Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

norm6669

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About norm6669

  • Rank
    Lance Corporal
  1. Yeah trying to figure it out too... I use this code to track the "score". Let say I have 16 US soldiers, I often end up with scores around 30. In the init.sqf: rucpt = 0; uscpt = 0; On every US troop: this addEventHandler ["killed", "uscpt=uscpt+1;hint format['Killed RU: %1 US: %2', rucpt, uscpt]"] On every RU troop: this addEventHandler ["killed", "rucpt=rucpt+1;hint format['Killed RU: %1 US: %2', rucpt, uscpt]"]
  2. From this post: http://forums.bistudio.com/showpost.php?p=1347692&postcount=6 I found out a good "fireball" explosion named "HelicopterExploBig" so I replaced the "Bo_GBU12_LGB". I've updated the picture and the code in the first post.
  3. This post: http://forums.bistudio.com/showpost.php?p=1347692&postcount=6 Contain never before seen info... like the infamous ARTY_R_227mm_HE
  4. First, ONE atan, ONE sin and ONE cos isn't too much crushing for a PC... The while loop doesn't include difficult calculation and is similar to BabyAlien's. Second, Baby's calculations are based on "howmany" bombs. Mine are based on distance between bomb (10m). Third, both example work, in a different way. I prefer my code as it allow me to make explosive field of various dimension while keeping the bomb density constant. (I also like the elegance of my code but I guess everyone prefer his own code)
  5. It is so beautiful and simple, I thought I'd share the picture and the script with you. http://www.pnorm.net/Boom.jpg To simplify the script, I made it so the marker Boom1 must be WEST of the marker Boom2... just think about the reading direction for an easy remainder. xBoom = (getMarkerPos "Boom1" select 0); yBoom = (getMarkerPos "Boom1" select 1); xLimit = (getMarkerPos "Boom2" select 0); angle = atan( ( (getMarkerPos "Boom2" select 1) - yBoom ) / ( xLimit - xBoom ) ); xStep = (cos angle) * 10; yStep = (sin angle) * 10; while {xBoom <= xLimit} do { bomb = "HelicopterExploBig" createvehicle [xBoom, yBoom, 0]; bomb = "ARTY_R_227mm_HE" createvehicle [xBoom, yBoom, 0]; xBoom = xBoom + xStep; yBoom = yBoom + yStep; } You computer might jerk a little when you make long lines of explosives.
  6. norm6669

    Auto Mission

    Sure I can help. If it's a totally original mission you should start your own thread and inform me via personal message of you thread. The way I see it, you give me a "problem" to solve and I do a little demonstration mission, then we discuss it. Also, I'm a working man and can usually help out only during the evening and weekend. Sometimes I'm gone for a few days for work too (I just came back from a three day trip today) I live in the EST time zone... Montréal!!!
  7. norm6669

    Auto Mission

    But my version of the mission is working properly. And I use the setskill on the leader. So why do you have this problem and not me? (I guess we'll never find out)
  8. norm6669

    Auto Mission

    Other than making sure the markers are properly named, PossibleEnnemies1 to PossibleEnnemies44, I don't know what else could go wrong. If you want me to have a look, pack your mission (all of it) into a nice little pbo and upload it somewhere.
  9. norm6669

    Auto Mission

    One thing (don't think this is all the problem but who knows) Your commander is not included. You must insert: _FirstUnit setSkill 0.2; Also I don't know about this: If "SuperAI" is turned on in the Difficulty Menu, the skill level is always 1, no matter what was defined in the editor or via this command. (ref.: http://community.bistudio.com/wiki/setSkill ) I play on regular. I guess you don't play with the settings maxed either.
  10. norm6669

    Auto Mission

    What do you mean? You unpbo the mission then modified the serverloop.sqf to put a lower skill and it's still hard? Sorry! If that's the case, it might be another bug they introduced with 1.03. Belgarion, a bit more info would be needed to help. First are you playing multiplayer, singleplayer or editor? Second, did you MOVE the existing dots? They must be named PossibleEnnemies1 to PossibleEnnemies5. You could also send back the modified version so we have a look. Saved as a multiplayer mission.
  11. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust12.Chernarus.pbo Version 7 Ennemies that spawn in the red area got a skill of 0.65. According to the documentation this is right between recruit and veteran. http://community.bistudio.com/wiki/setSkill I "fixed" the first aid. I first tried initializing first aid on the bot to try to recreate the bug but I didn't even reach the "let's get myself killed" part. I couldn't heal the bot during my first "life". My guess is the first aid module is really sensitive now to "dual module initilization"... one on me, the other on the bot. So I just removed the first aid... sorry! :)
  12. {_x setCaptive false} forEach units group player; Works for the AI unresponsive problem.
  13. norm6669

    Auto Mission

    No skill was set.
  14. norm6669

    Auto Mission

    I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player. Because I tried with a Soldier_AT bot and he could always heal me. For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.
  15. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust9.Chernarus.pbo aka version 6. There is a bug with patch 1.03 where people respawning with first aid will be set to captive mode. I found the info there: http://forums.bistudio.com/showthread.php?t=82957 This is what I execute after every respawn to workaround the problem: {_x setCaptive false} forEach units group player; There was also a problem with people in the KA-52. Unfortunately, they were seen as red dot on the radar of other player and got shot down. Sorry Hornet, no more KA-52. Good job everyone on finding problems. If we dont find any more trouble, next update will be when version 1.04 come out.
×