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Volw

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Posts posted by Volw


  1. I'm more than certain walker is right and you are all jealous of his superior analytical mind.

    You can't even imagine how much experience and operational knowledge can be achieved by playing Hitman and Bomberman! I mean, unless he has a PA that wrote almost 5,000 posts it must be where the wisdom is coming from ...


  2. - Move the ace_c_ai_*** pbo's to a temporary folder, so that the game doesn't load these addons

    - Start the game, verify the effects of your setSkill command

    - If the problem is gone, put an ace_c_ai addon back one by one, checking ingame if the effect is still working properly, or is behaving weird again

    - Else, if the problem is not gone, try to move more ace_c_** and ace_sys_*** addons away.

    Right, thanks for pointing me in a right direction.

    I did test it and it's 'ace_c_ai_skill.pbo' that is causing the issue.

    FYI. With that file removed, it seems like ACE2 is much more sensitive than vanilla, it's probably due to the use of event handlers. But it works, requires little tweaking so it's not an issue.

    Just as an example, with "aimingAccuracy",0.0002 - vanilla would shoot in a 20-30 degree cone, with ACE2, it's more like 120 degrees. But as I've said, not a huge issue to change a few numbers around.


  3. I seem to have problems with ACE2 overriding simple scripts written in the editor.

    As an example init line of Shilka:

    gunner this setskill ["aimingAccuracy",0.0002];

    In A2 vanilla it will shoot all over the place - as it should.

    In ACE2, it will fire accurate bursts.

    It's just an example, I've noticed a lot more commands don't work with ACE2.

    I was wondering if it's possible to override ACE2 somehow, without disabling it completely. Would appreciate any help.

    Happy new year!


  4. Is there a way to prevent a player from ever receiving enough damage to kill them and cause ArmA to remove them from the world? (So they go to spectator seagull mode or are respawned?)

    In the First Aid/Simulation Editor Modules, if a players state of damage is 0.8 to 0.9 they are "disabled" into the "In Agony" animation until they expire or are revived by another character. While "In Agony", it is possible to make them invincible so they can't receive any further damage?

    In this way, there would not be a respawn mode required and the player is therefore never out of the game and could be revived any number of times to keep the mission going so long as the means of reviving them (IE: Other Characters) remain active (IE: Not likewise disabled) in mission.

    This would be different then the various "revive" scripts that allow the player to be killed and then respawn then "disabled" back into the world near to where they were initially killed. They would simply never take enough damage to ever actually kill them. (IE: They would have %101 health, but could only ever take %100 damage.)

    if (((damage this)>=0.1) && ((damage this)<=0.2)) then this allowDamage false;

    It'd be something along those lines, I'm a little fresh on scripting so it most likely won't work. (Edit: I've tested it, it doesnt bring any errors, but doesn't work either.)

    The problem is, unless healed by a medic they'd stay invincible, as non-medic revive doesn't heal... Also, they may simply die if the damage is greater than 0.8-0.9.


  5. I followed these steps exactly, but when i go into preview mode in editor it does not work. I call radio juliet, mark the position and then call radio hotel. It displays the message bat1: firing, but nothing happens. Im standing right beside the MRLS I synchronised to the artillery module and it doesnt fire. Helpppp!

    MLRS has a very large minimum range. Try placing it (much) further away.


  6. The above code is the whole thing :P

    Just sync the surrendering module to the unit that you want to surrender.

    The module works like a charm. The AI unit will run from you as fast as possible but when you catch up to him or fire a few rounds over his head he will assume the surrender pose.

    You don't need to sync it, it works regardless.

    How I made it to work:

    I couldn't get join working in A2 for some strange reason. What I did was setcaptive true on both the player and the unit that has to be captured (can happen on trigger).

    Placed a WP with 'join' for the captive and 'join and lead' for the player, synchronized both. Then another waypoint with setcaptive false on player, so you're back to the normal state.

    It's a bit ghetto but it works.

    Edit: The above doesn't require surrender module.


  7. @Volw

    Your script does not work for me. I get:

    Script MapClick.sqs not found.

    I created a different profile than the default so that may be the problem. I dont have anything in the Documents>Arma 2 folder.

    My User saved maps are in Documents>Arma 2 other profiles>...

    I checked spelling and everything, just wont work.

    I also noticed that you say...

    but then you say...

    I dont see Alpha, just Juliet.

    If your maps are under other profiles, then just create those two .sqs files there. They have to be in the same folder as your missions mission.sqm.

    What I wrote is correct, just place the files where they're supposed to be and it will work.

    Edit: Maybe you have your extensions hidden in windows, so the file name is something like MapClick.sqs.txt ?


  8. No SOM method.

    (it's still no go on dedicated, works with multiple players on non-dedicated)

    First of all, this is my first take on scripting, so it probably can be shorter or easier. Anyway, it works 100%.

    Seeing most people struggle with this - simple 11 step tutorial ;)

    1) In your mission folder (the one on C drive in Documents\ArmA 2\missions\YourMissionName).

    2) Create a text file.

    onMapSingleClick "_pos exec ""ArtMarker.sqs"""

    3) Paste the code above and rename the file to 'MapClick.sqs'. (Make sure you have enabled extensions in windows, otherwise you'll end up with MapClick.sqs.txt, which won't work).

    4) Create another text file.

    _Marker = createmarker ["ArtTgt1", _this]
    _Marker setMarkerType "Destroy"
    _Marker setMarkerColor "ColorRed"
    _Marker setMarkertext  "ARTILLERY TARGET"
    
    tgt1 = "Sign_Danger" createVehicle (getMarkerPos "ArtTgt1")
    
    ~60
    
    deleteVehicle tgt1
    
    deleteMarker "ArtTgt1"

    5) Paste the code and rename to ArtMarker.sqs

    6) Once you're done, in the editor, create a trigger. Change 'Activation' to 'Radio Juliet' and 'Repeatedly'.

    It will allow you to create new targets every 60 seconds.

    [] exec "MapClick.sqs"; hint "Click on the map to select target location.";

    7) Put this code into 'On Activation' line.

    You can test it in game. Enter map screen, press '0' to bring up radio, then select 'Alpha', click on your own location a warning sign will appear on your location ;) That's what the artillery will fire at, but since we don't have the artillery yet, nor the trigger, you should be safe.

    8) Create an artillery you want to use, synchronize the leader with 'Artillery Module'. Name the module 'Art1'.

    9) Create another Radio Trigger, this time 'Radio Hotel'.

    [Art1, getPosASL tgt1, ["TIMED", "HE", 1, 60]] call BIS_ARTY_F_ExecuteTemplateMission; hint "Bat1: Firing.";

    10) Put this code into On Activation field.

    11) You can use the artillery in game now!

    Remember to first choose 'Radio Alpha' to select a target on the map, then call in 'Radio Hotel' to have the artillery fire. You can have multiple 'Radios' to call in different fire missions.

    In the example above, the battery will fire HE rounds, with 1 sec interval over 60 seconds. It can be changed, just edit ["TIMED", "HE", 1, 60] - for reference use wiki http://community.bistudio.com/wiki/Artillery_Module#Creating_fire_missions

    Remember it takes a while for the shells to arrive. Also different Artillery types have different min/max ranges. Keep that in mind.


  9. Volw: That code is incorrect; it doesn't reference the Artillery Logic. That may have something to do with it.

    Also make sure you're dropping fairly close to the target.

    Well, it works on every other shell ... strangely, even on SADARM rounds.

    EDIT: Even if used with Arty Logic instead of the grp leader, it's still hitting the target set, instead of the target lased.

    EDIT2: Right, my mistake. The problem was - I was trying to lase the target as BLUEFOR, using REDFOR arty. (My test island is utes, arty is off map so I didn't really notice :o).


  10. One more thing I've noticed LASER rounds don't seem to work when called by this nice code by beita: [group m1, getPosASL a1, ["IMMEDIATE", "LASER", 15, 4]] call BIS_ARTY_F_ExecuteTemplateMission;

    Rounds drop on target, not on a lased target. (all other types are working fine)

    They work fine when used with SOM. Is there a trick to make it work without it?


  11. Just tested and mine dosnt work on a dedicated server either. I'd assume it has something to do with the reference to 'player' in the following code.

    [["artillery_barrage"], player, [[RIPPER, [1,3,4,7,8,9]]]] call BIS_SOM_addSupportRequestFunc;

    Any ideas how to get around that?

    Actually I did some digging and it seems like SOM is not working on Dedicated Servers atm. So we'd need a solution that is not SOM dependant.

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