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wingtip

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About wingtip

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    Sergeant

core_pfieldgroups_3

  • Interests
    rc helicopters, submarines
  • Occupation
    Indiana University Cyclotron Facility Technician

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  1. we already have it working the way i needed it to.... thanks though....
  2. do you have a discord where i can chat with you faster so i dont take up all your time on the forums here ?
  3. ummmm after you edited it, the heli comes in much sooner, to soon actually so you may want to make it spawn in further distance away. but anyways, again it comes in, drops the supply but i think its hitting the ground before the chute is fully deployed.... maybe if the rate of decent of the supplydrop is changed it would give the chute time to open.... right now its falling like a rock and the chute isnt fully opened till its already on the ground.... is this the line to change the helis start position? _veh= createVehicle ["rhs_uh1h_hidf", _pos,[],0, "FLY"];
  4. this is some great stuff experimenting with both your scripts... i just tried wogz script and it worked but when it deployed the supply drop the crate came out of the heli , and the parachute deployed but the chute wasnt attached to the crate, the crate fell like a rock while the parachute floated away hahahahahahahaha
  5. try this and see if you get the same results as me or if it works... hopefully i uploaded this correctly as i didnt see an attachment option here for zip files https://www.dropbox.com/s/f60hxznfab5xnt7/~SpriterScript.Tanoa.rar?dl=0
  6. everything is triggering without me even being in the trigger area including my hint... its set for blufor when present, here is the exact script i have currently entered into the trigger: hint "HEADQUARTERS: A supply drop is inbound. Ditch the wet suits and gear up, but quickly as enemy forces will certainly see the supply drop and may take action.";_position = (trg1 getRelPos [(random ((triggerArea trg1) select 0)), random(360)]); _posheli = getMarkerPos "helispawn"; _supplyheli = createVehicle ["rhs_uh1h_hidf", _posheli, [], 0, "FLY"]; createVehicleCrew _supplyheli; _supplycrate = "O_supplyCrate_F" createVehicle _posheli; _supplycrate attachTo [_supplyheli, [0, 0, -2]]; _supplycrate addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; [ "AmmoboxInit", [ _supplycrate, true, {(_this distance _target) < 1} ] ] call BIS_fnc_arsenal; }]; _supplyhelicrew = crew _supplyheli; _heligroup = group (_supplyhelicrew select 0); _wp = _heligroup addWaypoint [_position,0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "Full"; _wp setWaypointBehaviour "Aware"; waitUntil {_supplyheli distance _position < 100}; _para = createVehicle ["B_Parachute_02_F", [0,0,100], [], 0, ""]; _para attachTo [_supplyheli, [0, 0, -3]]; detach _supplycrate; _supplycrate attachTo [_para,[0,0,-2]]; detach _para; _supplycrate addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; [ "AmmoboxInit", [ _supplycrate, true, {(_this distance _target) < 1} ] ] call BIS_fnc_arsenal; }]; _randomPosMapNoLand = [nil, ["ground"]] call BIS_fnc_randomPos; _wp2 = _heligroup addWaypoint [_randomPosMapNoLand,0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "Full"; _wp2 setWaypointBehaviour "Aware"; _wp2 setWaypointStatements ["true", "deleteVehicle _supplyheli"]; No matter where the marker is placed the heli instantly spawns and drops the supply spriter, can you add the attach to line for the _signal = "SmokeShellGreen" ? Thank you for all the help today.... i think we nearly have it working as intended....
  7. it does it even when its farther away
  8. Ok, this is starting to work somewhat lol...... its now spawning the heli instantly without me being in the trigger area despite it being set to blufor/present and immediately drops its supply drop soon as it spawns in....i also need to add the smoke script in so blufor can find it in the thick jungle also getting an error http://puu.sh/Gz8NM/ace70fa59e.jpg
  9. yes thats what i meant and did, only the object names ..... im still confused a little on your method...right now im testing spriter's updated script...
  10. thats done with a trigger or via the radio commands? Im a noob at mission editing so where are you placing this script wogz?? I will start replacing/editing with the correct veh name etc while i wait for another reply... thank you .... i hope spriterfight you continue with the method you were describing as well for comparison.... I may also post the example mission file i found that does the supply drop via system modules if i can figure out how to tweak its contents for use in my mission...
  11. well the blufor starts out in diving gear and are dropped into the water... once they make their way to the beach they cant do the rest of the mission in wet gear as their carrying capacity is very limited and the underwater rifle sucks..... so i can either drop an arsenal so the player can make any loadout they want or i can make a supply drop with specific uniforms and gear but i think that would be making it to complicated and time consuming to edit when a arsenal would be much quicker to edit in...
  12. i will certainly change the dimensions of the area, this was just a quick test... i updated my prior post with the exact script i had used.... But can you explain what you mean about the attach and detach code.... thank you for your patience
  13. so if i understand you correctly, all i need is 1 trigger and 1 marker? i dont need anything from the systems menu? When i place 1 trigger and try to insert the script (after replacing "yourtriggername" with "triggersupply1" i get an error ... http://puu.sh/Gz7eK/d03116bea5.jpg i added this to my trigger in the on activation: hint "HEADQUARTERS: A supply drop is inbound. Ditch the wet suits and gear up, but quickly as enemy forces will certainly see the supply drop and may take action.";_position = (triggersupply1 getRelPos [(random ((triggerArea triggersupply1) select 0)), random(360)]);// this will be the random position of the supply the location of the trigger is very important because in its area will the drop detached.The trigger must be circle! _posheli = getMarkerPos "supply1" <do i need these quotes or no quotes??? _supplyheli = createVehicle ["rhs_uh1h_hidf", , [], 0, "FLY"]; _helicrew = createVehicleCrew _supplyheli; //here goes your supply attachment script _heligroup = group (_helicrew select 0); _wp = _heligroup addWaypoint [_position,0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "Full"; _wp setWaypointBehaviour "Aware"; _wp setWaypointStatements ["true", here goes your supply detachment script]; _randomPosMapNoLand = [nil, ["ground"]] call BIS_fnc_randomPos; //this is where the unit will go _wp2 = _heligroup addWaypoint [_position,0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "Full"; _wp2 setWaypointBehaviour "Aware"; _wp setWaypointStatements ["true", deleteVehicle _supplyheli;];
  14. well as for the details... after the blufor clear an area i have a task set for them to move to different area where a supply drop will allow them to change out of their wetsuits and into different uniforms and allows them to gear up and dump the crap underwater rifles lol.... i'd like to make this supply the arsenal (as much as i hate this cause players will take forever in arsenal unless i start sending in enemy forces lol)..... so once they set the trigger once in the area, a chopper spawns in flight (the chopper i want to use has the id rhs_uh1h_hidf), flies to the trigger area with the arsenal supply and drops the supply drop with smoke attached for ease of locating ( something like this??? _signal = "SmokeShellGreen" createVehicle (position _this); _signal attachTo [_this, [0,0,0]]; ) Then the heli will fly away then can be deleted somewhere else out of the area... Thanks everyone for all the help so far.... ive spent a lot of time on this mission so far and is only like my 2nd mission... i started this mission several years ago but got frustrated ... came back and with updates to the editor it made things more fluid and fun.... once i get this and a few other small things figured out i can just expand my missions to my hearts content lol
  15. i want to set this up so that when blufor reaches a location on the map (or clears an area, i havent decided which yet), that a supply drop will be incoming to prepare them for the next objective.... so i need a trigger, a heli with the supplies and have them drop it over the trigger area. Im using the tanoa map. Looking at larrows links in his signature i did find a example script mission that is very similiar but it is triggered by the drop of an ir grenade... i may be able to tweak this to a blufor present trigger instead of the grenade toss....and some other minor changes...testing now.
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