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charonos

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Everything posted by charonos

  1. charonos

    Int 105 Patch Errors - cant fix

    Yeah i'm getting these errors too, strange isn't it? Did you manage to fix it?
  2. charonos

    Arma Navy

    @Boomer1985: EXCELLENT! That is so needed for the destroyers for LAMPS missions. I was considering making one for my destroyers, but now that you do it, me and others can concentrate on their ships.
  3. Yes, you can put something like in the condition of the trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x knowsabout player > 2} count ENEMYGROUP !=0 with ENEMYGROUP being the group to potentially be able to detect the player, the action upon true condition could be either a real waypoint given to that group or the command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ENEMYGROUP move getpos player Concerning Plasman's code : There is no behaviour of the type "DANGER", you probably meant "COMBAT". A single patrol would probably rather call for backup than go after a spotted enemy, the script should check a whole enemygroup like McNools was having in mind.
  4. Go over to OFPEC.com and learn about scripting and this will be very easy for you to realize and you can implement much more diverse actions like laying down weapons and so on. You are going in the right direction with what you suggest.If you wanna make it in the editor only: Make a trigger that counts all your units relevant for the equation and name the list UNITSLIST=thisList. The trigger condition of the end trigger can be like: {alive _x} count UNITSLIST==originalamount * 0.05
  5. charonos

    Height aspect for waypoints

    The Biki is written by users and prone to mistakes. So this is one of them, but the principal error in your line is that you have forgot to state the object in the getposASL command inside the 3rd element of the array. So there is actually two errors in that array from the Biki. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> m1 setPosASL [ getPosASL m1 select 0, (getPosASL m1 select 1) + 15, getPosASL m1 select 2] Note also: The z coordinate in the mission.sqm is NOT the absolute height! In Direct3D applications and their world matrix the y-coordinate expresses the height, for unclear reasons BIS have swapped the y and z coordinates in the accessable OFP/ArmA transformation functions resulting in a discrepancy between coordinates in the mission.sqm and the coordinates returned by commands like getposASL.
  6. charonos

    Height aspect for waypoints

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> m1 setPosASL [ getPosASL m1 select 0, (getPosASL m1 select 1) + 15, getPosASL select 2] You have to use brackets to separate the select from the addition. The difference is that you can use an absolute height above sea level !, that is not dependent on the terrain curvature.
  7. charonos

    Height aspect for waypoints

    The command setposASL works as intended, can you post exactly what your commandline using the command looks like? Well, patroling rooftops and balconies in the way that you want it is nearly impossible. Unfortunately Setvelocity does not work on soldiers, which would be a way around the move commands. You could try to play walk animations and setpos-looping the soldiers the way you want it, but that might look odd. When i experimented with snipers on rooftops they most of the time just commit suicide and jump down from the roof when issued move commands.
  8. You might wanna try it with hyphens: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sound[] = {"\music\oblivion.ogg", db+0, 1.0};
  9. charonos

    Height aspect for waypoints

    You might wanna have a look into this command: buildingPos Waypoints are only 2-dimensional, you can however use waypoints with buildingpositions like balconies.
  10. charonos

    wiki help. EHkilled??

    No, dead means dead, once the player unit is dead, setdammage won't have an effect. You could do that in the HIT EH though to prevent death. There is OFP respawn scripts out to handle "reviving" AI units.
  11. Cool thanks for reporting your findings and sharing. So the conclusion of this is, that a scripted "GETOUT" waypoint does not unassign the group from the assigned vehicle as it succesfully does in a editor-placed "GETOUT" waypoint. That should be added to the Buglist.
  12. You don't understand what i am saying. I have tried to compare the waypoint behaviour of units just for the special case if they get assigned the waypoint by script or in the editor and these cases show different results. I am aware of the fact that placing an east side Mi17 (not empty ofc) will have a crew upon mission start. You thoughts about the waypoints are helpful and show up limitations that have obviously already been there in OFP. The assign/unassignvehicle options are worth considering. I am still of the opinion that BIS can fix that bug, if it is brought to their attention.
  13. charonos

    Command Engine 2

    Why don't you just ask them before you consider doing it? Talk to spinor of Chain Of Command CoC But i'm quite sure he is working on it already and seriously doubt anyone else than him could port it to ArmA .
  14. It goes : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> MYGROUP=group this; deletevehicle this you put that into any unit's init field of the side that you wanna use and then into another unit's init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [MYSOLDIER] join [MYGROUP] Well i tend to check scripted stuff that i know works in the editor and for some reason not in a script by placing some units in the editor and have them (in this case) follow GETOUT and TR UNLOAD waypoints to compare and look for possible faults. The problem lies in the waypoint functionality and the new scripting commands...
  15. charonos

    Waypoints in game

    Good observations shark-attack! I have managed to have an AI unit sequentially complete a number of waypoints by just adding new waypoints with the index 0 to the unit and it will complete them all, you can check that in the TroopMon tool (in my signature) where you can set a number of waypoints for the units in the 3D view and watch the units follow them. But i have not tried to use higher indexes as the syntax of the command suggests.
  16. charonos

    The showWaypoint command HELP!

    You have to state the commandline you have used for anyone to find the problem. I assume you use a soldier instead of the group as the first element of the waypoint array. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... [group MYSOLDIER, 0] ... or MYGROUP=group MYSOLDIER ... [MYGROUP, 0] ...
  17. Okay i have made more experiments and it all works when the waypoints are put in the editor. Synchronization wasn't even needed. When scripted the cargo group DOES receive the getout waypoint and the pilot DOES receive the TR UNLOAD waypoint, but the units won't get out !!! That's a bug, can anyone confirm that?
  18. Pretty interesting, unless there is no typos involved, it seems as if the command synchronize waypoint DOES NOT succefully synchronize waypoints. I have checked the units' behaviours with TroopMon and the pilot is in WAIT mode as he should be to let the cargo out, but the cargo units, don't get issued a waypoint at all, they are always in unitready mode. I have also changed the waypoint type to "GETOUT" without the space, as it is stated in the Wiki. The script that i have used for the test: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> s1_group = createGroup east; s2_group = createGroup east; eastchop = createVehicle ["Mi17_MG", position NDCS, [], 0, "FLY"]; "SoldierEPilot" createunit [position ND2,s2_group,"EPilot1 = this", 1, "PRIVATE"]; EPilot1 moveindriver eastchop; EPilot1 action ["ENGINEON", eastchop]; "SoldierEB" createUnit [position ND2, s1_group, "NDU1 = this", 0.6, "corporal"]; "SoldierEB" createUnit [position ND2, s1_group, "NDU2 = this", 0.6, "private"]; "SoldierEB" createUnit [position ND2, s1_group, "NDU3 = this", 0.6, "private"]; "SoldierEB" createUnit [position ND2, s1_group, "NDU4 = this", 0.6, "private"]; NDU1 moveincargo eastchop; NDU2 moveincargo eastchop; NDU3 moveincargo eastchop; NDU4 moveincargo eastchop; _waypoint0 = s2_group addWaypoint [Position ND1, 0]; _waypoint0 setWaypointType "TR UNLOAD"; _waypoint1 = s1_group addWaypoint [Position ND1, 0]; _waypoint1 setWaypointType "GETOUT"; _waypoint0 synchronizeWaypoint [_waypoint1]; sleep 200; _waypoint2 = s1_group addWaypoint [Position ND2, 0]; _waypoint2 setWaypointType "MOVE"; Anyone wanna join in on this experiment? Charon
  19. Well ArmA offers the possibilty to create waypoints by scripting commands, so it is possible to do it only with waypoints. Okay, apart from that i would disadvise you to use the command that way, you have to be carefull with hyphens within hyphens, it would be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _waypoint1 setWaypointStatements ["true", "eastchop land ""LAND"""]; I will look into it later, the chopper not landing can only mean that the synchronization fails.
  20. charonos

    Never ending intro

    try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam1 CameraEffect ["Terminate","Back"]; _cam1 camCommit 0; with _cam1 being the cameraname
  21. The error is here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _waypoint0 = s2_group addWaypoint [getMarkerPos "ND1", 0]; ND1,ND2 are gamelogics you have said, then it must be : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _waypoint0 = s2_group addWaypoint [position ND1, 0]; _waypoint2 = s1_group addWaypoint [position ND2, 0]; except ND1 is a map marker then the syntax is correct.
  22. Replace with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _waypoint0 setWaypointType "MOVE"; and see if the chopper goes into the correct direction now. If yes, then it must be a problem with the waypointtype, try just "UNLOAD" then.
  23. This is because of a typo, your chopper doesn't have a pilot in your version,make sure to name the chopper always the same check for the underscore. Edit: You obviously found it, lol this is an Edit-war
  24. To spawn the chopper mid-air it would be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> east_chop = createVehicle ["Mi17_MG", position NDCS, [], 0, "FLY"]; You would then have to "movein" the pilot and the cargo with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> EPilot1 moveindriver east_chop; {_x moveincargo east_chop} foreach units s1_group; That chopper has a gunner too, so you could create a gunner that is in s2_group : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierEPilot" createUnit [position NDCS, s2_group, "EGunner = this", 0.6, "corporal"]; EGunner moveingunner east_chop; Not sure if it's necessary, but if the chopper keeps falling from the sky, the you would need to add: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> EPilot1 action ["ENGINEON", east_chop]; or issue a quick move-command Hope that gets you to where you wanna go with it. Charon
  25. Well, you have used a limited form of the syntax, it's up to you to name the units with the complete syntax: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierEB" createunit [position NDCS,s1_group,"ESoldier1 = this", 1, "PRIVATE"]; and from the Wiki: Lol, while i am writing this you have edited your post, so forget the previous section! The chopper is spawned the wrong way, you need to createvehicle a vehicle: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _ChopperName= "Mi17_MG" createVehicle position NDCS; After that you need to movein a pilot he gets the group s2_group: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierEPilot" createunit [position NDCS,s2_group,"EPilot1 = this", 1, "PRIVATE"]; EPilot1 moveindriver _ChopperName; Now you have to oder your group to get in: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> units s1_group ordergetin true; For the waypoints you have to synchronize the chopper waypoint with the getout waypoint of the group! The chopper and the cargo group should be unequal for this to work! (or you would just simple use "getout" for all of them, if the pilot is in the cargo group) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _waypoint0 synchronizeWaypoint [ _waypoint1 ]; For the generic error cause, you have to let us know the line where you tell east_chop to land, sounds like a variable or syntax problem. EDIT: More problems : if NDCS is far out on the sea, your chopper will spawn right in the sea and ne destroyed. So if you wanna still have the units climb in the chopper without using moveincargo, you need to position NDCS on a piece of land. With moveincargo you could spawn the chopper mid-air and move em all in instantaneously.
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