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PhelanKA7

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Everything posted by PhelanKA7

  1. Ok... Here's something I can't figure out: _group1 at a point in any of his possible statements "gets in a nearest" vehicle which I have setup as a named/unlocked/Chernarus/civilian car in the editor. He then drives to a location, and gets out of said vehicle. He makes his way to _group2 and successfully joins their group. Now is where it gets funky. _group2 sends the _group1 guy back to the car he showed up in which causes pathing problems for the pickup performed by _group3 (a chopper). None of this happens if _group1 never got into a car. Is there something I need to tell the game when _group1 gets out of the car, that will keep _group2 from sending him back to it? Sorry to keep bringing this topic back up. Just when I think something is buggy and won't work I (or someone else :p) figure out that it was me doing something incorrectly, or not doing something I needed to. Thanks for any help. _posnum = round (random 2); _unit1 = _this select 0; _group1 = group leader _unit1; _unit2 = _this select 1; _group2 = group leader _unit2; _unit3 = _this select 2; _group3 = group leader _unit3; ///////////////////////////////////////////////////////////////// ///////////////////ESCORT MOVES////////////////////////////////// _wp1 = _group2 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group2, 1] setWaypointtype "LEADER"; _group2 SetCurrentWaypoint [_group2, 1]; _wp2 = _group2 AddWaypoint[GetMarkerPos "WP2", 0]; [_group2, 2] setWaypointtype "GETIN"; _group2 SetCurrentWaypoint [_group2, 1]; ///////////////////////////////////////////////////////////////// ///////////////////CHOPPER MOVES///////////////////////////////// _wp1 = _group3 AddWaypoint[GetMarkerPos "WP2", 0]; [_group3, 1] SetWaypointtype "LOAD"; _group3 SetCurrentWaypoint [_group3, 1]; ///////////////////////////////////////////////////////////////// [_group2, 1] synchronizeWaypoint [[_group3, 1]]; hint format["%1 ",_posnum]; sleep 2; if (_posnum == 0) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] SetWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } else { if (_posnum == 1) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] setWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "PolanaWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } else { if (_posnum == 2) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] setWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "SolWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } } }; [_group1, 5] synchronizeWaypoint [[_group2, 1]];
  2. One more quick question: I'm trying to get a group (_group2) to get in a helicopter (_group3) at a waypoint. All of the units move just fine, except the chopper does not come down to load the ground units. I've tried a "synchronizeWaypoint" but it doesn't seem to work. Here's what I"ve got: _unit = _this select 0; _group = group leader _unit; _posnum = round (random 2); _unit2 = _this select 1; _group2 = group leader _unit2; _unit3 = _this select 2; _group3 = group leader _unit3; _wp1 = _group2 AddWaypoint[GetMarkerPos "WP2", 0]; [_group2, 1] setWaypointtype "GETIN"; _group2 SetCurrentWaypoint [_group2, 1]; _wp1 = _group3 AddWaypoint[GetMarkerPos "WP2", 0]; [_group3, 1] SetWaypointtype "LOAD"; _group3 SetCurrentWaypoint [_group3, 1]; [_group2, 1] synchronizeWaypoint [_group3, 1]; hint format["%1 ",_posnum]; sleep 2; if (_posnum == 0) then { _wp1 = _group addWaypoint[GetMarkerPos "GO", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 3] SetWaypointType"MOVE"; _group setCurrentWaypoint [_group, 1]; } else { if (_posnum == 1) then .... EDIT: Nevermind! I needed to say "[_group2, 1] synchronizeWaypoint [[_group3, 1]]". Instead of with single brackets like I had it. Sorry for bumping this thread.
  3. PhelanKA7

    Detected By Issue

    Would setting the OPFOR units at start to "CARELESS" make their detection abilities less? Or you could do a distance check to player for every OPFOR unit to set up an "artificial" detection.
  4. Nevermind. I saw that you had your own "WP" #'s in the other IF statements. It works now! Thanks for the help F2k, and everyone else who offered their advice.
  5. Would you mind posting it? I need the ELSE statements because without them, it's always using the same waypoint set.
  6. That's what I'm thinking as well. I've been reading up on control structures for the past 20 minutes to see if there's some other way I can have 3 possible statements from a random variable. LOL. I'm an idiot. I just got rid of the ELSE statements, and just had 3 different IF statements and it works now. Not sure why I was thinking an ELSE statement was needed, but I guess we can chalk that up to Beginner's Luck :p Thanks a ton for the help Ka-Oz. You're a true scholar, and gentleman :D
  7. I tried using marker positions for the waypoints and it still doesn't work. If it's working for other people then hopefully I'll figure out what I'm doing wrong. Thanks for the help. I'm probably not doing the else statements right. _unit = _this select 0; _group = group leader _unit; _posnum = round(random 2); if (_posnum == 0) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; } else { if (_posnum == 1) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "PolanaWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; } } else { if (_posnum == 2) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "SolWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; } } That's what I have in there now. I took out the debug because I just made my player standing right behind him to see if the NPC does anything. And of course I have the init line for the NPC as you said: nul = [this] execVM "random.sqf";
  8. Hrm, that doesn't work either. I'll keep tinkering with it. Thanks though.
  9. The decimal issue of random was a good thought, but unfortunately there's something still wrong with my script. Thanks for the quick reply. EDIT: I also figured out that I needed to put brackets around the numerical coordinates. Still doesn't work though...lol
  10. Heck if I know. The NPC sure doesn't move though :p
  11. I'm putting the finishing touches on my first ARMA2 mission, and to be frank my first user made, and ready to consume product for any game. My question is related to the AH-6 Little Bird mod by Cyborg11 and a NAPA reskin done by Jehzsus I have incorporated into the mission. I have tried PM'ing them on the Armaholic forums, but they have yet to respond to my request to use these mods. Would it be bad form to just credit them in my release notes and go ahead and release the mission, or should I wait for their blessing? Thanks.
  12. PhelanKA7

    ArmA Scripting Language

    As others said, C++ is named because it was incrementally (++=+1 in C language) more functional than C. B is an archaic programming language that is the predecessor to C. B++ would be misleading and erroneous on many levels. *puffs out chest and struts* :D
  13. PhelanKA7

    SP Mission: Operation Enable Sky

    I've had this bug 2 times in 3 plays. One way I've fixed it is to run around like a chicken with my head cut off, and when that didn't work I reloaded a previous save and it worked. On the latter occurrence it appeared to have been caused by my team standing too close to where the chopper wanted to land and the chopper just hovered out of boarding reach. The time I fixed it by running around, the chopper started out hovering in formation and didn't land to pick us up until I seemed to have walked over a trigger that I don't see in the editor. *shrug* It can be annoying, but I'd say it's hardly game breaking. I've played through most of the original campaign after all :p I'm really looking forward to your next mission. I've enjoyed the first two immensely, so thank you for them. They've also helped me as examples of how to use the editor as well. I'm totally new to BIS games, not to mention editing them, but using your two missions as guides has been a big help. :)
  14. PhelanKA7

    Combat scenario buggy?

    Hi all, Has anyone else tried playing the "Combat" premade scenario? For some reason it doesn't seem to work very well at all. Most of the time when the chopper drops my team off, it stays at the insertion point and hovers 10 feet off the ground. And missions given complete themselves 10-30 seconds after being given. Am I missing something here?
  15. So I've been putzin around in my HUMVEE in Arma2, and I got to thinking: How awesome would it be to make a racing mod? First priority would be to create AI specifically for driving, and driving quickly and efficiently. After that the MOD could start to take shape with new vehicles, and other "fluff". I really think the frame for a fun Rally Car racing MOD is already there. I may get to studying myself to take this on, but I was curious if anyone else had thought about these possibilities? Perhaps we could work together. :)
  16. PhelanKA7

    The Most Obscure Easter egg(s)

    Rock 'n Roll! A Russian satellite just wouldn't be complete without a metalhead ;)
  17. PhelanKA7

    Satchel bombs

    That's what it was. Thanks for the help everyone!
  18. PhelanKA7

    Satchel bombs

    I am having the same problems as the OP. I equip the satchel charges> a white cross comes up > I press the left mouse button and my guy does an animation like he's laying them > an icon comes up with two arrows that look like this: "><" > I press enter and I stand up. Now... What do I do? Sometimes it works and gives me a 30 second delay for detonation, cancel detonation, cancel charges, or explode the charge. Other times it doesn't do a damn thing. It seems like either it's buggy, or I am doing something wrong. What gives? EDIT: Also note that once I "lay the charges" I can no longer pick the satchel charges up again to retry. It just "disappears" and nothing happens. Very aggravating :(
  19. PhelanKA7

    Arma 2 - The n64 thread

    I heard they are porting ARMA2 to the Harpsichord...
  20. Agreed with the OP. I have run this scenario 10+ times and it's VERY different every single time. Even the APC takes different routes and tries different tactics. It keeps you on your toes, and honestly puts most actual human players to shame at times. Including myself :o
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