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Everything posted by bardosy
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Increment a variable: "Invalid number in expression" error
bardosy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I created a group of units in SQF script and then add a killed eventHandler to all of them: { _x addEventHandler ["Killed", { params ["_unit", "_killer"]; hullaszamlalo = hullaszamlalo + 1; }]; } forEach (units _group_i): "hullaszamlalo" is a global variable, what is zero in init.sqf But when the create units script run, I got a "Invalid number in expression" error to "...o + 1;" It sounds like I cannot add one to a variable. Probably a noob mistake. Need a rubberduck to point to my noobness.- 2 replies
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Increment a variable: "Invalid number in expression" error
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OMG, you are the best rubberduck! Thank you!!! When I search for the error msg, I found out the problem: } forEach (units _group_i): It's not a comma in the end of this line. Sorry for annoying, but thank you very much!!!!- 2 replies
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These coop missions will be form an SP campaign in the near future. But until then, you can play with them separately in MP cooperative. All of them require S.O.G. Prairie Fire DLC, but nothing else. Hold Alamo Short (40 min) mission to defend an F.O.B. on the hill from the multiple waves of Vietnamese assault. Boots for walking It's a regular patrol routine in Vietnam: eliminate VC, destroy caches, collect intel... Secure transport SF team are working on a Hearts and minds mission, so they need supply serve to the villagers. Your task is to clear the road for the truck convoy. (Mission inspirited by Radio Commander game.) Search and Rescue Your team was sent for patrol the area and gather intel about shot down pilots. This mission is use Johnnyboy's passable rice paddle script. Ride of the Valkyries Mission based on Apocalypse Now movie: the Air Cavalry charge against a VC stronghold village full of civilians too. Wagner is included. Hammer and Anvil Classic Hammer and Anvil operation: your task is to push the NVA troops toward the mechanized infantry "anvil". In this mission you don't just command your squad, but a whole ARVN platoon (3 squads + yours) by High Command module (or if you play in MP any player can command the squad leaders of the ARVN squads). You have mortar support and intel from a pre-flight of Navy recon plane (he marks interesting sport in the AO). Frontline [W.I.P.] Well known Bravo 2 squad get an order to support other Bravos at a hill on the Frontline South of Hanoi.The main objective is to bleed out the enemy and capture their position to get visual sight on the weapon factory, so you can drive a massive artillery strike on it.
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Repeatable trigger for any gorup member
bardosy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am a little bit rusty and forgot a lot of things. So I stucked in this issue: There is a container on the map and a repeatable trigger around it. The owner of the trigger is the player. The trigger activated by "any group member" "present". I want if any of my soldier arrive to the trigger he get a new weapon. I made the script and it works for the first soldier, but not the others. It seems the trigger activated only once (if two of mu soldier arrive at once, the script works well both of them, but the trigger never deactivated, so when the third soldier arrive he didnt get the new weapon. I tried to write "true" to onDeactivate field and hoped it will autamitically deactivate the trigger when activated, but not. Any useful tip? -
Repeatable trigger for any gorup member
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very good question! Thanks. I inform the player about this. The situation: paratroopers arrive without equipment (only pistols) and they have to find their weapon container and rearm - meanwhile Greek shepherds hunt them. So the players rush to the containers for rearm, but rearming AI soldiers by commands is a pain. So I want to help in this and if any AI soldier is near to this container, they automatically get his weapons. So I dont want to add an addAction what is rearm all his AI soldiers, because its too easy, he have to lead or command his men to the container (meanwhile they are hunted). But - during my sleep - I could drop the trigger-idea and probably I will to make a script what checks in every 5 second if any player-lead AI soldier is close enough to the container and then rearm. And if all the soldiers is done, then exit. EDIT: Yeah, script works like charm. I think sometimes we just dont need trigger. -
Repeatable trigger for any gorup member
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your first idea works, when one soldier rearmed then send all of them away and then back. But it very painful to rearm all. The second one didnt work. I guess the last line never run, bc its in the onDeact field what is only run, when deact. But this line should deact. So I tried to put it in the end of the second line *what is on the onActi field. But still not works. But I understand your concept and it should work, but doesnt. I am so desperate I am thinking about to delete the trigger in the end of the script (what is run by the trigger) and create a very similar again, what is fire the script again... 🤣 -
Repeatable trigger for any gorup member
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! I will try this. -
I found many other topic and guide to porting Arma2 content to Arma3, but all these about units or maps, not MISSIONs. So I start this topic to discuss how to convert missions from Arma2. First thing first, I'm a beginner in this and I have more questions than advises. Don't start to porting missions if you are not familiar with Arma2 mission making and Arma3 mission making process! 0. I used CUP units for Arma2 and AiA maps. 1. I copied the arma2 mission's folder into arma3 missions folder. 2. I open the mission.sqm in an editor and change version=11 to version=12 3. I replace the old unit names to CUP classnames. Eg. USMC_Soldier_SL to CUP_B_USMC_Soldier_SL 4. I replace these classnames in the sqs and sqf scripts too. 5. I try to open the mission in Arma3 editor. If it complains to missing classnames, I find it in mission.sqm file and replace it to a CUP classname, or - if it's not exists - I try to find something similar. Maybe a classname from vanilla Arma3 ? I do it until editor can open the mission without warnings. 6. I try to preview the mission (play the mission) in mode where I can see the script errors on the screen. If any script drop an error message, I find it in the script file and try to solve it with googling for solution. Eg. like no more commands setVehicleInit or processInitCommands, so need solution to make the script working without these. It's a good start to looking for a newer version of that script. Eg there is an Arma3 version of good old UPSMON script. 7. Change to old briefing and tasking system to new one. 8. Remove the A2 healing system. I know it's too brief and there is a lot of specific questions. I guess this topic is a good tart. I got questions, so I start a FAQ here: Q: Do the scripts from A2 still work? A: Some of them yes, others not. Actually most of them will work under A3, than from A1. There are a few script command what is removed (it mentioned above). So you have to check all the script you used in a mission manually and one by one. If you used in A2 a third party script (eg UPSMON), the best solution to ask the original author and maybe there is an A3 version. But if the script was created by you, you have to check it line by line. What will not work in A2 scripts in A3: the A2 animations, some of the A2 classnames (you have to replace the CUP classnames), the A2 first aid module, most of the A2 other modules...etc
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Hey Johnnyboy Yesterday I tested SOG AI with my mission Search and Rescure. I wantr only share with you the ending, because maybe you can improve SOG AI by this experience. So at the very late game I have to liberate two POW pilots. They joined to my squad. Yes, Iknow SOG AI dont handle lately joined AI. Thats ok. I ordered them with vanilla command to follow me. The terrain is not too AI freindly there so I use your wheel many times to order my original AI to follow me. Everything went fine. But once I thought, the original AIs can be faster if I order them with your "move there". So I used the wheel and order them to "move there". And then, the two pilot UNjoin from my squad. They didnt die or injured, they just stand where they were when I use the wheel. All the original AI move where I told them. But the two pilot were not in my squad anymore. It was not a showstopper (maybe a little story-killer), because the rescue helicopter took us and fly to the base and mission successful ended. But the tro pilot left in the rice field. 🙂 Fortunately my napalm script didnt work again, because by my original version, after the rescue helikopter took us, an F4 just napalm the rest of the prison camp. If it went fine, those pilots would roasted. Back in the functionality: I thought you mod just dont care with the lately joined AIs, so I expect the original AIs will run to the point where I sent them, and the pilots will follow me slowly (as vanilla "back to formation" do), but they were detached from the squad.
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Congratulation! And I report: I tried the Boots for walking mission with SOG AI and works fine. I was very accurate to find any issue, but I couldn't. Even my tasks worked fine. I know it's not yet your script, but it looked great (and rare in PF) when AI walk across a bridge without stucking. Oh and finally I met with those infamous patrol dogs. 🙂
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It1s not SOG AI related, but I could fix the napalm strike script, plus I add your napalm effect script. And it looks great.
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I only use SOG AI mod. No other mods.
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About stuck AI: yeah, you are right, its a cheat and immersion killer. And I saw that "come to me" but didnt know I should try to use it 🙂 When the guy stucked in a hut I tried everything with vanilla BIS commands: change stance, go there, RTF... etc but he couldnt move. That forced/animation swim and bridge crossing sounds VERY good!!! You are the man!
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Another feedback: I tried my Secure Transport mission with SOG AI. Here are my experience: * I dont know it's just the leapfrog or you did something else with the AI, but leapfrog is VERY EFFECTIVE. Yeah, it's not a fast train, but do the job: my squad became an advance panzer train. And also it looks extremly cool. In vanilla SP the player is the Rambo and team only support him. But with leapfrog, they do the job of a regular soldier and I can be the Team Leader. What is perfect! (I saw many feedbacks in Workshop forum and they are right: you should do this leapfrog command available as a mod for basic Arma (not just for SOG). Yeah, I get it, there is no command wheel, but if you just add in the action menu, it would be perfect! * I dont know it was you, but it's the healing system, but my men has a bandage after they were healed by the medic. Very good mood. * I know it's not easy (I mean the scripting is easy, but not too realistic), but you should add a command to action menu (like "treat you all") when some of AI team mate is far enough from the group (or detect somehow he is stucked - but if he is far away it's possible because he is stucked). So the player SL has an ability to unstuck him from action menu (just teleport him a few meters away or teleport him next to a closer AI teammate. I know and you know SOG terrain is a nightmare to AI and they always trapped. If you add a little help to the players (even if it's a little bit unrealistic) add a huge help. Or if you have a better idea how to teleport a little bit realistic, it could solve your problem? not all PF mission is playable, because AI cant cross river... etc. So if you add some teleport option, player can swim or boat cross the river and then teleport the AIs. * I get this circle again. Forget it! Probably connected somehow the medic and healing system. It's somehow the medic do the revive, but the revive gui somehow show for the player? It was present on my screen, but once the AI medic cannot reach the wounded guy, so I go there and treat him. And then I saw the revive circle and when I revive the guy, the circle is dissapear. But yeah, you dont have to waste time on this, it's not a big issue. I just try to discover this circle for you. * I dont know why, but in the very late game (Secure transport is a very long mission and a lot of walking and I mostly use leapfrog command), But sometimes I add follow me order or move there order. And in the late game, two guy refuse the follow me and the move there commands. They just lay in the ground (in the GUI, under their name was "stop", like during the leapfrog, when half the squad is just "stop". I dont know some code from leapfrog interfere with this OR they did this strange disobey because their colorcode-mate (they were the read team) was stucked in a fence 6 km away (and they just wait for him?). Finally they follow me and everything went fine... * I experienced second time: if I play with SOG AI, my tasks f*cked up: In the beginning I saw the task: "get in the helicopter", but when I do, it never became complete. The heli triggered and transport us into the AO, but the task never checked and I dint get the new task. The whole mission went fine (but only because I know what to do, bc there was no tasks). I use an old task framework by FHQ (because it's better for MP) maybe its interfere with your script. Johnnyboy! This is a fantastic MOD. Pls consider my suggestion about the "untrap AI" option! Also a question: is it possible to use SOG AI in PF campaign by a friend: I mean, we played all PF mission by two and it was very hard. If we could use SOG AI and your AI team, it made all these mission most enjoyable.
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I saw your YT video about Boots for walking mission. I commented it, but I have one question what is more esily to answer here. In the village I saw you to use the bis revive (when your AI didnt help) How is it works for you? When I did it, your script told me I am wounded and cannot command my men.
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Johnnyboy, I tried Valkyr in 4th times at night and your stuff works fine (mine not soo). I didnt play with arma in the last 5-6 months and all the updates since then ruined a lot of things: * Somehow - when I play in SP - the task system didnt work. I didnt get new tasks. But all the triggers works, so I (who know what to do) can play it to the end, but there was no tasks. What is very odd, because the first 3 try I had. * Somehow a litle white circle with transparent black fill is appear around my crosshair (I could play with it. Even it was easier to aim). I am not sure, maybe it's from your GUI? Maybe not. * My napalm script (spawn a F4 with napalm and drop it) didnt work: the F4 spawned and fly correcly, but it didnt drop the bombs. Probably they change the name of the class of the bomb, so when I "fire" it, it's just dont do. * The cannon on the beach (what I should use as arty map) is start jumping when I activate arty map. Sometimes it jumps into the water and damage the cannon and kill me. Other times, I could filfull the task (fire enough to the target area), so trigger activated and I could continue, but everything looks sooo ugly. So my point is, I tried in SP mode and SOG AI works fine. I dont know why command wheel didnt appear in the first try. Oh, just a small suggestion: maybe it's just me, but I had to try all the keys on keyboard to found the key to the command wheel. You should mention the Tab key in the description of Workshop. (But if all the other guys could use it without problem, maybe it's obvious, and I am just dumb.)
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Hey Johnnyboy! Thanks for this excellent mod! Please let me share my experience and correct me if I did something wrong! I tested it with my Valkyrie mission. First I tried it in SP mode but it cannot open your command wheel. So I tried in MP (first with my original AI teammates, but something went wrong so I decide to disable all AI and use your teams) So I describe my third attempt: I choose a 9 men Army group from your list. I load the men to the helicopter with BIS "get in" order. And in the AO they unload nicely by my fixed script. Then I game them a frogleap order to east and it was a beauty how they perform it. They use grenade what is better than BIS AI. Then we turn back (get a new task) to the hospital. (In my second try - when I use my original team, not yours - I gave them a circle order from your wheel, but when I want to advance again, I use BIS follow me and it wont work, only your wheel's follow me). So then I game the new frog leap command to the hospital and they do it as it should be. In the hospital garden I saw a hiding VC, so I dropped my grenade (what accidentaly was a WP) and it was nice to saw your fantastic script: the poor VC run towards to me in flames and before he died, he burn me too. Excellent. But now the problems started. I ordered my AI team to hold (bc they are usually poor performance in building) and enter the building alone. In both second and third try the hiding VC in the building killed me: once in the second floor and other time in the ground level. When I was dying in the first floor, the rescue guy cannot reach me: he went UNDER me (so the exact location, but in the wrong floor) and cannot revive. When I was dying in the ground level, two guys come to revive me, but they couldnt: one of them is just stop and the second one cannot pass him (he stucked, because of the other guy) When I was in the first floor, I hold the Space for BIS respawn: all my men died with me and all of them respawn with me (those were my original men by the mission), but I cannot order them anymore by your wheel bc "When you are wounded, cannot command" (I was not wounded. Probably the respawn didnt reset this variable) When I was in the ground floor, I dont want to respawn, bc I thought all the problem was bc of the respawn, so I wait, how the two AI will solve this problem. I dont really know what happend (maybe BIS respawn modul timeouted, or one of the guy finally revive me, but the VC immediately kill me again.... everything happen so fast), but I was forced to respawn. All my men died with me, but they didnt respawn (those were your men). And I still cannot command by wheel (not just because I had no men, but still warn me, I am wounded, what was not true) My question is: what did I do wrong? Should I edit my mission and remove the BIS respawn modul? Can your AI locate me in 3D (not just 2D) when I wounded?
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release [COOP 09] Bardosy's S.O.G. missions
bardosy replied to bardosy's topic in ARMA 3 - USER MISSIONS
@jgaz-uk I checked 4 crate at the base (where the mission begin) and 1 crate at the Alamo FOB what support Arsenal, but all is limited (white listed) for only vietnam era weapons. Where was that crate where those guys take modern weapons? My only guess you have the first version from Steam Workshop, because in the first version all the Arsenal crates was not white-listed so you could pick modern weapons. -
Detect Napalm strike position and direction
bardosy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@johnnyboy have you any progress in this? I use a napalm strike script and (it's different from official napalm strike, so I could not use your solution directly), but I like to "steal" that part what replace the green trees to burned one. -
release [COOP 09] Bardosy's S.O.G. missions
bardosy replied to bardosy's topic in ARMA 3 - USER MISSIONS
Sorry for the late answer, I didnt see your comment before (forum didnt notice me). In the Alamo mission, there come a napalm strike by a F4 plane (it's triggered by timeout) and after that the mission should ended. Did you see this napalm strike? (there is a radio chetter before this happen). I suggest to update the mission, because in the new version there is a limitation in Arsenal to use only Vietnam weapons. But I will double check it this evening. -
release [COOP 09] Bardosy's S.O.G. missions
bardosy replied to bardosy's topic in ARMA 3 - USER MISSIONS
I did it yesterday. I even add boat traffic for the starting island. I found a few little bugs and fixed it. But somehow the last assault became too hard. So many NVA come... I only tested it by a friend and two real players can solve it (not easy, but not so terrible than alone). So I will modify this part to make it easier if player is alone. I only could complete it, I know where is the trigger what activate Bravo 4 support team, so I left my AIs behind to fight with a huge enemy forces and run forward to the trigger, so Bravo 4 could help us. 🙂 -
cam_lao_nam S.O.G. empty field somehow block the AI's vision (invisible wall?)
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Savage developers asked me to make a ticket about it. I did, but if you can explain more accurate than me, please add a comment to this ticket: https://feedback.bistudio.com/T159346 -
There is a special crop field (not rice, maybe onion) it's a very small crop, so for an adult, it's an empty field. Brilliant visibility. But only for human player. AI can pass (AI groups can run up and down without any problem). But if an AI group in the field, it cannot detect enemies. I made a test mission. Put three VC in a group and add a Search and Destroy WP. And put three US rifleman (the leader is the player). Not the VC, nor the AI americans will not fire to the enemy. And even if I saw them, I cannot order AI to engage, because "I can't see them" by the arma engine. If I go very close (2 meter) to the VC group, then they detect me and fire. Interesting, because in other part of the map in the elephant grass, the AI can see through the very high grass, but here they can't. Probably Savage put this invisible wall to a bad place. As you can see, I put a "hide terrain object" module to remove "that thing" but not really remove anything and not solve the problem. If you can help me to solve this glitch, please do! Here is the sample mission (of course it's on SOG map): file name is: "mission.sqm", folder name is: "xdel_cowardVC.Cam_Lao_Nam"
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release [COOP 09] Bardosy's S.O.G. missions
bardosy replied to bardosy's topic in ARMA 3 - USER MISSIONS
I think this philosophy is very true in Arma since OFP. As a mission makers we had to make many compromises. -
cam_lao_nam S.O.G. empty field somehow block the AI's vision (invisible wall?)
bardosy replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did it. I hope they can help: https://community.sogpf.com/threads/774-Weird-terrian-bug-AIs-don-t-fight-each-other