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f2k sel

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About f2k sel

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  1. I've taken a look using mechanized group and it's really hit and miss for me so there is an issue. Sometimes works fine, another time it stops at the next waypoint and won't move. I've seen it complete all the waypoints and stop at the cycle wp. I've also had it load the units after the battle but not move, I then issued the join command for each unit and it started to move again. But if they get too far away they seem to get removed from the group and rejoin won't work, it seems to fail quite often when that happens. I must admit I haven't a clue how to see waypoints in Zeus. It's hard to test when things are constantly changing you don't know what works and what doesn't.
  2. Yea I haven't be around for a long time, I did try with infantry units and that seems ok. When I have time I'll try with mechanized group. I don't really use mods so that shouldn't be an issue,
  3. Can't seem to replicate this, when AI GROUP using Cycle Waypoints engage AI they do continue for me, I must be missing something in you explanation. AI are changing from "Aware" to "Combat" and once clear they continue to follow waypoints in "Aware" mode. Is it a multiplayer issue perhaps.
  4. f2k sel

    Help pls.

    There is unitname setunconscious false; https://community.bistudio.com/wiki/setUnconscious
  5. I messed with something like this a while back but this was for an empty plane, if a pilot is needed it might be possible to move him in later. https://forums.bohemia.net/forums/topic/216323-how-to-create-a-plane-with-closed-canopy-and-landing-gear-up/?tab=comments#comment-3286302 Maybe just attach flying plane to a static object.
  6. rcmw's idea will sort of work just leave the enemy pilot in the vehicle, you can make him invisible and disable simulation. It will look empty, to stop AI shooting at chopper you can set pilot to captive.
  7. I'm sure the intrigger function works in A2/OA, you would just run a check and if it's not in the trigger send the group to trigger location. you just need to change the triggername and mygroup names to match the names your using in your mission null=[] spawn { { if !([triggername, _x] call BIS_fnc_inTrigger) then {_x domove getpos triggername }; sleep 1; } foreach units mygroup; }; Place the code in a game logic init box, or the trigger on Act box or if you know what your doing make it into a script. I can't test so it may have errors or simply not work. It did have an error I missed the ! out of the if command, tested in A3 and it works.
  8. f2k sel

    Regularly repeating trigger

    if you remove this && from the command it should work in your case
  9. It's the strange case of spot the difference, I can't see it but one works the other doesn't this animateSource ['lights_em_hide',1]; // william516 doesn't work this animateSource ['lights_em_hide',1]; // stburr91 does work
  10. I found it simpler to just force a group out when needed by placing this in the WP on Act null= this SPAWN { sleep 2;GrpA leaveVehicle vehicle _this};// change GrpA to the group you want to leave all waypoints can be move you place two WP's close together for the vehicle and sync it to a move waypoint for the group getting out so the truck waits until they are out.
  11. f2k sel

    AI Discussion (dev branch)

    I issue a domove between waypoints foreach unit and set speed to full (script) so they can run in careless, better if all the AI stuff is disabled as well however there is still a bug where every now and again the AI just stop for a second or two for no obvious reason. They will continue after the freeze. It would be interesting to know why they stop it's as if there is a timing issue.
  12. I find with vehicles you usually have to have a back up plan as you can't rely an AI doing what they should. What I tried to do with FindBody.sqf was run it once just for one member of the crew, that works. It needs a delay to allow it to hit the ground, that bit's not so simple they get stuck on things. Then as I think you said it spawns crows (only once now) but they don't end. That's because units are in the vehicle and can't be deleted (not strictly true) you can setpos them out then delete but not always. That's the sketchy bit. Even if the game removes them such as in some heli crashes they don't seem to be deleted and you can't force them to become deleted that's why crows keeps running. What I found was after a set period of time they stop being objects and become something else. I struggled to find an answer but eventually I found a work around, if you use hint str (name _deadguy);// to get the default name of the unit that still works as it should but after 20-30 seconds it changes to error:no unit (at least in the Grad with 2 crew) I found I could trap the error and use that to end crows and the main while loop, name _deadguy == "error:no unit";// add that to while loop check line and crows waituntil it seemes to work and they get deleted After all that a Finder is rarely sent to the chopper the Grad is a little better, which makes sense they are harder to see and may not even exist although you can see them still there in the case of the Grad (one of them) So like I said probably not worth the trouble.
  13. Well if you can live with that's great, I did mess about for a while but results were sketchy.
  14. BIS use vehicle in a odd way it returns what vehicle the unit is in or the unit if it's on foot. so _deadguy in a chopper named heli would look like this hint str (vehicle _deadguy ) ;// would return heli name you can also use if (vehicle _deadguy == _deadguy) then {hint "deadguy not in vehicle}; or if (vehicle _deadguy != _deadguy) then {hint "deadguy is in a vehicle} or if (Vehicle _deadguy isKindOf "Air" or Vehicle _deadguy isKindOf "LandVehicle" ) exitWith {};  I did miss read you post a little, _deadguy isKindOf "Air" ect are not needed .
  15. OK I don't have a perfect fix yet but I think I see the issue, the bodies are still in the vehicle and due to the game engine you can't delete units while they are inside a vehicle. You could add a check at start of findbody.sqf, this will just exit the whole script. if (Vehicle _deadguy isKindOf "Air") exitWith {}; However I suspect this will happen with all vehicle types so a better solution is needed.
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