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barbolani

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Everything posted by barbolani

  1. If that didn't worked, you could bump the old thread instead of making a new one, could you? The answer in that thread is half valid, and not very performantic. The main problem is your calling method, and nobody answered you. First, don't do that in a trigger. You must build a script to do that. I assume you know how to do it (if not, we are starting from scratch and first you should read one tutorial of the existing around). Instead of an eternal loop checking for magazines in each unit, it's easier to incroporate this code with some tweaks to the script you are using to spawn the units. So if you have _unit = createUnit blablabla, after that, you can: _nul = [_unit] execVM "removesmoke.sqf"; If you are spawning units with BIS_fnc_spawnGroup, then, you must use it this way: {_nul = [_x] execVM "removesmoke.sqf";} forEach units groupname; And the mentioned script: _unit = _this select 0; _mags = magazines _unit; {if ((_x == "smokeShell") or (_x == "smokeShellRed") or (_x == "whatevertype of ammo you want to remove")) then { _unit removeMagazines _x; }; } forEach _mags; should work (not tested, I'm in the office)
  2. Sorry but... AFAIK even when the AI detects a mine, is perfectly able to walk in and boom.... Also, dirty trick.. remove the mine detector in the AI, isn't it?
  3. Just wanderinf around the forum, I'm here. Bangabob, according to this, point 4, you may {_x setMarkerAlpha 0} forEach allMapMarkers from a unit init field, isn't it?
  4. barbolani

    editor engine off

    Have you placed any waypoints to the plane? if so, delete all of them. On the screen which appears to edit the properties of the plane, is it "flying", "in formation" or "none", the last one is the correct. Is the plane grouped? (blue line with another unit) If so, ungroup it (F2+ drag and drop anywhere without units on map) You say the modules are "connected", but, double check, "connected" = syncronised? You must connect with the syncronise option, not the group option. And avobe all, check a youtube tutorial, there are tons of them on this topic :)
  5. uhm, not for the decorative purposes I meant but yes for spawning planes in the right place. Thanks man. I assume ilsTaxiIn is the spawnpoint, direction to ilsTaxiOff and go, isn't it?
  6. Dear all, I'm working on spawning templates for almost anything interesting in Altis. Similar to what I've made in Arma 3 Antistasi. This time, I want to do something different. In Antistasi I had a database with predefined positions on each base and the airport. I'm trying to automate this. In bases are more or less ok, I just findemptyposition, vehicle spawn in some messy way but it's ok. But that's not good in airports, as you cannot see a bunch of choppers and planes spawned with nosense at all. The solution in cities is simple: use roads as reference, nearroads, roadsconnectedto angles and ta dah, parked vehicles. But runways AFAIK are not roads, isn't it? Any ideas?
  7. I think the main reason I don't use those coords is because I've never known about it's existance!!!!! :) Please, can you givme a clue? I find nothing searching "taxiOff"
  8. yes, from a marker with some size (_size variable) I pick a random plane from an array witg AAF plane types (planesAAF) It's intended to use UPSmon on the airport, and planes are intended to be "decorative" plus if you destroy one, the AAF side looses them. I don't recommend to use them with waypoints, cause the AI will mess up trying to get to the runway. If that's your plan, better create just one in a starting position in the runway, wait x seconds to ensure it takes off and then create another..
  9. Guys, I'm living the typical "scripter - glory - - I'm the fucking wonder - moment", just with this magnificient piece of code: _buildings = nearestObjects [_posicion, ["Land_LandMark_F"], _size / 2]; _pos1 = getPos (_buildings select 0); _pos2 = getPos (_buildings select 1); _ang = [_pos1, _pos2] call BIS_fnc_DirTo; _pos = _pos1; for "_i" from 1 to 5 do { _tipoveh = planesAAF call BIS_fnc_selectRandom; _veh = createVehicle [_tipoveh, _pos, [],0, "NONE"]; _veh setDir (_ang + 90); sleep 1; _pos = [_pos, 20,_ang] call BIS_fnc_relPos; }; bye!
  10. barbolani

    Helicopter extraction script

    why waiting to lots of things on each unit before making the other unit to move? Make them move without waituntil and time out and look at the results. Second issue.... uhm... maybe try to add a waypoint to them so they decide to board the vehicle to reach it....
  11. uhm, by experience I know there`s something in the engine that makes not being the same vehicle the static and the subsecuent backpacks. I know because my despawning scripts didn't removed the backpacks when you dismantled the static and gone far away from it's original place, but as soon as you mount the backpacks, it deleted the static (my despawn script was shit at that time). So, maybe you can do a check on what status is the static, where is etc.. and if it's not there or not at its original place, delete the backpacks around it's original place and create a new static.... But it's a mess....
  12. Have you tried to make the driver enemy and setcaptive? You shouldn't be able to give him orders, or not?
  13. barbolani

    Helicopter extraction script

    Ahm the "dismount drill script". Yes! You can! At the office, but let's do it because I'm bored as shit... This is not the best way, but should work. The difficult thing here is the command doMove, which you use to say individual units to move here or there, after the unit reaches destination, unit goes back to formation, and that's ugly. So, I recommend the execution of an external script from here. First, delete the second waypoint for infantry, you don't need it. The statements on it you may put them in the "TR UNLOAD" heli waypoint. Then, the last line of your script should be: waitUntil {sleep 0.5; (count assignedCargo _veh == 0)}; from here you know all the units had disembark. Now call the script: _nul = [_veh,_grp] execVM "dismountdrill.sqf"; And now let's make the script: _veh = _this select 0; _group = _this select 1; _arrayunits = units _group; _dir = getDir _veh; _anginc = 360 / (count _arrayunits); for "_i" from 0 to ((count _arrayunits) - 1) do { _grouptmp = createGroup WEST; [_x] join _grouptmp; _pos = [getPos _veh , 15, _dir] call BIS_fnc_relPos; _x doMove _pos; _dir = _dir + _anginc; } forEach _arrayunits; waitUntil {sleep 0.5; {({vehicle _x == _veh} count units group player) == ({alive _x} count units group player)}; { _grouptmp = _group _x; [_x] join _group; deleteGroup _grouptmp; } forEach _arrayunits; _veh domove getMarkerPos "heli_start";// or whatever destination you want to give the heli
  14. barbolani

    taunted by Ninja-Jedi AI

    third method: assuming the AI is opfor, type in the console: {if ((side _x == EAST) and (alive _x)) then {player setpos position _x}} foreach allunits; BAM! you are in his nose!
  15. barbolani

    Helicopter extraction script

    First: I had the same issue, and you may search around the forum a post of mine two months ago. There you may find the key: here. I'm at work, later on I may post the working script if you need. The solution began by using BIS_fnc_spawnVehicle, which has a more reliable response to TR UNLOAD waypoints etc.. Second, this is not valid AFAIK: _wp1 setWaypointStatements ["true", "_veh land 'LAND'; {_x setUnitPos 'middle'; _x setSpeedMode 'LIMITED'; _x setCombatMode 'YELLOW';}foreach units _grp1;"]; _grp1 and _veh are local variables, the waypoint statements only understand global variables. Same here: _wp2 setWaypointStatements ["true", "doStop _pilot;"]; And regarding waypoint creation, the "LAND" waypoint does not exist and you are creating to the pilot group, instead of the cargo group, I suggest: _wp2 = _grp addWaypoint [getMarkerPos "move_heli", 1]; _wp2 setWaypointType "GETOUT"; More, why you create the helipad on the _pos where you spawn the heli. What you want is to create it in the place you want the heli to land, so it won't land anywhere except where you want... So instead of that, I suggest: _pad = "Land_HelipadEmpty_F" createVehicle (getMarkerPos "move_heli");
  16. uhm, having a quick look at the respawn templates on wiki, I see nothing about inits of units. Just a suggestion from ignorance: I assume you are using an "onPlayerRespawn.sqf" script. There you may script what you want to do with the respawned player, depending on type, class whatever, make the enablefatigue thing.. isn't it?
  17. Hello, For buildings I use this in the console: hint format ["%1", typeOf cursortarget] And it works fine (not tested with everything in the game).
  18. I know nothibng about respawn templates, but... why you enableFatigue false in a loop? Just do it once... isn't it? Additionally, I'm shit about scheduled and non scheduled enviroment, but that while loop on an init of a unit is not advicable...
  19. Question: an EH is not removed if you deleteVehicle the unit?????? I thought yes. So, if yes, adding EH when you create the unit + a cleanup script is the best way, isn't it?
  20. Hi! Nice work! Just a question, if we omit the y part of the lineintersects we could achieve having this in the normal mil towers? The ones without roof, but space to watch.
  21. barbolani

    CFG Groups/fnc_spawnGroup

    There you have the group name to do things: myNewGroup.
  22. barbolani

    UPSMON Updated to ArmaIII

    Cool. More issues. Not only arty fires just 1% of times, when it fires, there's a bug, on which if you kill the unit that mans the mortar, the mortar continues firing!!!
  23. barbolani

    Having trouble playing music

    try playmusic "track1"; My desc.ext, does have the tracks[]= {}; annd works. playmusic needs the class not the name. BTW radio.sqf is wrong, song1 would never play, as you inmediateley command to play "song2"
  24. barbolani

    Why use the spawn command?

    Regarding triggers, yes, indeed EOS and COS which make something similar, use triggers. I didn't due to lack of scripting knowledge regarding triggers and because I was afraid of game saturation of triggers. I can control a script, how much time it takes to check all the markers, but I cannot control how much latency are generating let's say 40 triggers....
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