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barbolani

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Everything posted by barbolani

  1. You are not that far. If you assign a variable to BIS_fnc_spawnGroup it will store the group name. Assuming you are using the right params to the function, if you do: evilGroup = [getPos aPos, EAST, 5] call BIS_fnc_spawnGroup; It will spawn the group with evilGroup as reference, so you can debug the mission like: leader evilGroup globalChat "Am I Evil, yes I am" <--- check if the group has spawned. leader evilGroup globalChat format ["We have this waypoints: %1", waypoints evilGroup] <--- check if you added those waypoints. leader evilGroup setPos (wayPointPosition [evilGroup,0] <--- if the leader teleports to where the player is, then you gave him the right direction to the waypoint. See? Anyway, if scripting things is hard and you don't have time or dislike it, the things you are trying to do are more or less doable without any script, just mission editor.
  2. Thanks all. From my understanding the difference is very very small, not noticeable. I am trying to get rid of any waitUntil, while etc.. loop in Antistasi and I was worried about spawning one everytime an enemy spawns. But it seems there is no big difference between both methods and the only (myabe) noticeable thing is to just use eventHandlers...
  3. I suppose all this code is pasted in the "OnAct" box of a presence trigger. Ins't it? Then, the blank error is because you use a local variable: _my_group (it's local because it starts with "_") and a trigger on the main scope does not allow to use local, only global (without the "_"). So changing everything to "my_group" should work. Same with other variables, such as _wp. Second: do you have the group declared? I think not because you would have the same error on the declaration. So in the group leader init field put: my_group = group this; Third: You are referring to player. If you are playing MP Hosted, it's ok, but if you play on Dedi, "player" object does not exist. So you will have to refer to, for example, the player group leader. Do the same thing to declare the players group on their leader + in the script say "leader playersGroup" instead of "player" And the last advice, but the most important!!!! To start with scripts which are difficult for you, two main things: - .rpt is your friend. Is the file where scripting errors are exported. Ask google where it is. - Debugging is your best friend! Instead of putting the whole bunch of code, divide it by pieces. Let's say, first, check the units get dressed up the way you want using only the Arsenal export. Then let's check if the waypoints are created (hint format), the position is correct and updated etc.. I allways start coding with some hint messages from time to time to check everything is ok. This way you don't have to know what's happening in 60 lines, but in 5.
  4. For the weapon issue: This are the params you need: ["WeaponHolderSimulated", "GroundWeaponHolder", "WeaponHolder"] For the other. My suggestion is: make an array with the nearestobjects content and then: { if ((side _x == WEST) and (!isPlayer (leader _x)) then {deleteVehicle _x}; } forEach _array;
  5. Hi! I think I've got a good one. Any mission editor who wants to make a surrender script is tempted to make a check on fleeing and allowfleeing. But it requires a fleeing check in a loop. Why not an eventHandler? A very simple one, just _this select 0 = unit who's fleeing. That's all!
  6. Very useful. Thanks. Every day I spend on code optimisation I come up with the same conclusion in the end: Being the worst coder in the world isEqualTo spawning 8 units :) A fleeing eventhandler would be useful anyway. No one has asked for it?
  7. hi! It just seems you setVariable an object which is not the player object itself. Even when you made it for playableUnits. Try to make the check to any other object already existing before the player joined. Should work, with the latest value you added.
  8. barbolani

    Suicide Bomber Script

    Wrong. Read the first post has the instructions on how to use the script. Not very deep explained but definetly different than your way :) Place in the editor a unit and call it bomber. Put a couple CSAT groups near him. Then on any radio activated trigger or whatever way you want, activate it putting this: [bomber,[EAST],"grenadeHand"] execVM "suicideBomber.sqf";
  9. barbolani

    Suicide Bomber Script

    Most probable cause: Because you called the script with wrong parameters. But honestly with all my respect to the author (which is a great scripter) I see a few failures in this script. A WaitUntil does not check if the bomber has been shot while he approaches. If the target has been killed while he's approaching, he will go and detonate anyway, killing a unit already killed. The bomber should be in captivity to avoid being shot (assuming you want to make some kind of terrorist action) An undefined variable is spawned in line 24 The bomber will probably refuse to move very close to their targets if they are on an enemy side from him. I suggest to make the following changes in suicidebomber.sqf: Line 18: waitUntil {(_bomber distance _pos < 15) or (!alive _bomber) or (!alive(nearUnits select 0))}; Line 24: [_bomber,_explosive] spawn {_bomber = _this select 0; _explosive = _this select 1; sleep 2; _bomber say3D "shout"; _explosive setDamage 1; _bomber addRating -10000000;}; About how good the suicide bomber will approach to his target, it depends a lot on your scenario, the easiest way is to make the bomber civilian so he will be "undercover", if you want to make military kamikaze action, it's another story.
  10. uhm, check my Antistasi mission, ask for a convoy mission to the officer in front of you, you will see (probably) the convoy sticks to (reasonable, probably) distances from one vehicle to another. And I haven't scripted anything but waypoints. BTW: Believe me, you cannot make a mission like this without being spending thousands of hours dealing with our beloved AI
  11. Just a side note: my experience is nowdays a number of two-three vehicles in the right stances (formation, behaviour etc..) stays reasonably close to each other, with no need of any additional scripts.
  12. barbolani

    Group Player Question

    Probably you are adding the EH to the crew of the tank, not the tank itself. In the allUnits part adding this should work: { _x addEventHandler ["Killed", {call fnc_death}]; } forEach vehicles;
  13. Thanks Larrow, will check the names at init_common.sqf The problem is I have only one way to reproduce the error, and indeed, I am not sure if that's the real error environment. What I am doing is creating the most basic Arty mission (player, mortar, support requester, support provider, all synced), preview, quit mission, click on continue. That makes even the BIS support scripts dissapear if you copytoClipboard str diag_activeSQFScripts. The radio comm 0-8 is still there but no more than selecting the mortar. Tried the BIS_supp_refresh = true in that environment with no success. So the plan is: store player and mortar in variables, clean radio comm menu (with BIS function), delete modules, createUnit modules, config them, sync them between each other and player and mortar, and test. Maybe I will have to make a copy paste of the kbtell things you made for the respawn issue (in the other post) For sure my code won't be as clean as yours but hopefully will work!!!
  14. Hello everyone and Larrow :) Sorry to bump this, but as I am still having lots of issues with support modules (spontaneous dissapearance of the commanding menu when it was working and player made nothing, or just never working) I am asking myself for a solution on a "reinit" button. The idea: deleteVehicle the modules, create new ones, configure them, sync the old units. As I have been able to test, synch is not the problem, so I am able to know what units are providers or requesters. But I need to know the module names and all those variables. Where I can find them? I've been making a deep study of BIS scripts and are so advanced for me...
  15. Hi! As I wrote in another post in the past, I am integrating ACE 3 with my mission, Antistasi. Succesfully done with this things: - Mission detects ACE and adds earplugs on initplayerlocal and Arsenal. - Mission detects medical level variable and disables my own revive if present. Also adds medical items to the arsenal. - Also disables my player tags assuming people is using ACE name tags. What I need now is to DISABLE ACE FEATURES IN MISSION. As they are incompatible, and will allways be, and I'm afraid of "bug reports" caused by them. Mainly: - Switch Units. - Any respawn config which disables respawn mission config (BASE). Is it possible? Thanks in advance
  16. barbolani

    Know Arty Target Position

    Hi, sorry to bump this, but I do it with the hope some advanced scripting guru hasn't seen it yet and answers with the possible solution or confirming there is no possible solution.
  17. Hi! I think I've got a difficult one. Checking all the commands and functions I cannot find if there is a way to know to where position (format position array) is targeting an arty unit. In Support Module arty I could do the dirty trick of knowing where is placed the marker, but it would mean override the BIS functions, and I dislike it. But what if I just put an AI squadmate on an empty mortar and use the normal menu, or even worse: if it's a player who's firing the mortar? I want to add a Fired event handler to mortars and know where are they firing to spawn some units or not. Is this possible? Thanks in advance!!
  18. Hi just a question from a curious ignorant mission maker. I assume perforamce improvements comparing a command than using a function. Is it quantifyied? How much?
  19. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    @tayder: Don't load a vanilla save. Please take your time to watch to the Game Options section in the video tutorials. About ZBE: Of course Antistasi has an own developed cache script with a very different approach. Using ZBE will lead for sure to conflicts. Indeed if I used ZBE's approach to build Antistasi, mission would be unplayable, as we have around 200 zones + patrolling units, if I had allways running the group leaders of each zone, it would be like 500 AI at a time. What really amazes me is knowing DUWS needed that....
  20. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    No, you just destroy them. If you want roadblocks, you can BUILD THEM!!!
  21. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Are you restarting or loading?
  22. barbolani

    Enemy should dropp Items

    There is a nice function from BIS which you give the exact relative position from a given object, given distance and given angle. So, if you want it, lets say 1 meter on the back of someone: _pos = [_unit,1,getDir _unit + 180] call BIS_fnc_relPos; and then: _droppedItem = createVehicle [_selectedItem, _pos, [], 0, "None"]; From that you have a variable _pos which contains a position array (like [23123,1442,90]) which you can use with lots of commands like thing setPos _pos. Also you can "play" with that function, lets say random angles and random distances: _pos = [_unit, random 10, random 360] call BIS_fnc_relPos; Very useful!!!
  23. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi! It gets stored in a file related to your profile.
  24. barbolani

    RHS Escalation (AFRF and USAF)

    Oh well. My quotation turn: So all that I said is I made some tests with negative results and ASKED is I am right. And your answer is a useless link, which of course I knew already and spent my time to explore, but you guess not from the begin, don't know why. And please don't quotate partially to make your own interpretation: In other words, if you dont know anything about what I am asking, just don't "try to help" in that bad mood, better shut up and wait for the 3d artist questions. Answering "I don't know" is an option too. The "mission with not a small number.." intention is to call your attention on this affecting not a mission maker alone, but a currently public mission and making mistakes may affect lots of people's gameplay. So the answers cannot be light or misinformed. Miseducation is also something to avoid, but it's just a personal choice. What is false to begin with is that you are helping, and you are doing in a good mood.
  25. barbolani

    RHS Escalation (AFRF and USAF)

    Of course I'm not thinking I am making you any favor. Indeed I am here to ASK for a favor to those who can/want to do it in the name of part of the RHS Escalation users. Maybe I'm wrong, but as I know shit of 3d art, if someone asks me something about my missions related to that matter, I wouldn't answer with a link like https://en.wikipedia.org/wiki/List_of_colors:_A%E2%80%93F.. and less in that mood. Well, going back to the questions. Let me inform you that: I was wrong BIS_fnc_baseWeapon WORKS. It's just I'm not used to RHS and I thought the models I was seeing in my scripts were not the base ones.
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