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Daveyboy154

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Posts posted by Daveyboy154


  1. I'm a bit of a noob, so I don't know if thi swill help, but you can group (F2) the trigger to the player (or any unit.) you can then re-open the trigger and there is a new drop down box to specify who exactly from that group should trigger it.

    you could put "Target2 = 0;" in the player's init field. Trigger one would then have "Task2 setTaskState "SUCCEEDED"; target2 = 1;" in the on act field.

    In the final trigger, the condition could be "this AND target2 = 1;"

    If grouped to the player, this would mean that the final trigger would only fire if the player himself were in the trigger area and the variable "target2" had a value of 1.

    You could probably do this without the variable though. have trigger 1 say "Task2 setTaskState "SUCCEEDED";", then in trigger 2 have "this AND TaskCompleted Task2;"

    Then it would only fire if the player were present and had already accomplished "Task2".

    Hope that helps a bit,

    Dave


  2. The driving ai tends to struggle with this I think, but as mentioned above setting them to safe or careless mode, perhaps with "limited" speed, might help.

    Also, use plenty of waypoints and give the occasional one a "sleep 10;" in the on act field, as it might let them get back in column formation.

    Finally, have the highest ranking unit as the group leader at the head of the convoy. After that, the order of the column will be dictated (I think) by descending rank. Where there are two of the same rank, the unit placed earliest in the editor goes first. If you want your BTRs at the back, make them Privates and everyone else a higher rank, if you see what i mean.

    You might also use something like:

    MyVehicleName limitSpeed 30;
    

    on each one's init field (changing the name as needed obviously.) This will at least keep all the vehicles going at the same speed. That only works for ai vehicles though, not for one you are driving.

    That should help, but the driving ai will struggle a bit I think. You might want to consider having fewer vehicles in your convoy.

    Dave


  3. If memory serves, it is inside missions.pbo, within the AddOns folder in the game directory. I did the same as you, but without any prior knowledge of scripting it was literally like reading a foriegn language.

    I don't know if you already know a bit about scripting and such, but if not I strongly reccommend starting small and using searches on this forum to find out, piece by piece, how to put your missions together.

    Dave


  4. @The Shadow

    I think that it has to do with the initializations, but i'm not sure. The first 2 lines should prevent that, but sometimes I get rpt errors (and other times I don't despite not changing anything!)

    Just going on my own trial and error experience, maybe put your code in a seperate sqf and execVM it from the init.sqf instead. Have it a couple of lines down, or even after a "sleep 1", to see if that helps. It's not like it would spawn any patrols in the first second of a mission anyway.

    Dave


  5. How about this:

    Set a trigger (however big you like) where Blufor is detected by Opfor.

    Then have a couple of empty tanks and a couple of 3 man groups (or however many crew you need.) Give the crew a move waypoint very close to their starting position, followed by a get in waypoint on top of the tank they will jump into, followed by a search and destroy waypoint or two around the camp.

    Synch the trigger to the first move waypoint and then, under effects in the trigger, scroll down (past the blanks) to alarm.

    If you do that the enemy crew should stand still until you are detected. At that point an alarm will sound and they will jump in the vehicles and come after you.

    If you set the trigger to repeatable, the alarm should go off once they are dead (as they can no longer detect you) but i'm not sure.

    If the "get in" doesn't work, you could either play around with the movein commands (moveindriver, moveingunner etc) or you could place a "full" tank, give it a get out waypoint, followed by a move and then complete the rest as above, synching the trigger to the move after the get out.

    I'm a complete noob myself, but I think that should work. I suspect that manning static defenses is more complex (although there is a function for it, something like BIS_fnc_defend. Run a search for that on these forums and see what comes up.)

    Dave


  6. This should work.

    [[[b][i]Let this empty[/i][/b]], BIS_ACM] call BIS_ACM_setFactionsFunc;
    [bIS_ACM, ["USMC_InfSquad","RU_Mi24VSquadron","RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;

    Weirdly, this didn't work for me. However, when I added a faction back in the first line (instead of leaving the array blank) it did. It even worked with when I swapped the side over (see example):

    [[uSMC], BIS_ACM] call BIS_ACM_setFactionsFunc;
    [bIS_ACM, ["RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;
    

    With this, I got nothing but Russian tanks for 15 minutes and not a single USMC unit. Maybe the ACM just needs at least one faction in there to function, but then disregards it if you use the addGroupClassesFunc afterwards?

    Dave

    Actually, what is even weirder is that I forgot quotation marks around the USMC, returning an .rpt error. Yet somehow, it had the desired effect regardless. I'm sure that there is an explanation, but someone more knowledgeable than me will have to come up with !


  7. i'm really new to the Arma series, but I thought I had observed the opposite. If you have a formation set and issue a move order to Red team, for example, i'm pretty certain that they move in that formation together (i.e. without the gaps.)

    In particular, I find myself having to order guys individually to move to a certain spot (rather than as a team) if I want them to get there quickly, otherwise they do move in formation and that can take longer.

    I could be completely wrong though, just going on what I have observed.

    Dave


  8. No probs mate, I don't really get it myself but opening up other people's work and messing with the code means i'm slowly learning. I think that any time you want to use exec (sqs) or execvm (sqf) files the name has to be in quotes. Beyond that, I just spend hours looking at the comref (http://www.arma2.com/comref/comref.html) and figuring out how they have put together their example and going from there.

    Secops is a module you place in the editor (in the same menu as ambient civs etc.) It's proper name, in the editor, is secop manager.

    The first bit of my other post describes adding it, synching it to the player and then some code for an init.sqf that basically means you don't get the missions, you don't get the artillery and airstrikes, but you do get the transport option.

    If you do that and make sure that you put an actual chopper on the map (with the name the same as you put in the SECOP code) then you should be good to go. Have a play with it and let me know if you get stuck mate.

    Dave


  9. Hi

    Being a complete and utter noob I have probably done this in a really rubbish way but I have managed to get this working with a support chopper from the SECOPS module, so you can fastrope on demand. I checked with Norrin via PM if it was okay for me to butcher his work before posting it!

    After installing Norrin's addon I did the following:

    1) Place a SECOPS module and name it (in my case - I named it SECOP. For originality's sake.) Synch it to the player.

    2) Follow the steps in this thread to get it working with the chopper of your choice: http://forums.bistudio.com/showthread.php?t=73329&highlight=secop

    Specifically, I named my chopper patrol2, then put this in my init.sqf:

    Patrol2 flyInHeight 40;
    SECOP setVariable ["settings", [[], true, nil, nil, false]]; 
    [["transport"],player] call BIS_SOM_addSupportRequestFunc;  
    SECOP setVariable ["TSS_vehicle_custom", Patrol2]; 
    sleep 5;
    ["transport", player] call BIS_SOM_addSupportRequestFunc;
    

    3) In the init field of my chopper (an MH60 in this case) I put:

    Patrol2 addAction ["Fastrope", "fastrope.sqf"];
    

    4) I then created a fastrope.sqf using Norrin's waypoint on act code:

    _heli = _this select 0;
    Patrol2 land "NONE";
    nul = [_heli, 30, "move.sqs"] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
    

    5) I set up a marker named "WP1" back near by chopper's starting point and then used Norrins move.sqs (with one waypoint removed.)

    ;chopper_move.sqs
    _heli1 = _this select 0;
    _group = group _heli1;
    ~2
    _heli1 flyInHeight 40; 
    _waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];
    _waypoint0 setWaypointType "MOVE";
    _waypoint0 setWaypointSpeed "Normal"; 
    exit
    

    Now I can call for a chopper in the usual way (via request support), hop in and give a disembark destination. The choper has an action attached named fastrope, which I click as the chopper slows to land, but before it begins it's descent. It should hover, fastrope you and your crew then head back home and land to await your next call.

    Hope this is useful for someone. As a total noob I was so pleased that I got something to work (without really knowing what all the scripts do, it has to be said) that I felt compelled to post it!

    Dave


  10. Hopefully I haven't misunderstood your issue, but you can select an AI squad member and left click on an enemy on the map to tell him to attack.

    You can do the same in first person view, eg: Squad set to hold fire/disengage. Look at an enemy through your binoculars (or look at them normally, whichever) select your squad member(s) with the F keys or space and with the target/cursor over the bad guy the option to attack is top of the list.

    Tell him to engage through menu 3 and he'll move into position. tell him to fire through menu 3 and he will take him out.

    Have a play around with it in a very simple editor mission, it is really cool for co-ordinating attacks.

    Hope that helps!

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