { if (_i == 0) then { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "CORPORAL"; _group_i selectLeader _unit; } else { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "PRIVATE"; }; if (_side == civilian) then { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK74"; }; _unit setskill 0.5; _unit moveInCargo _plane; if (mando_airsupport_ab_switchable) then { addSwitchableUnit _unit; }; _i = _i + 1; } forEach mando_support_infantrytype; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 1] showWaypoint "NEVER"; [_group_i, 1] setWaypointType "SAD"; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 2] showWaypoint "NEVER"; [_group_i, 2] setWaypointType "HOLD"; [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way."; [] exec "scripts\callpam.sqs"; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; /* if (alive _plane) then { { _x action ["EJECT", vehicle _x]; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; */ if (_jump) then { if (alive _plane) then { { if (alive _x) then { _x action ["EJECT", vehicle _x]; }; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; } else { _plane flyinHeight 0; _plane doMove _targetpos; Sleep 3; waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)}; Sleep 2; if (alive _plane) then { { if (alive _x) then { _x action ["getOut", vehicle _x]; }; unassignVehicle _x; Sleep 1; } forEach units _group_i; }; _plane flyinHeight mando_airsupport_bomb_alt max 100; }; Sleep 2; _group move _spawnpos; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; { if (alive vehicle _x) then { deleteVehicle vehicle _x; }; } forEach units _group; { if (alive _x) then { deleteVehicle _x; }; } forEach units _group; deleteGroup _group; }; I also tried to implement this _unit addMagazine "ParachuteWest"; into the script but it did not work ... hope you can help me, because i am a noob scripter. i added this lines now ... if(_group distance _plane > 2) then { _vec = createVehicle ["ParachuteWest", _pos, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 100]; _unit MoveInDriver _vec; WaitUntil {vehicle _unit == _unit}; _unit setpos [(getpos _unit select 0),(getpos _unit select 1),0]; } else { _unit setpos [_pos select 0,(_pos select 1)+5,(_pos select 2)]; }; Now my script looks like that but i am not sure if this is okay ... any ideas? case "CALL_PARAS": { _group = createGroup (_side); switch (_side) do { case west: { _utype = "ACE_SoldierGPilot"; }; case east: { _utype = "SoldierEPilot"; }; case resistance: { _utype = "SoldierGPilot"; }; case civilian: { _utype = "Civilian2"; }; }; if (mando_airsupport_type_pa isKindOf "Helicopter") then { _range = mando_airsupport_range_he; } else { _range = mando_airsupport_range; }; _jump = mando_airsupport_jump; _spawnpos = _startpos; _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"]; _speed = speed _plane; _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1)); _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100]; _plane setDir _ang; _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"]; _driver setskill 0.5; _driver setCombatMode "BLUE"; _driver setBehaviour "CARELESS"; _driver setRank "CORPORAL"; _group selectLeader _driver; _driver moveInDriver _plane; _plane flyinHeight mando_airsupport_bomb_alt max 100; if (!isNil "mando_missile_init") then { _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf"""; [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf"; processInitCommands; }; _wp = _group addWaypoint [_targetpos, 0]; [_group, 1] showWaypoint "NEVER"; [_group, 1] setWaypointSpeed "FULL"; [_group, 1] setWaypointType "MOVE"; _group_i = createGroup (_side); _i = 0; { if (_i == 0) then { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "CORPORAL"; _unit addweapon "ACE_Parachutepack"; _group_i selectLeader _unit; } else { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "PRIVATE"; }; if (_side == civilian) then { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK74"; }; _unit setskill 0.5; _unit moveInCargo _plane; if (mando_airsupport_ab_switchable) then { addSwitchableUnit _unit; }; _i = _i + 1; } forEach mando_support_infantrytype; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 1] showWaypoint "NEVER"; [_group_i, 1] setWaypointType "SAD"; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 2] showWaypoint "NEVER"; [_group_i, 2] setWaypointType "HOLD"; [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way."; [] exec "scripts\callpam.sqs"; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; /* if (alive _plane) then { { _x action ["EJECT", vehicle _x]; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; */ if(_group distance _plane > 2) then { _vec = createVehicle ["ParachuteWest", _pos, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 100]; _unit MoveInDriver _vec; WaitUntil {vehicle _unit == _unit}; _unit setpos [(getpos _unit select 0),(getpos _unit select 1),0]; } else { _unit setpos [_pos select 0,(_pos select 1)+5,(_pos select 2)]; }; if (_jump) then { if (alive _plane) then { { if (alive _x) then { _x action ["EJECT", vehicle _x]; }; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; } else { _plane flyinHeight 0; _plane doMove _targetpos; Sleep 3; waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)}; Sleep 2; if (alive _plane) then { { if (alive _x) then { _x action ["getOut", vehicle _x]; }; unassignVehicle _x; Sleep 1; } forEach units _group_i; }; _plane flyinHeight mando_airsupport_bomb_alt max 100; }; Sleep 2; _group move _spawnpos; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; { if (alive vehicle _x) then { deleteVehicle vehicle _x; }; } forEach units _group; { if (alive _x) then { deleteVehicle _x; }; } forEach units _group; deleteGroup _group; }; thx in advance greetings Mark
  5. Hello m8s, i ve build a mission where you can call CAS and an EVAC if you are close to a vehicle. This is working fine, the problem is now that if you are requesting a CAS the script is running for every player and not only for the one which activated it. My question is now, is there a chance to run the script only for the player who activates it? thx alot for help
  6. _BARNS_

    Artillery Support

    Hmmm, i changed something in the on activation line ... [thislist] exec ... to [this select 0] exec ... after that the error was gone but now the artillery only fires once ... I am going to post the screenshot m8! btw did you see my other big prob? http://forums.bistudio.com/showthread.php?t=100551 :D
  7. _BARNS_

    Artillery Support

    Okay i changed the code, now i only still got this error message ... _K doWatch [_X,_Y,5000]; hope you got an idea for this too :D cheers
  8. _BARNS_

    Artillery Support

    Well, after clearing one problem here we are with the next. I tried Mr-Murrays artillery example for the enemy from the deitor guide, means, the artillery is activatied by a trigger if BLUFOR is detected by the enemy. so far so good BUT than i got this error message ... _Y = |#|getpos _Z select 1; error getpos, type array, awaiting object and this error ... _K doWatch [_X,_Y,5000]; and here are the scripts ... this is in the trigger ... _Ziel = _this select 0; ;Feuer {[_x,_Ziel] exec "scripts\efire.sqs"} foreach [E1,E2,E3,E4,E5,E6] exit; exit; this one is the efire.sqs _K = _this select 0; _Z = _this select 1; _X = getPos _Z select 0; _Y = getPos _Z select 1; _K doWatch [_X,_Y,5000]; _A =_K Ammo "D30"; ~5 _K fire "D30"; @ _A > _K Ammo "D30"; ~3 _N = nearestObject [_K,"HeatD30"]; _X = _X+((random 80)-40); _Y = _Y+((random 80)-40); _H = "HeliHEmpty" createVehicle [_X,_Y] ; _H say "Ari"; ~1 _N setPos [_X,_Y,0]; "SH_125_HE" createVehicle [_X,_Y,0]; deleteVehicle _H; exit; maybe somebody knows how to fix it ... come on scripting gods thx in advance
  9. deploying units with parachute while running the ACE mod for Arma 1 ... i ve run into this problem after running the ACE mod on my pc after the AI units jumped out of the plane ( using Mando scripts ) they fall down to the ground and die because they have NO chutes. How can i make it possible for these AI units to get a chute??? Is it possible to assign it to em or something else??? thx for help m8s!
  10. i am a Arma 1 only player! :D do you think its possible to add this line to the nodlg script so all the paratroopers got a chute??? _unit addMagazine "ParachuteEast"; so it would look like that ... _group_i = createGroup (_side); _i = 0; { if (_i == 0) then { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "CORPORAL"; _group_i selectLeader _unit; } else { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "PRIVATE"; }; if (_side == west) then { _unit addMagazine "ParachuteEast"; }; if (_side == civilian) then { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK74"; }; _unit setskill 0.5; _unit moveInCargo _plane; do you guys think i can add additinally a chute with this script line to the soldiers??? thx
  11. Hey m8s, i got following problem, i am calling in paratroopers, the heli is coming, the soldiers are starting jumping out BUT they have no parachutes ... so they all die! I am using ACE mod btw and thats the part of the script ... plzzz help! case "CALL_PARAS": { _group = createGroup (_side); switch (_side) do { case west: { _utype = "ACE_SoldierGPilot"; }; case east: { _utype = "SoldierEPilot"; }; case resistance: { _utype = "SoldierGPilot"; }; case civilian: { _utype = "Civilian2"; }; }; if (mando_airsupport_type_pa isKindOf "Helicopter") then { _range = mando_airsupport_range_he; } else { _range = mando_airsupport_range; }; _jump = mando_airsupport_jump; _spawnpos = _startpos; _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"]; _speed = speed _plane; _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1)); _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100]; _plane setDir _ang; _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"]; _driver setskill 0.5; _driver setCombatMode "BLUE"; _driver setBehaviour "CARELESS"; _driver setRank "CORPORAL"; _group selectLeader _driver; _driver moveInDriver _plane; _plane flyinHeight mando_airsupport_bomb_alt max 100; if (!isNil "mando_missile_init") then { _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf"""; [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf"; processInitCommands; }; _wp = _group addWaypoint [_targetpos, 0]; [_group, 1] showWaypoint "NEVER"; [_group, 1] setWaypointSpeed "FULL"; [_group, 1] setWaypointType "MOVE"; _group_i = createGroup (_side); _i = 0; { if (_i == 0) then { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "CORPORAL"; _group_i selectLeader _unit; } else { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "PRIVATE"; }; if (_side == civilian) then { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK74"; }; _unit setskill 0.5; _unit moveInCargo _plane; if (mando_airsupport_ab_switchable) then { addSwitchableUnit _unit; }; _i = _i + 1; } forEach mando_support_infantrytype; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 1] showWaypoint "NEVER"; [_group_i, 1] setWaypointType "SAD"; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 2] showWaypoint "NEVER"; [_group_i, 2] setWaypointType "HOLD"; [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way."; [] exec "scripts\callpam.sqs"; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; /* if (alive _plane) then { { _x action ["EJECT", vehicle _x]; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; */ if (_jump) then { if (alive _plane) then { { if (alive _x) then { _x action ["EJECT", vehicle _x]; }; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; } else { _plane flyinHeight 0; _plane doMove _targetpos; Sleep 3; waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)}; Sleep 2; if (alive _plane) then { { if (alive _x) then { _x action ["getOut", vehicle _x]; }; unassignVehicle _x; Sleep 1; } forEach units _group_i; }; _plane flyinHeight mando_airsupport_bomb_alt max 100; }; Sleep 2; _group move _spawnpos; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; { if (alive vehicle _x) then { deleteVehicle vehicle _x; }; } forEach units _group; { if (alive _x) then { deleteVehicle _x; }; } forEach units _group; deleteGroup _group; }; many thx in advance!
  12. _BARNS_

    6thSense.eu Presents: "Pack1"

    i ve installed the 6thsense Mod 1.24 and now i got a error message at the startup of Arma saying ... "SIX_Islands requires slx_desert_islands" how to fix this problem???
  13. _BARNS_

    Artillery Support

    Damn what a stupid mistake i made, going to try it out this evening, hope it works thx alot m8!
  14. _BARNS_

    Artillery Support

    I tried _N setPos [_X,_Y,300]; "FlareWhite_M203" createVehicle [_X,_Y,300] ; deleteVehicle _H; but no flares can be seen!
  15. Hey i try to deploy flares in an artillery script but the are not showing up, any ideas how to get it to work? _K = _this select 0; _Z = _this select 1; _X = getPos _Z select 0; _Y = getPos _Z select 1; _K doWatch [_X,_Y,5000] ; _A =_K Ammo "PRACS_m109_155mm_Gun"; ~5 _K fire "PRACS_m109_155mm_Gun"; @ _A > _K Ammo "PRACS_m109_155mm_Gun"; ~2 _N = nearestObject [_K,"PRACS_m109_155mm_Frag"]; _X = _X+((random 80)-40) ; _Y = _Y+((random 80)-40) ; _H = "HeliHEmpty" createVehicle [_X,_Y] ; ~1 _H say "ari"; ~1 _N setPos [_X,_Y,200]; "FlareWhite_M203" createVehicle [_X,_Y,200] ; deleteVehicle _H; exit thx alot for help
  16. _BARNS_

    Artillery Support

    Hey I am trying to get the artillery to deploy flares instead of grenades, but somehow it is not working if someone has an idee how i can make this happen plz let me know! here is the script ... ; ********************************************************* ; Script file for Armed Assault ; Script by: Mr-Murray ; Script edited by: _BARNS_ ********************************************************* _K = _this select 0; _Z = _this select 1; _X = getPos _Z select 0; _Y = getPos _Z select 1; _K doWatch [_X,_Y,5000] ; _A =_K Ammo "PRACS_m109_155mm_Gun"; ~5 _K fire "PRACS_m109_155mm_Gun"; @ _A > _K Ammo "PRACS_m109_155mm_Gun"; ~2 _N = nearestObject [_K,"PRACS_m109_155mm_Frag"]; _X = _X+((random 80)-40) ; _Y = _Y+((random 80)-40) ; _H = "HeliHEmpty" createVehicle [_X,_Y] ; ~1 _H say "ari"; ~1 _N setPos [_X,_Y,0]; "FlareWhite_M203" createVehicle [_X,_Y,0] ; deleteVehicle _H; exit
  17. problem solved i added _unit = as and now it is working! thx alot
  18. Hey maybe somebody could help me with this ... i placed a vehicle named "as" in the editor and in the init i wrote this addaction ["Test","script.sqs"] so far so good it works but if i wanna remove this action the problem starts. i tried with another script remove.sqs as = vehicle removeAction ["Test"] but it is not working ... any ideas why? thx alot for help!
  19. Okay i tried this with ... act1 = this addaction ["Test","script.sqs"] and to remove i wrote in the script ... as removeaction act1 BUT i got this error message ... 'as |#|removeaction ["Test"] 'error removeaction: typ array, erwartet Zahl i have no clue!
  20. _BARNS_

    6thSense.eu Presents: "Pack1"

    Hello m8s, again i am playing the old Arma 1 mod 6thsense 1.24 and i am bored by the reason that you can not run very far without getting out of breath or black out ... Can somebody give me a helping hand and tell me how to deaktivate this effekt, maybe by deactivating CRDS or what but how to do that? PLZ help. thx alot!
  21. _BARNS_

    OH-58 Kiowa Warrior

    M8 there is a Gau19 gun in the ACE mod, maybe ask em for perm to use it un your kiowa ... btw the M2 looks not as pretty as the M134 did before.
  22. _BARNS_

    Al Amiriya

    At the moment i am a little bit confused ... is this the same island or map like Safwan? ... or are you working on two projects?
  23. _BARNS_

    Project RACS

    uiuiui can we expect some M60-2000 driving on the weekend too?
  24. _BARNS_

    Project RACS

    ... only one thing to say here at Project RACS mod ... awesome m8s really awesome! Unfortunately you now have alot of planes for your mod, but maybe you like to have one more ... i found a OV-10 Bronco maybe you can include it too? http://www.armedassault.info/index.php?cat=addons&id=786 Keep up your great work, we love it!
  25. _BARNS_

    HWM ADDONS PACK V4.0 - WIP

    That would be awesome m8!
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