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*tcf*jackal

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Everything posted by *tcf*jackal

  1. *tcf*jackal

    "X-Cam" and "DAC" Project

    Excellent news Silola. This is a massive deal for some of us mission makers who depended so heavily on DAC in the past. Thank you so much for your continued efforts in bringing DAC to A3. Im really looking forward to finally adding some DAC magic to my missions.
  2. *tcf*jackal

    "X-Cam" and "DAC" Project

    The only thing my missions are waiting for, is some DAC lovin'.
  3. *tcf*jackal

    AI Spawn Script Pack

    That almost suggests that the latest patches have broken whatever script this uses to find a safe landing spot, assuming the "exact" heli landing spot is not set to true. Good spot redarmy, perhaps now we can figure out what`s wrong with this particular script or related scripts.
  4. Thanks very much Sel, I'll take a look through the functions. Now that you mention it, was there a campaign mission in A2 or A2OA which used some form of tracker? I have very, very vague recollection of something, but only since you mentioned it. I'll take a good close look at BIS_fnc_dirIndicator EDIT: That works really well Sel. Having seen the on-screen indicator, I kinda remember this from A2 now. A good starter for 10 right there.
  5. *tcf*jackal

    Defuse the Bomb

    I had a quick play with the original test mission. Really cool stuff and it reminded me of an old ArmA1 mission called "briefcase" which contained a script which would compliment this really, really well. Basically, the player had a "tracker" device which when enabled by an addaction trigger, would emit a beeping sound. The beep would quicken the closer the players current bearing got to the direction of the bomb or briefcase. It didn't measure distance, just direction. It was a really cool idea and made hunting the briefcase against a time constraint a whole lot of fun. I don't want to de-rail this post so I might put the word out in a new post to see if that script still exists. Would be really cool to put it together with Cobra's excellent bomb script. EDIT: and here is said mission with the tracker script(s), just for interest! EDIT2: and here is a new post regarding an "object tracking device" script Once again Cobra, great script. Its scripts like these which bring about entire new game modes to a series.
  6. *tcf*jackal

    How to use ModuleCAS_F

    Great stuff Cobra, many thanks. So obvious now that you mention it. I'll give it a whirl and report back!
  7. *tcf*jackal

    How to use ModuleCAS_F

    Thanks for the above code Cobra. Just what I was looking for. A couple of wee questions if that's ok? 1) When placing the module in the editor, you can control the direction from which the aircraft attacks from by rotating the module. Do you know if there is a variable we can set in the above script so we can do the same? Perhaps _vectorDir? 2) Im also wondering if its possible to supress the little radio message that plays to say the strike is inbound. I'll try and figure this out myself but don't fancy my chances.
  8. *tcf*jackal

    "X-Cam" and "DAC" Project

    Thanks for sharing the video Silola. Great stuff!
  9. *tcf*jackal

    Curator Presets Mod

    Some excellent options in there Chessmaster. I'll definitely check this out. The helicopter land option will be a massive win! Thanks for your efforts!
  10. *tcf*jackal

    "X-Cam" and "DAC" Project

    +1 for the non-waypoint-zone. Excellent addition!
  11. A superb idea! Just watched the video. Stunningly good!
  12. *tcf*jackal

    "X-Cam" and "DAC" Project

    Im really looking forward to working with DAC again. It always gave me the granular level of control I was looking for in A2. Its exactly whats missing in A3. Great to see you're working on it again!
  13. *tcf*jackal

    Zeus Feature Request Thread

    I must admit I havent had much time with Zeus yet so apologies if these features are there already and I just havent found out "how to" yet, but based on what Ive see so far, the top 3 features I would like to see in Zeus are: 1) The ability to set waypoint speeds without having to rely on exec commands 2) The ability to set units/groups on simple area patrols using just a few clicks of the mouse and without the need for waypoints 3) The ability to use the more detailed waypoint types, like SAD, LAND, GET OUT, TRANSPORT UNLOAD for example Its looking like a fantastic and unique feature already.
  14. *tcf*jackal

    AI Spawn Script Pack

    I'll try again, as I've had no success trying to troubleshoot this issue myself. Has anyone else come across an issue with the reinforcementchopper.sqf script, in that the heli spawns with troops inside as defined by the variables in the call, flies to the waypoint where it should land, but instead the heli never lands and just hovers about 50m up? Prior to patches this used to work perfectly. The heli would land, the troops would hop out then follow the player as expected. Im not running any mods, just vanilla A3. Very interested to see if others see the same behaviour. Any help greatly appreciated.
  15. *tcf*jackal

    AI Spawn Script Pack

    Is anyone else seeing an issue with the reinforcementChopper.sqf in that the chopper never lands to allow the troops to disembark? Instead it just hovers about 50ft above where it should land, but then does nothing. This was working perfectly in the past, so im wondering if its the new patch which has broken the script, or a mod i'm running. I'll do some more testing to see if I can narrow it down but thought I'd ask if anyone else see's the same issue?
  16. *tcf*jackal

    AI Spawn Script Pack

    Hi all, great set of scripts spunFIN, thanks for putting so much effort into them. I've been having trouble getting the syntax correct so that an infantry group which is originally spawned by the reinforcement chopper script, later calls the LV_fnc_follow.sqf script by means of a trigger. The trigger fires when the infantry group, called LVgroup1, has a certain knowsAbout value of the player called s1. So I want the enemy group to chase the player, but only if they have actually spotted him/her to begin with. My first question would be, is this possible and second of all, how might the script call look?
  17. Thanks F2k Sel, very much appreciated! Like the idea Maturin but need something a little more consistent and guaranteed. In this case the AI would probably be a little but too hit and miss. Thanks again guys :)
  18. Excuse me for being thick, my ability to understand code is sadly lacking. How would you go about setting the above script up in terms of objects in the editor? I could really use something like this :)
  19. Thanks for the reply Orcinus. I think the functionality exists within the DAC event handlers. Im just trying to figure out how to get it all to work. Using the NotAliveGroup event within DAC I should be able to fire a script when a group goes down. I can have my script fire successfully if I use the "Create" event within DAC. But if I successfully destroy the tanks in my DAC created zone, the following code does not seem to fire the NotAliveGroup event. Im not a coder, so not sure where im going wrong. Do I need to tell the DAC_CONFIG_EVENT.sqf the name of the group to be destroyed, which in this case is always A-A-1? Im lost at this point. This is the code found within the DAC_CONFIG_EVENTS.sqf within my mission. Im going to try it with just infantry to see if that works or not.
  20. Having done some reading it seems that DAC_Config_Events.sqf could be the answer. Does anyone have any experience using this file? Perhaps an example mission?
  21. Hi guys. Quick question which is hopefully easy to answer. Lets say I create a simple DAC zone called "z1" to spawn some OPFOR tanks. The zone is deactivated initially, but activated shortly after mission start. Is it possible to have a trigger fire when all units spawned in this specific DAC zone have been killed? So for example (And excuse the language): WHEN unitsalive SPAWNEDBY z1 LESS THAN 1 THEN OBJ1DONE=TRUE Just for a test I have tried placing a trigger around the DAC zone with "OPFOR not present" as the criteria, but this results in the trigger firing immidiately because, as stated, the OPFOR do not exist at mission start. It is also entirely possible that the units spawned by this DAC zone could actually end up moving to a unique location at the other side of the map which makes an area trigger messy. Just wondered if there was a nifty way to hook into the status/number of troops belonging to a DAC zone and act accordingly when certain criteria are met.
  22. Fantasic effort everybody. Thanks to all who tested the Betas to destruction and thanks to everyone at BI for their continued support for what is a sensational game.
  23. *tcf*jackal

    ARMA 2: OA beta build 87136

    Tis' BLUFORs UAV :)
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