MiXeR
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Everything posted by MiXeR
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Creating group with BIS_fnc_spawnGroup
MiXeR posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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) -
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.
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bumpp
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ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
MiXeR replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
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 -
Thanks for you answer Silola, but ai still doesn't take stinger. :( Maybe it's a bug?
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Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to select unit features in script? I mean "In air", "In group". -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
YAY. Thank you again. :) -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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: -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_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"; -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i0n0s, thanks a lot! -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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)" -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Vehicle spawn: [getPosASL guy, 0, "M1A1", group player] call BIS_fnc_spawnVehicle -
Creating group with BIS_fnc_spawnGroup
MiXeR replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So.. how should it be? I don't understand. -
Classname for the ammo of all Armoured Russian vehicles
MiXeR replied to dale0404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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] -
ArmA 2's Artillery Module
MiXeR replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With virtual arty all works fine -
ArmA 2's Artillery Module
MiXeR replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have 2 logics, but when i deleting one of them all artys continies shoot lol. O_o -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And that's all? Only 2 types? -
ArmA 2's Artillery Module
MiXeR replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to spawn only infantry? -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a new question. How to spawn only infantry? -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
schaefsky, thank you! It's works now fine. This module is very interesting.. -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://rapidshare.com/files/240649395/ACM_test.utes.rar.html please check this demo, what's wrong? -
Ambient Combat Module
MiXeR replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
ArmA 2's Artillery Module
MiXeR replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. :)