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MiXeR

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Everything posted by MiXeR

  1. Hi there. I trying to spawn an infantry group by this: [getPosASL player, side player, "USMC_InfSquad"] call BIS_fnc_spawnGroup But nothing happen. Spawning vehicles works fine. Description: Function which handles the spawning of a dynamic group of characters. The composition of the group can be passed to the function. Alternatively a number can be passed and the function will spawn that amount of characters with a random type. Parameter(s): _this select 0: the group's starting position (Array) _this select 1: the group's side (Side) _this select 2: can be three different types: - list of character types (Array) - amount of characters (Number) - CfgGroups entry (Config) _this select 3: (optional) list of relative positions (Array) _this select 4: (optional) list of ranks (Array) _this select 5: (optional) skill range (Array) _this select 6: (optional) ammunition count range (Array) _this select 7: (optional) randomization controls (Array) 0: amount of mandatory units (Number) 1: spawn chance for the remaining units (Number) _this select 8: (optional) azimuth (Number) Returns: The group (Group)
  2. Hi there. I have a trouble with selectWeapon command. I placed 2 soldiers with stinger. 1 - is me, 2 - is ai. When i trying to switch weapon to Stinger (s1 selectWeapon "Stinger") nothing happens. It only works for player. I tryed also "s1 action ["SWITCHWEAPON",s1,s1,2]" but ai still stayng without any moves. (for player this action works fine) I also tryed to remove all weapons and add only stinger - but still fail. How to force ai switch to secondary weapon? Thanks.
  3. Is selectWeapon command works for AI? Can't force AI soldier switch weapon to secondary. (stinger or javelin) Looks like a bug. 1.04.60295
  4. Thanks for you answer Silola, but ai still doesn't take stinger. :( Maybe it's a bug?
  5. How to select unit features in script? I mean "In air", "In group".
  6. It returns "any". I trying to write a script to move created group: _grppos = _this select 0; _grpfact = _this select 1; _grptype = _this select 2; _grpname = _this select 3; _wppos = _this select 4; _wptype = _this select 5; _wpspeed = _this select 6; _wpform = _this select 7; _wpt = _this select 8; switch (_grpfact) do { case "USMC": {_side = "west"}; case "CDF": {_side = "west"}; case "RU": {_side = "east"}; case "INS": {_side = "east"}; case "GUE": {_side = "resistance"}; }; _grp = [getPos player, west, (configFile >> "CfgGroups" >> _side >> _grpfact >> _grptype >> _grpname)] call BIS_fnc_spawnGroup; _wp = _grp addWaypoint [_wppos, 0]; _wp setWaypointType _wptype; _wp setWaypointSpeed _wpspeed; _wp setWaypointFormation _wpform; _wp setWaypointTimeout _wpt; But, if i use: _grppos = _this select 0; _grpfact = _this select 1; _grptype = _this select 2; _grpname = _this select 3; _wppos = _this select 4; _wptype = _this select 5; _wpspeed = _this select 6; _wpform = _this select 7; _wpt = _this select 8; _side = "west"; _grp = [getPos player, west, (configFile >> "CfgGroups" >> _side >> _grpfact >> _grptype >> _grpname)] call BIS_fnc_spawnGroup; _wp = _grp addWaypoint [_wppos, 0]; _wp setWaypointType _wptype; _wp setWaypointSpeed _wpspeed; _wp setWaypointFormation _wpform; _wp setWaypointTimeout _wpt; ... all works fine. What's wrong? :confused:
  7. What's wrong in this code? _grpfact = "USMC"; switch (_grpfact) do { case "USMC": {hint "Ok"; _side = "west"}; case "CDF": {_side = "west"}; case "RU": {_side = "east"}; case "INS": {_side = "east"}; case "GUE": {_side = "resistance"}; }; hint _side; hint _side; - doesn't work.
  8. _grp = [position spawngroup, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup _wp = _grp addWaypoint [getpos guy, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL";
  9. HELL YEAH, i did it. :D [getPosASL player, side player, ["USMC_Soldier_SL", "USMC_Soldier_AR"]] call BIS_fnc_spawnGroup In the "[]" put list of infantry units. But i still don't understand how to use "- amount of characters (Number)" and "- CfgGroups entry (Config)"
  10. Vehicle spawn: [getPosASL guy, 0, "M1A1", group player] call BIS_fnc_spawnVehicle
  11. So.. how should it be? I don't understand.
  12. hint format["%1", currentWeapon mytank] mytank - name of tank. It won't work with hint format["%1", currentWeapon player] or hint format["%1", currentWeapon this]
  13. With virtual arty all works fine
  14. I have 2 logics, but when i deleting one of them all artys continies shoot lol. O_o
  15. I have 2 arty positoins and want to make a strike on the 2 positions, but when i activate strike both of them shots on the second position. [group m1, getPosASL artystr, ["IMMEDIATE", "HE", 1, 10]] call BIS_ARTY_F_ExecuteTemplateMission; [group m2, getPosASL artystr2, ["IMMEDIATE", "HE", 1, 10]] call BIS_ARTY_F_ExecuteTemplateMission; If i activate second strike after 20-30 seconds some boms falls on the first position (artystr) but most of them on the artystr2. Why?
  16. I have a new question. How to spawn only infantry?
  17. schaefsky, thank you! It's works now fine. This module is very interesting..
  18. http://rapidshare.com/files/240649395/ACM_test.utes.rar.html please check this demo, what's wrong?
  19. I using [uSMC, BIS_ACM] call BIS_ACM_setFactionsFunc; but ACM spawns units of all factions, what's wrong? If i type "USMC" ACM doesn't work.
  20. Make 2-3 MLRS, sync them with arty module. Make a trigger with "on activation": [group m1, getPosASL a1, ["IMMEDIATE", "HE", 1, 10]] call BIS_ARTY_F_ExecuteTemplateMission; m1 - leader of mlrs battery; a1 - target unit. Mission Type: “IMMEDIATE†or “TIMED†The IMMEDIATE mission type will complete after a requested number of rounds have been fired. The TIMED mission type will complete after a specific number of seconds have elapsed. Ordnance Type: This is a string indicating the general type of ordnance to fire. Ordnance types are defined either by default or by calling the BIS_ARTY_F_AddOrdnanceType function. For each type of artillery, there are one or more ordnance types. Common default ordnance types include: “HE†- High Explosive “WP†- White Phosphorous (“Willie Peteâ€) “SADARM†- Search and Destroy Armor “LASER†- Laser guided artillery shell “ILLUM†- Flares “SMOKE†- Non-Incendiary Smoke Rate of Fire: The delay, in seconds, between each shot. This delay will be applied globally throughout the entire battery. For example, if gun 1 fires, there will be a delay between that event and when gun 2 fires (and so on). Duration of Mission OR Round Count: This depends on the mission type. This value is used as follows: For IMMEDIATE missions, the number of rounds to fire. For TIMED missions, the number of seconds to sustain fire. PS: I have a problems with GRAD, it crew geting damage after fire, and get out from arty. I placed it in many directions, but crew are still dying PSS: Sorry for my english. :)
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