tyrspawn
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Everything posted by tyrspawn
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This script won't work for JIPs, HALP
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Teams are defined on each unit's init line: team2 = group this; etc The bradleys are just unit names of the bradleys. Thanks for your help. I'm not sure what you mean by the first part... you say to use something then say not to ever use it. Very confused and frustrated. Please tell me specifically what I have to change to make this work. Pulling my hair out. -
This script won't work for JIPs, HALP
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This does not work for JIPs. It works for regular players though. -
This script won't work for JIPs, HALP
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It has to work for both... or at least for dedicated. -
Advanced Artillery Request System
tyrspawn replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found a bug.. this part of the init file has a localization issue: //### Specify classes artillery should be restricted to, or leave the array empty _arti_cond_classes = ["USMC_Soldier_SL","USMC_Soldier_TL","RU_Soldier_SL"]; If i'm the only one on my dedicated server i will have the call artillery command in my action menu, once someone JIPs, I still have it, but the JIP wont. If I respawn I won't have it. if he disconnects I will get it back as soon as he leaves (assuming i'm slotted as FTL or SL) Is that part of the script supposed to give the arty commands to all players of that class? If not, am I supposed to add something to my init? -
I have a truck. I want the players to be able to go into it and effectively not be detected as being OPFOR, so they will not be fired upon by BLUFOR, and equally important will not execute the trigger which goes off when OPFOR enter it. Any ideas?
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Tips for randomizing missions
tyrspawn posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, I know how to: 1. Make it so units only spawn if another unit spawns, i.e. alive unitname in the probability of presence. 2. Randomize starting location by grouping units to markers But: How do I make the waypoints bound to a unit relative to where it starts? -
Tips for randomizing missions
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is there no help for the widow's son? -
My TS frequently crashes when ingame and using this plugin (5.1 update). Zipped folder containing TS crash dmps: http://www.krauselabs.net/dump/crashes.zip
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To follow up with what cheese is saying, the developers of this mod should hop on the tacticalgamer.com forums and check out the posts. The system is standard there now, and hundreds of people have used it so far, 30+ during evenings. There is a lot of feedback on the forum. P.S. I still want a dead man's switch.
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Advanced Artillery Request System
tyrspawn replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this is an easier "trick" way of doing rounds complete rather than calculating it mathematically... the variable for round delay can be multipled x the number of shells fired for an approximate "rounds complete", and then a sleep equal to that number of seconds could be put in to create the delay. That would just be a single calculation, no "server tracking." I know some things about scripting, just can't script heh. -
As per my friend Beta's suggestion: Please add a "dead man's switch" to the key down ability - after 30 seconds of hot micing it would automatically cut out.
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Advanced Artillery Request System
tyrspawn replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I love the new version of your script, it is perhaps the greatest script I have used. The init file is extremely useful. Some suggestions that would make it perfect: 1. A "Rounds complete" message when the fire mission is done. 2. The ability to toggle the flavor text off, make it viewable to the observer only or to put it on the command channel instead of side -
Advanced Artillery Request System
tyrspawn replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anyone reported an issue like this using your system? http://dev-heaven.net/issues/9072 Trying to isolate the issue. Does your script have anything to do with LASERDESIGNATOR? -
Only add action if item is present on the player
tyrspawn posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why doesn't this work? I am almost sure the addaction line is wrong... but i wasn't sure how to format it. I read the wiki, but still don't really understand it. It should add the action only when the player has a laser designator. if (((isserver) && (local player)) || !(isserver)) then { waitUntil {player==player}; player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf",","player hasWeapon 'LASERDESIGNATOR'"]; }; This other script works off the same principle and works fine: note: from advanced artillery module thread. if (((isserver) && (local player)) || !(isserver)) then { waitUntil {player==player}; player addAction ["Request Fire Mission","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"","player hasWeapon 'LASERDESIGNATOR'"]; }; -
Air Support Scripts
tyrspawn replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is the proper way to use this on a dedicated server mission? I wanted to assign the script to a bunch of different personnel... it seemed to be causing a crash. //air support ASfirstrun = true; nul = [sL1,"lgb"] execVM "airSup\airSupInit.sqf"; nul = [sL2,"lgb"] execVM "airSup\airSupInit.sqf"; nul = [CO,"lgb"] execVM "airSup\airSupInit.sqf"; nul = [RTO,"lgb"] execVM "airSup\airSupInit.sqf"; nul = [FTL1,"lgb"] execVM "airSup\airSupInit.sqf"; nul = [FTL2,"lgb"] execVM "airSup\airSupInit.sqf"; if(true)exitWith{}; -
Air Support Scripts
tyrspawn replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to make a multiplayer mission where players can have access of up to 5 times use of LGBs (note: I have not edited the "times" something is available yet) As far as the editor goes, I think it worked the first time I tried to preview it, but subsequent previews had the following issues. I followed your instructions exactly and attached this to a test dummy named "testguy": nul = [testguy,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM "airSup\airSupInit.sqf"; this addMagazine "LASERBATTERIES"; this removeWeapon "Binocular"; this addWeapon "LASERDESIGNATOR"; If I export the mission as a multiplayer mission and run it.. it will work for the 1st time (and 1st time only), showing all the different all air support assets in the action menu, that it is run. If I try to restart the mission, even if I exit completely out of arma and come back in and reload it, there will be nothing under "air support" but "go back." The only way around this... AFAIK is to resave the mission (in the editor), it will then work for 1 time only. And what I mean by 1 time is... you can call in tons of different air support, but as soon as you exit/restart, the air support menu becomes blank. My hope is that it will be usable so that certain players will be able to use the air support menu.. use LGB 5 times, then it will go away. init: //loads briefing execVM "briefing.sqf"; //spawns in building troops + HQ cosmetics [] execVM "spawndudes.sqf"; //air support ASfirstrun = true; //artillery stuff HW_Arti_CannonNumber = 5; // Number cannons HW_number_artilleryshells_per_hour = 50; // Number rounds per hour [] execVM "bon_artillery\bon_arti_init.sqf"; There is an invisible helipad named "ASpad" on my mission. I have not edited airSupInit.sqf at all yet. ---------- Post added at 11:42 PM ---------- Previous post was at 10:45 PM ---------- Finally figured it out. Contrary to the instructions, you CANNOT place the action on the init line of a unit - it must be in the init.sqf. -
Air Support Scripts
tyrspawn replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
can't get this script to work... followed the instructions exactly, the "air support" option is on the action menu, but if i click it, it just says "go back" and the (presumed) options for air support are missing. Argh! I can manually call the scripts and the planes come in, but I cant get the action menu to work. I want to limit the players to have 4-5 LGBs.. and I can't do this if there is no way to limit it. >_< It worked once when I previewed it subsequent attempts don't work. After much hair pulling I have realized that when you first save a mission it will work, but only that one time you load it. In order for it to work again, you have to resave the mission, as restarting it won't even fix it. What the hell? -
Infiltration by truck
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Couldn't you have it so when players enter the vehicles, they are set captive, and when they exit, captive is removed. Anyone willing to script that for me? You'd be cited in the credits! ^_^ -
3d editor to 2d editor
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That doesn't answer my question... I don't mean to be a dick but the script is already done, I need to know why the init line is not firing. Nevermind... I got it fixed. -
Tried placing units in a building in the 3d editor and exporting it to the 2d editor. The units spawn in the right place and on the right side and everything, but their init lines do not fire, resulting in them walking off the top of the building to their deaths and not spawning with weapons. Any help would be appreciated. Does it have something to do with the placement of processInitCommands? if (isServer) then { _this = createCenter west; _center_0 = _this; _group_4 = createGroup _center_0; _unit_9 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [806.24329, 1502.8911, 9.7129869], [], 0, "CAN_COLLIDE"]; _unit_9 = _this; _this setDir 149.98962; _this setVehicleVarName "sniper1"; sniper1 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (true) then {_group_4 selectLeader _this;}; }; _unit_10 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [766.80493, 1507.1449, 10.007389], [], 0, "CAN_COLLIDE"]; _unit_10 = _this; _this setDir 154.65845; _this setVehicleVarName "sniper2"; sniper2 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_15 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [713.19763, 1494.6589, 11.116978], [], 0, "CAN_COLLIDE"]; _unit_15 = _this; _this setDir 151.97563; _this setVehicleVarName "sniper3"; sniper3 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_18 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [729.4209, 1533.5596, 9.8696165], [], 0, "CAN_COLLIDE"]; _unit_18 = _this; _this setVehicleVarName "sniper4"; sniper4 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_19 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [710.26019, 1507.7249, 1.6662545], [], 0, "CAN_COLLIDE"]; _unit_19 = _this; _this setDir 237.55219; _this setVehicleVarName "house1"; house1 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_20 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [715.26038, 1505.2896, 1.6655554], [], 0, "CAN_COLLIDE"]; _unit_20 = _this; _this setDir -106.90154; _this setVehicleVarName "house2"; house2 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_21 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [711.45392, 1500.6912, 5.3767385], [], 0, "CAN_COLLIDE"]; _unit_21 = _this; _this setDir -109.07395; _this setVehicleVarName "house3"; house3 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_23 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [704.34637, 1527.0453, 4.2943792], [], 0, "CAN_COLLIDE"]; _unit_23 = _this; _this setDir -121.1869; _this setVehicleVarName "house4"; house4 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_25 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [722.49701, 1509.1615, 6.9475555], [], 0, "CAN_COLLIDE"]; _unit_25 = _this; _this setDir -109.75833; _this setVehicleVarName "house5"; house5 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_27 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [743.37921, 1524.7914, 1.3313073], [], 0, "CAN_COLLIDE"]; _unit_27 = _this; _this setDir 149.29239; _this setVehicleVarName "house6"; house6 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_28 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [734.39709, 1526.4968, 1.3450067], [], 0, "CAN_COLLIDE"]; _unit_28 = _this; _this setDir 106.97971; _this setVehicleVarName "house7"; house7 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_29 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [736.49963, 1522.7855, 1.4906502], [], 0, "CAN_COLLIDE"]; _unit_29 = _this; _this setDir 148.92776; _this setVehicleVarName "house8"; house8 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_30 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [744.00177, 1530.5344, 1.2993642], [], 0, "CAN_COLLIDE"]; _unit_30 = _this; _this setDir -69.482994; _this setVehicleVarName "house9"; house9 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_31 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary1", [743.87579, 1528.9165, 1.3864279], [], 0, "CAN_COLLIDE"]; _unit_31 = _this; _this setDir -52.333511; _this setVehicleVarName "house10"; house10 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_32 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [731.5202, 1525.6107, 1.3361759], [], 0, "CAN_COLLIDE"]; _unit_32 = _this; _this setDir -28.110834; _this setVehicleVarName "house11"; house11 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_33 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [732.4422, 1526.5171, 1.3261436], [], 0, "CAN_COLLIDE"]; _unit_33 = _this; _this setDir -64.935188; _this setVehicleVarName "house12"; house12 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_34 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [729.02832, 1532.4406, 4.3025808], [], 0, "CAN_COLLIDE"]; _unit_34 = _this; _this setDir 157.92094; _this setVehicleVarName "house13"; house13 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_35 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [736.89142, 1529.6194, 4.2740579], [], 0, "CAN_COLLIDE"]; _unit_35 = _this; _this setDir -52.884941; _this setVehicleVarName "house14"; house14 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_36 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [734.52289, 1524.5345, 4.3241501], [], 0, "CAN_COLLIDE"]; _unit_36 = _this; _this setDir -12.353668; _this setVehicleVarName "house15"; house15 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_37 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [732.95953, 1529.8547, 4.2665911], [], 0, "CAN_COLLIDE"]; _unit_37 = _this; _this setDir -10.682727; _this setVehicleVarName "house16"; house16 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_39 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Doctor", [740.87573, 1532.8203, 4.4148793], [], 0, "CAN_COLLIDE"]; _unit_39 = _this; _this setDir -22.355717; _this setVehicleVarName "sovdoc1"; sovdoc1 = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_40 = objNull; if (true) then { _this = _group_4 createUnit ["Doctor", [743.91803, 1526.1947, 4.2682714], [], 0, "CAN_COLLIDE"]; _unit_40 = _this; _this setDir 23.105688; _this setVehicleVarName "sovdoc2"; sovdoc2 = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_59 = objNull; if (true) then { _this = _group_4 createUnit ["Citizen4", [744.92755, 1526.8561, 4.2815232], [], 0, "CAN_COLLIDE"]; _unit_59 = _this; _this setDir -105.52345; _this setVehicleVarName "Amin"; Amin = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_70 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [762.77618, 1543.3823, 4.2963972], [], 0, "CAN_COLLIDE"]; _unit_70 = _this; _this setDir -2.422019; _this setVehicleVarName "house17"; house17 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_71 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [756.16974, 1534.1976, 1.4297204], [], 0, "CAN_COLLIDE"]; _unit_71 = _this; _this setDir 53.479782; _this setVehicleVarName "house18"; house18 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_72 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [705.84479, 1529.328, 1.311814], [], 0, "CAN_COLLIDE"]; _unit_72 = _this; _this setVehicleVarName "house19"; house19 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_73 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [767.70557, 1544.4154, 1.3139424], [], 0, "CAN_COLLIDE"]; _unit_73 = _this; _this setDir -8.3727093; _this setVehicleVarName "house20"; house20 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_74 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [775.05414, 1523.403, 1.3775566], [], 0, "CAN_COLLIDE"]; _unit_74 = _this; _this setDir 85.398056; _this setVehicleVarName "house21"; house21 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_75 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [777.43976, 1516.7864, 4.3003769], [], 0, "CAN_COLLIDE"]; _unit_75 = _this; _this setDir 52.143867; _this setVehicleVarName "house22"; house22 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_76 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [764.71674, 1511.7579, 1.3335474], [], 0, "CAN_COLLIDE"]; _unit_76 = _this; _this setDir 75.258873; _this setVehicleVarName "house23"; house23 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_77 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [754.1535, 1527.5583, 7.12428], [], 0, "CAN_COLLIDE"]; _unit_77 = _this; _this setDir 161.67201; _this setVehicleVarName "house24"; house24 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_78 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [776.94336, 1509.2332, 7.0503693], [], 0, "CAN_COLLIDE"]; _unit_78 = _this; _this setDir 154.41805; _this setVehicleVarName "house25"; house25 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_80 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [762.30768, 1520.3018, 7.2288818], [], 0, "CAN_COLLIDE"]; _unit_80 = _this; _this setDir -119.43955; _this setVehicleVarName "house26"; house26 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; processInitCommands; };
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3d editor to 2d editor
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
bump tastic -
I am trying to use functionaries with MP5s as a palace guard for a mission im working on... but their battle AI appears questionable to say the least. Sometimes they dont fire at obvious targets, other times they will just prone on the ground, and they don't seem to use basic military tactics like the OPFOR and BLUFOR soldiers. Does anyone know how to either use the OPFOR/BLUFOR AI scripts on the Civilians or to place a OPFOR/BLUFOR rifleman and change his model to a functionary? I really really don't want to use "CDF" or some other gimmick - the functionaries are perfect. I could use any/all advice on how to make them more aggressive and assertive.
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Civilian combat AI
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I changed all the side to WEST and they still don't really engage aggressively - are there some waypoint settings I should use? Like seek and destroy versus move? This is my first mission so I don't really know about the waypoint settings - there are no good descriptions of the move types on the wiki. I also think they are being less aggressive because I set them to have pistols and MP5s... do they only engage at pistol range with these weapons or something? Guys with AKs are firing on them at distance and they just go prone and get shot up. -
Civilian combat AI
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't see anything about that which indicates "marineness" How will the game know its a marine with civilian clothing? I think by changing the vehicle you change the AI, how else would the game know its a marine? -
Civilian combat AI
tyrspawn replied to tyrspawn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wouldn't that change the USMC guy to a civilian entirely, not just the cosmetics? I need it to be a USMC guy who LOOKS like a civilian, not a USMC who is a civilian.