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Starlight

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Posts posted by Starlight


  1. Do they have to be placed in very exacting positions or just small localised areas.

    I agree if you want exacting positions its laborious to do many with a script, but if general areas, then a load of markers on the map for each group is relatively easy.

    You could also use the editor to place them, then extract the position info from the mission file to put into your own script.

    Just depends on how big a mission you are building, if you have 2-3 towns with that many troops the performance could slow down a lot.


  2. Also have a read of Basic Briefing How to

    Yes it has a lot of pages but its all explained there along with lost of sample script.

    Finally download an SP mission extract the pbo files and have a look. I did that for Russian Invasion I think and it was great as it had photos inserted along with grid coordinates that jumped you around the map to the task target locations. Was great to view alongside the Basic Briefing to get what I wanted for my own mission.


  3. Take the content of each collect.sqf and just put that in the On Act box of the trigger in question. No need to call them as and external script file.

    Also I think you have an error you have

    deletevehicle evi4;

    tskEvidence4 setTaskState "SUCCEEDED";

    [objNull, ObjNull, tskEvidence4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

    and they should read

    deletevehicle evi4;

    tskEvidence4 setTaskState "SUCCEEDED";

    nul = [objNull, ObjNull, tskEvidence4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

    otherwise it wont fire the hint script


  4. TaskB1 is the name of the marker that defines the area of the UPS patrol zone in my mission

    In a similar way getMarkerPos "Squad1" where Squad1 is the name of a marker that locates where this group will spawn on the map.

    This thread Scripting Help - Respawning AI units has a test mission posted by Norrin that sets up several patrol zones and respawning AI. It will help a lot to look at this and dissect some of the stuff he is doing to get a better understanding


  5. Doomanchu - I am not sure your syntax for creating the units is correct.

    Bellow is the script I use to create a group and then get them to patrol using the UPS script.

    You will see I call the UPS script at the end and its linked to the leader unit to correctly activate.

    GroupSquad1 = CreateGroup East;

    _leader = GroupSquad1 createUnit ["RU_Soldier_SL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_MG", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_AT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_Marksman", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_MG", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_GL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_GL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _leader = leader GroupSquad1;

    [_leader,"TaskB1"] execVM "ups.sqf";


  6. I do not think you can use the surrender function as that requires conventional overwhelming odds / losses on the affected side to cause surrender I think.

    You could do it by putting a trigger over the Officer target and with a condition to detect if still alive, if not then the trigger fires. This trigger is synced to move waypoints for the garrison units which cause them to move away from the base.

    Not sure how well it will work but a possible solution. You might need to do a search on the surrender module/function otherwise.


  7. So you are saying that there should be an option to adjust the scope to the range to the target?

    MaikCG

    Its all very well having a a set of scope adjustments, but unless your only shooting static targets, you will struggle to get it to work in Arma2.

    Firstly how will you know what range your target is at, I know you can make judgements based of target size in scope (particularly for the SVD scope) but this all takes time, then you have to adjust the scope a number of clicks then fire.

    If the target is moving towards or away from you you will have to make a judgement shot as you cannot keep changing the scope to match and expect to keep up with the target unless they are walking very slowly.

    Also you will always have to make the judgement shot when they are moving across your line of sight as unless your lucky and they keep a fixed speed, you will struggle to compensate with the right amount of offset for their speed and still get the shot off.

    I know these effects could be simulated, but in the more active battle conditions that Arma2 has, I fail to see if being of much use, in general players and AI are moving too much and disappearing behind terrain or objects to make such adjustments futile in this game play.

    Maybe you need another game to get what you want?


  8. Create a trigger that activates when no opfor left, get this to make a new move waypoint for the A10 to fly off to.

    Another trigger at the new waypoint location can detect for Blufor and put the following script into Act (taken from another thread inthe forum)

    {deleteVehicle _x} forEach crew A10CAS; deleteVehicle A10CAS;

    do a search for deletevehicle in the forum for more info on this. but in principle it should work


  9. Some stuff to help.

    Name each generator as ElecGen1 and ElecGen2 then put the folowing into the trigger

    7. (Condition box) - this && !alive ElecGen1 && !alive ElecGen2

    Only fires when both generators are dead

    8. (Act box) - TaskElecGen setTaskState "SUCCEEDED"; nul = [objNull, ObjNull, TaskElecGen, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sq f";

    The above assumes you have a briefing document with the tasks defined. Otherwise just use the hint

    hint "Electrical Generators Destroyed"; in the Act box.


  10. Would in not make sense to call an external script with your Radio that spawns an A10 in the air with pilot at a know marker location, say over the airfield and then use

    Script file

    GroupA10 = CreateGroup West;

    A10CAS = createVehicle ["A10", [(getMarkerPos "A10Spawn") select 0,(getMarkerPos "A10Spawn") select 1,100], [], 0, "FLY"];

    A10Pilot = GroupA10 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"];

    A10Pilot moveInDriver A10CAS;

    wp1 = GroupA10 addWaypoint [(getmarkerpos "A10Target"), 0];

    wp1 setWaypointSpeed "NORMAL";

    wp1 setWaypointType "SAD";

    So that it will fly to the marker called A10Target and Use Search and Destroy as its waypoint type to attack and kill whatever it can find.

    This way you keep to a minimum AI units on the map that are in general not doing anything. Unless of course you absolutely have to have it on the ground to start with.

    In that case put an EMPTY A10 on the airfield, and spawn just the pilot beside it with the moveInDriver command, he will then start up the plane, should take off if its at the end of the runway I think.


  11. Sorry, i dont get it to work... :(

    I Have a MP mission. I and another player have the Group Name "Marine1". The Helicopter has the Name "h1". At start the players are allready in the Helicopter.

    The Helicopter fly to a few wapoints and should then get the 2 Players out and fly to another waypoint.

    What do i do wrong ?

    I have the Eject.sqf

    I have a Waypoint near the dropzone with flyhight 4 and then another movewaypoint with

    Condition =(position UH1YA select 2) < 5

    OnActive =_xhandle = [GS1,UH1YA] execvm "Eject.sqf";

    Should it not read:

    OnActive =_xhandle = [Marine1,h1] execvm "Eject.sqf";

    then it should work

    I also have a question-

    I can get the Eject script to work, but not trigger when I want to on my mission.

    I have a Reinforcements script that creates a Driver for and empty vehicle and a squad to transport, they get in, then the vehicle drives to a "TR UNLOAD" waypoint in the script. I am unable to get the Eject script to then force the Squad out once the vehicle has reached this waypoint :mad:

    My Reinforcemnt script is shown below

    _GroupDriver1 = CreateGroup East;

    _unit = _GroupDriver1 createUnit ["RU_Soldier_Crew", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInDriver Trans1;

    GroupSquad1 = CreateGroup East;

    _leader = GroupSquad1 createUnit ["RU_Soldier_SL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _leader moveInCargo [Trans1, 0];

    _leader = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_MG", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_AT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_Marksman", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_MG", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_GL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_GL", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    _unit = GroupSquad1 createUnit ["RU_Soldier_AR", [(getMarkerPos "Squad1") select 0,(getMarkerPos "Squad1") select 1,0], [], 3, "FORM"];

    _unit moveInCargo [Trans1, 0];

    _unit = assignedVehicle Trans1;

    wp1 = _GroupDriver1 addWaypoint [(getmarkerpos "Squad1Out"), 0];

    wp1 setWaypointSpeed "NORMAL";

    wp1 setWaypointType "TR UNLOAD";

    wp1a = GroupSquad1 addWaypoint [(getmarkerpos "Squad1Out"), 0];

    wp1a setWaypointSpeed "NORMAL";

    wp1a setWaypointType "GETOUT";

    _xhandle = [GroupSquad1,Trans1] execvm "Eject.sqf";

    _leader = leader GroupSquad1;

    [_leader,"TaskB1"] execVM "ups.sqf";

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