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Padjur

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Posts posted by Padjur


  1. Yea in further tests if there is anything else going on other than the landing of the plane and the squad getting out it doesn't work. Which leads me to conclude that kylania is right

    As neat as it is to have a 'real system' working, it's more realistic to virtualize this kind of thing. Spawn in the C-130 when you need it in the air, have it do it's drop (hint: check out BIS_fnc_SupplyDrop) then delete the plane once it's out of view.
    I was thinking it might be cool to have a script that has a c130 fly low over a runway, annimate the cargo doors and drop a vehicle with parachute :).....but maybe that's one for the winter ;)

    In the meantime I'll stick with 50 plus meters, still it was worth trying to land to see what happens.


  2. Well..... yes and no depending on whether the vehicle is empty or not. :) I've tried this loads of ways and finally found one that works. The first method I tried was the empty vehicle, so I could get the pilot to get out and this is when engineOn false works. The problem is, either the squad are suspended in mid air and die or the pilot.

    Best Method with empty Vehicle:

    1.place an empty C130j and name it.(A1)(flying) with

    A1 landAt 0;

    2.place a pilot and name it.(P1) with

     P1 moveinDriver A1;

    3.place squad and name it. (S1) with

    S1=group this;  {_x moveInCargo A1} foreach units this;

    4.give the pilot a get in waypoint over the plane and a getout waypoint mid runway. On Act

     A1 engineOn false or A1 setFuel 0;P1 unassignVehicle P1;

    5.give squad get in waypoint over the plane and a getout waypoint mid runway. On Act

      {unassignvehicle _x} foreach units s1;

    6. Synchronize both get out waypoints.

    Result squad get out Pilot suspended mid air and die's.

    Best Method (nobody dies):

    1.place a C130j and name it.(A1)(flying) with

    A1 landAt 0;

    2. give the C130j a transport unload waypoint. On Act

     A1 setFuel 0;

    3. place squad and name it. (S1) with

     S1=group this;  {_x moveInCargo A1} foreach units this;

    4. give squad get in waypoint over the plane and a getout waypoint mid runway. On Act

     {unassignvehicle _x} foreach units s1;

    5.Synchronize, transport unload and get out waypoints.

    Result :yay:


  3. They get back in because they are still assigned to the plane

    If you put

     unassignVehicle _pilot;

    in the On Act field of the Get Out waypoint they'll stay out the plane.

    As an alternative to setFuel

     _plane EngineOn false 

    will also stop the plane. I guess I just like the idea of my pilot actually turning the engine of rather than dumping the fuel ;)

    but if the plane stops that's all that matters in the long run :sigh:

    hmm getting the same problem with the squad, have to look at that tomorrow.


  4. In a script I think its more a convention to call the first waypoint 0, because that is how it goes in the editor with the waypoint order but it doesn't matter to the script if you called the first waypoint, waypoint 1. But having said that there is a note in the wiki for setCurrentWaypoint, which would appear to be different

    Note that a waypoints number as seen in the mission editor is not the same as it's waypoint number using this command. In the mission editor, waypoint 0 refers to the first placed waypoint, whereas waypoint 0 with the setCurrentWaypoint command refers to the unit's initial position waypoint.
    Not sure if that's any use to you though, I like your script, I shall have to take a close look at it , I might learn something :)

  5. I've quickly tested the scenario by placing a Opfor general legging it round following waypoints in a cycle, a empty chopper and a pilot standing next to it. a Blufor soldier comes into the base and activates a trigger with bluefor present and in the On act

    A1 assignAsCargo M1; [A1] orderGetIn true;  P1 moveInDriver M1;

    where M1 is the name of the chopper A1 the general P1 the pilot. This gets them into the chopper the way you want but you'd have to add more to get it fly off.


  6. Not sure if you have it working or not. I'll post the method I use in case. Place an invisable H, name it LHD_Center, put this in the Init field

    this setPosASL [getposASL this select 0, getposASL this select 1, 0]; res=[this]execVM "CreateLHD.sqf";

    With this slightly modified LHD script by Tajin, saved to your mission folder

    if (isServer) then {
    _LHDspawn = _this select 0;
    _LHDdir = getdir _LHDspawn;
    _LHDspawnpoint = [getposasl LHD_Center select 0, getposasl LHD_Center select 1, 0];
    
    _parts = 
    [
    "Land_LHD_house_1",
    "Land_LHD_house_2",
    "Land_LHD_elev_R",
    "Land_LHD_1",
    "Land_LHD_2",
    "Land_LHD_3",
    "Land_LHD_4",
    "Land_LHD_5",
    "Land_LHD_6"
    ];
    {
    _dummy = _x createvehicle _LHDspawnpoint;
    _dummy setdir _LHDdir;
    _dummy setpos _LHDspawnpoint;
    }foreach _parts;
    };


  7. As an example, lets take the Artillery Module.

    This should be pretty straight forward.

    Set down some guns, synch or group it to a unit or Commander, hit preview, select a target and request artillery strike. Similar to "target that house" or "go to..."

    It should be that simple, but its not. yes there is a tutorial and I will learn it but it will probably take an hour of tinkering just to learn that one simple command.

    It should be easier.

    You mean one whole hour to learn how to do something :butbut:

    This premise that the Editor should be easier, is really very annoying, almost as annoying is the OP's demands to have people banned. Why should it be easier? I like the fact that its not simple or easy to do, what do you gain in life by things being easy? Frozen Pizza's are easy to make but why bother to eat it, you might as well cut out the middle man and throw it down the toilet.

    If you don't like scripting don't do scripting, its really that simple. If you want to do just basic stuff do so, its easy. But no you want to be able to do more difficult things but you say it should be easy to do it and you don't want to do it with scripts. Yea Whatever :sigh:


  8. So this thread is really hitting home now Poetry!!! :butbut:

    Flash Thunder, if you say this at the start when you ask a question what do you expect

    I don't want any bull from you guys saying that im dumb and need to learn scripting, postive critisism or get reported.
    you are going to get peoples backs up with that kinda attitude my friend and now you want the thread closed because your bad attitude has annoyed a lot of people.

    I don't know, your just missing the point big time, of course this game requires the input of the community, its what its all about.

    For me its what makes the game so good, so much more worthwhile. That I might take two days to make a chopper fly to where I want it and do the things I want it to do, with all the effort it takes to learn it and get it to work.

    And if I can help someone else with the little I know, then all is good with the world.

    When it happens its an achievement and I find it very rewarding, it just would not be the same if it were dumbed down the way you want and without the hidden depths for us to explore.


  9. I think J Dog your right they should all be the same group, so that it might be something like this

    _grp = createGroup East;
    
    
    
    _veh1 = createVehicle [_class, _start, [], 0, "none"];
    _veh2 = createVehicle [_class, _start2, [], 0, "none"];
    
    
    
    _gun1 = _grp createUnit ["RU_Soldier_Crew", [0,0,1], [], 0, "NONE"];
    _gun1 assignAsgunner _veh1;
    _gun1 moveingunner _veh1;
    
    _drive1 = _grp createUnit ["RU_Soldier_Crew", [0,0,2] [], 0, "NONE"];
    _drive1 assignAsdriver _veh1;
    _drive1 moveindriver _veh1;
    
    
    
    _comm1 = _grp createUnit ["RU_Soldier_Crew", [0,0,3], [], 0, "NONE"];
    _comm1 assignascommander _veh1;
    _comm1 moveincommander _veh1;
    
    _gun1 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    _drive1 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    _comm1 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    
    
    
    
    _gun2 = _grp createUnit ["RU_Soldier_Crew", _start, [], 0, "NONE"];
    _gun2 assignAsgunner _veh2;
    _gun2 moveingunner _veh2;
    
    _drive2 = _grp createUnit ["RU_Soldier_Crew", _start, [], 0, "NONE"];
    _drive2 assignAsdriver _veh2;
    _drive2 moveindriver _veh2;
    
    _comm2 = -grp createUnit ["RU_Soldier_Crew", _start, [], 0, "NONE"];
    _comm2 assignascommander _veh2;
    _comm2 moveincommander _veh2;
    
    _gun2 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    _drive2 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    _comm2 addeventhandler ["killed", {_this exec "respawn\hidenow.sqs"}];
    
    
    _WHQ = (getpos WHQlogic)
    
    _WP0 = _grp addwaypoint [_WHQ,50]
    _WP0 setwaypointtype "SAD"

    there is also no need to use assignas.... and moveIn.... together, the first annimates the get in order the second does not, use one or the other depending on the requirements.

    Oh sorry you have it....still I dont think you need both assignas and moveIn together though


  10. Please give me a break!! What is it with people that want everything handed to them on a plate.

    We have a highly developed brain, capable of abstract reasoning, language, introspection and problem solving. So this game requires you to use it, OK so its not "so easy a 10 year old child could use it"

    but that my friend is what for some of us makes this game interesting.:icon_slap:

    Go out and buy the latest dross from EA games and leave us to enjoy something that requires its users to have at least an average intelligence.

    Or alternatively, if you fancy trying it here is an example of a weapons load out.

    You could copy and paste this to a new text document study it,

    look at the references available to find all the different class names available for all the weapons and their magazines, edit this script to produce other example load outs that you can then copy and paste to a units init line in the editor.

    Scary stuff Huh? Go on give it a try, once you start thinking you'll never look back and you'll wonder why you never tried it before.

     removeAllWeapons this;  
    {this addMagazine "20Rnd_556x45_Stanag";} forEach[1,2,3,4,5,6,7,8]; 
    this addWeapon "M4SPR"; 
    {this addMagazine "15Rnd_9x19_M9";} forEach[1,2]; 
    this addWeapon "M9SD";   {this addmagazine "SmokeShell";}forEach[1,2];
    {this addmagazine "HandGrenade_West";} forEach[1,2];  
    {this addmagazine "1Rnd_HE_M203";} forEach[1,2,3,4];  
    {this addMagazine "FlareRed_M203";} forEach[1,2];  
    this addweapon "binocular";   this addWeapon "NVGoggles"; 


  11. I don't know enough about Air lifts to help you on this one, why not PM Xeno about his scripts and ask him if could help you? Tajin talks a bit about it here http://forums.bistudio.com/showthread.php?t=73630&page=6 to be honest though could an actual Sea Hawk lift a battle tank in the real world? Or even a Chinook for that matter? I guess one of these lads will come up with a script for it at some stage.:)

    For myself I use a Chinook to bring in a Hummvee for example, which is inside the choppers cargo space, by adding an action to the Chinook. It hovers, you open the ramp, jump in the chopper, into the hummvee, back it down the ramp and away you go. Chopper flies off. You could put a fire team in the chopper to if you want they all jump in the jeep and drive out the chopper when it lands.


  12. Yea the syntax is

    _wp0 = groupName addWaypoint [center, radius],
    the centre being a Position or Object eg. a marker

    and I believe the radius sets the completion radius for the waypoint

    If you wish to introduce randomness into a patrol why not use the mighty Kronzky Urban Patrol Script? Nothing can compare to it! plus using random in multiplayer missions can result in each player coming up with a different result. The UPS script adds so much more to a mission will intelligent AI behaviour, such as outflanking enemies if detected, a random patrol that has a logic to it, etc.

    If as you say others are reading this thread, my advice to them would be:

    That if you do not already know SQS learn SQF. SQF supersedes SQS and most scripts for ARMA2 are if SQF. If you already know SQS then it would be to your advantage to switch to SQF.


  13. See above on the tool bar between New posts and quick links. Marked Search.

    ah good you've found it

    I'm not sure I understand what your looking for, if you gave a clearer description of what you want to achieve in your mission it would be better. Do you mean a chopper with an AI pilot to fly in playable units to a support position or positions behind the front line and then return to the base spawn or respawn at the base so as to pick up more players and ferry them to the front?

    There's loads of stuff on choppers in this forum. I was looking at this script by kylania the other day and thinking of having a play with it

    http://forums.bistudio.com/showthread.php?t=85308 maybe it could be modified for the purpose

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