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wingtip

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Everything posted by wingtip

  1. we already have it working the way i needed it to.... thanks though....
  2. I have a mission i am trying to complete and im having issues trying to figure out how to get a supply drop to work. Most videos on youtube are old and have outdated info with tons of scripts that are easily done these days in the 3den editor with existing modules. Looking through the forums here at the compiled list of tutorials i wasnt finding anything that really related either.... All i want to do is set a trigger so that when blufor is present or when they clear an area that it triggers a chopper to bring a supply and drop it. I have a chopper down, a requestor and a provider (ammo arsenal), and the trigger. The chopper is synced to the provider, the provider is synced to the requester, and the requester synced to the trigger. The only script i have is in the crate init which is _signal = "SmokeShellGreen" createVehicle (position _this); _signal attachTo [_this, [0,0,0]]; to have it smoke on the way down and make it easy to find in the jungle. But the smoke script is useless if i cant get the chopper to even take off let alone fly to the trigger/requester location..... Am i missing a script or doing it wrong?
  3. do you have a discord where i can chat with you faster so i dont take up all your time on the forums here ?
  4. 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"];
  5. 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
  6. 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
  7. 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....
  8. it does it even when its farther away
  9. 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
  10. 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...
  11. 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...
  12. 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...
  13. 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
  14. 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;];
  15. 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
  16. 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.
  17. I dont want the players to have that option as people are idiots and would trigger the supply drop at the wrong time and at the wrong location then they would be screwed when they actually needed the supply drop.... Can you tell me how to do it another way with scripts?
  18. wingtip

    Advanced Helicopter FDM Feedback

    according to the dev notes it can be set in the mission parameters so if you want your server to only have advanced flight model you can...or basic... but as you the single player for campaign missions its also selectable in your configure menu, under the general tab, Now, my first impressions. First off let me start by saying im a professional rc aerobatic helicopter pilot... having flown in lots of compititions and events over the last 17 years... As rc heli pilots we do crazy things that very few full scale helis can do...including aerobatic autorotations... ive done thousands of autorotations... most by choice, but a few not by choice... I also have TAKE ON HELICOPTERS SIM and its autorotation physics seem pretty dam good... BIS used to say in the alpha/beta days that the toh engine would be implemented into arma 3... looks like we got some of the UI but not full on physics.... so its in the middle now between full sim and arcade... The new "middle of the road" rotorlib physics they just released are way off when it comes to autorotations... Using one of the armaholic community missions that allows you to select engine failures and tail failures when you want I tested autorotations right away... The default game wont allow you to shut the engine off once in air... Unfortuneatly not all the aircraft that mission creator had in that mission work with the new library when it comes to the failures, so he needs an update...but the few that did work, the little bird and pawnee... I can tell you the flight model is hosed when it comes to autorotations. I don't want to get into a big huge thread explaining how autorotations are done and the tradeoffs when it comes to forward speed vs sink rate vs rotor rpm.. but suffice to say if I nose the chopper forward in my autorotation it SHOULDNT just kill the rotor rpm (even though im holding negative pitch which is proper)and nose dive the chopper into a downward spiral... It should, if I nose it forward, maintain rpm depending on my collective input but gain forward speed which puts air across the rotor which allows the heli to glide down more or less ... you never want to come straight down in a heli especially in an autorotation as you will enter vrs (vortex ring state) which is deadly... anyways, after several several attempts at doing autos with these two aircraft it is near impossible to get a proper glide path much less institute turns to complete the autorotation safely...the game just pitches the heli over and kills the rpm and you cant recover, which you CAN do in real life... you can even dang near stop the blades and spin them back up again and still land the models safely.... its what we call a "blade stop auto"... but you can get the blades spinning again.... you just cant do that with "rotorlib"... I don't expect it to be perfect... I do wish they had just implemented the entire toh physics into arma, it would keep newbs from just jumping in the helis and crashing them cause they probably wouldn't even know how to start it lol... but in its current state I doubt ill be flying in the advanced mode until they advance in their rotorlib ;) Furiousmower by IndyHelis, on Flickr https://farm6.staticflickr.com/5590/14661204577_65306430d1_z.jpg (137 kB) davenfuryneon2 by IndyHelis, on Flickr 01MED by IndyHelis, on Flickr 012 by IndyHelis, on Flickr Some of my rc helis ive had over the years https://www.flickr.com/photos/52018479@N03/sets/72157646236944534/
  19. ok.. im stumped... has anyone actually looked at the files and scripts in the editor to show me what it needs... tried the end mission thing and nothing happens
  20. Here is a mission i am working on.. Im new to mission building so its probably a bit messy to some of you more seasoned mission makers... but i need some feedback on why my objectives arent completing (when complete) .. so far i only have the script for objective 1 for a completion but its not telling the player the objective is complete and assigning the next objective, it just always shows obj 1 as being the current task... need to figure out how to make it complete, and switch to the next task. Link to my mission files https://copy.com/HJ0Hfz2rUsE2 thanks
  21. my apologies to you... i will tinker with that and see what i can come up with...
  22. did you even look at my files? did you not see i have a trigger, which is why im asking for someone to look at it and tell me why its not working??????? And i dont want it to end the mission, as i said i want it to go on to the NEXT task... did you even read my post fully? appreciate the response though...
  23. wingtip

    RH heli sounds for OA

    so if i bought the oa combined , but only installed the oa disc can i install this mod? i still have my original install of arma2 but its on a different drive... purchasing oa locally only could be purchased as the combined version but i only installed the oa disc, not the arma2 disc, and why should i, it would be a waste of a cd key... let me know... would like to test this...
  24. wingtip

    co30 DominationA2! One Team

    green label, ive had that file for a long time , but im trying to work with someone elses created scripts... his script is having issues so he would be the logical person to decipher the problems... but yes thats a great file with a wealth of info...
  25. wingtip

    co30 DominationA2! One Team

    guess im gonna give up using these scripts if i cant get help...
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