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Big_Daddy

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Everything posted by Big_Daddy

  1. For the ZSU cannon on an A10, add this to it's init: this addMagazine "2000Rnd_23mm_AZP85";this addWeapon "AZP85"; Always make sure the ammo is before the weapon. If you want to remove the GAU8, and it's ammo: this removemagazine "1350Rnd_30mmAP_A10";this removeweapon "GAU8"; Now, For the Mk82's this addMagazine "6Rnd_Mk82"; this addWeapon "Mk82BombLauncher_6"; Add as many addmag's as you need (will need to reload after each 6) Armaholic has a great page to show you every item in Arma. Now, you want to make one hell of a HUMVEE M240? this addMagazine "2000Rnd_23mm_AZP85";this addWeapon "AZP85";this addMagazine "4Rnd_Sidewinder_AV8B";this addweapon "SidewinderLaucher"; this addMagazine "8Rnd_Hellfire"; this addweapon "HellfireLauncher"; Also, make sure that whatever your adding these lines to has a turret. If not, everything will just fire where the vehicle is pointing (if at all)
  2. Those are only for the BIS functions, there are many, many more... But yes, the BIS functions are very helpful.
  3. Sorry to 'borrow your thread Phelan... Kylania, are those same that would be in a radio trigger?
  4. [val1,val2,val3,val4] execVM "weapons.sqf"; weapons.sqf -> _val1 = _this select 0; _val2 = _this select 1; _val3 = _this select 2; _val4 = _this select 3; etc... But what your asking about is the _x.. that is a built in place holder for the foreach command. So in my example: { _x removeWeapon "AKS_74_U"; _x addWeapon "AK_107_kobra"; } forEach [officer1,officer2,officer3,officer4]; foreach will run the code for each item in the array given it. this example is officer1 officer2 officer3 officer4.. so the first time it runs, _x gets replaced with officer1, then 2, etc..
  5. heh, yeah, just how my brain works. find the solution, then find the problem. :)
  6. Try this: { _unit = _x; _unit removeWeapon "AKS_74_U"; _unit removeMagazines "30Rnd_545x39_AK"; //<- as to have the number he wants.. not 10 + default 3 {_unit addMagazine "30Rnd_545x39_AK";} forEach [1,2,3,4,5,6,7,8,9,10]; _unit addWeapon "AK_107_kobra"; } forEach [officer1,officer2,officer3,officer4]; The reason it stopped was you have the wrong syntax for the addmag.. officer1 addMagazine ["30Rnd_545x39_AK",10]; the [magname,10] only works for addmagazinecargo (ammobox etc) You have to add 1 magazine several times. And add the mag before the weapon, so the unit doesn't have to reload at start. Ahh.. good catch Oden...
  7. The dog isn't controlled by "AI" per-say. it's an agent. It's higher logic is very simple fsm scripts. see man, run away.. hear gunshot, run away.. Unless you create the dog via script just like the units. it won't have an A.I. brain. But then the dog talks to you too.. :)
  8. Is there a command that issues either via radio, or silently don't care to tell an AI to regroup/return to formation? There are ones to change formation, and I can domove the unit leader, etc but that just moves the AI to the location the leader is at, not tell him to get INTO formation. Any help? Thanks.
  9. Big_Daddy

    Force AI to "Regroup"

    enableSentences would disable the player's ability to receive all messages. not prevent the AI from sending them. 'Enables radio transmissions to be heard and seen on screen. It does not affect KBTell conversations."
  10. Big_Daddy

    Force AI to "Regroup"

    Thanks.. I'll try that.. Now, anybody know how to remove the ability for AI to communicate within a group? I've already removed the radio, but that didn't do anything.. I'm working on a guard dog script for a buddy of mine (former K9 cop) using inspiration from Norrin's Killer Bunny :) It's working great, I'm just working on polishing it up a bit.. kinda takes the realism out when the dog responds back to your orders.. Rodger, Copy, etc.. I suppose I can take the dog out of the group, and just make him dofollow. But it's cool to order him to move to a spot, and it starts roving around looking for lunch.. :) It's great watching it chase after bunnies too.
  11. No, you don't HAVE to set the setUnitPos at all. just leave it at auto. Unless you want the unit to crawl, kneel, or always stay standing. If you leave it to auto, and they get fired on, they will lay down. (btw they will only kneel if they have a weapon) What are you trying to accomplish?
  12. I don't belive the removeallweapons command worked. if you toggle through the weapon firing mode selection (f by default) and watch the name, you'll see the weapon list, the model doesn't change when you have 2 primary weapons. look through the optics. you'll see the optics change as well as the firing modes. You can add all the primary weapons and cycle through them. but the model doesn't change when the "weapon" does. only optics and rounds. it's funny hearing a m107 round come out of a m4. :) Also, for the ammo load out.. you can have as many rounds as you want, but the extras don't show up in the gear menu. bring up the m136 and if it says only 2 are available. fire off a round, 2 should be left, it should continue to do that until you only have 1 round left. (then it will say 1. :))
  13. setUnitPos is the correct term. but you have to force it, like down, up or middle, if you leave it at auto, they will determine what stance to use. edit touch off got the right link, only wrong word. setpos sets the unit's position on the map.
  14. Try this: playerarray = [p1,p2,p3,p4,p5,p6,p7,p8]; { if ((alive _x) && (_x distance pilot) < 60) then { if (vehicle _x isKindOf "Man") then { pilot domove getpos _x; //<- pilot setUnitPos (unitPos _x);//<- } } } foreach playerarray; Your original code only had one line in it, it should have had a semicolon, but didn't error out because of it, this one has 2, which needs the semicolon. Also, setUnitPos will always return "Auto" unless the unit has been ordered to change stance. So, either set it up up, or to Auto, it will save the call.
  15. it's easy to remove the weapons and all. only issue is, if your guys leave and come back, or you have JIP players, then they won't be able to use the UAV, even if it's buzzing around their heads. I had posted this in another tread nul = this addAction ["Initialize UAV", "inituav.sqf"] If you don't have this in the init of the UAV mod: this setvariable ["rules",[west]] You'll have to add the player name as well below. intuav.sqf BIS_UAV synchronizeObjectsAdd [myterminal1,myuav,player]; change the names above to match your UAV mod, and your terminal/UAV If you want all East players to have UAV control, change west to east above. Then you won't have to sync the player again. just the UAV.
  16. It comes and goes.. when you die, or when you leave, the UAV isn't synced with you any longer. either create an add action to resync it, or if it's destroyed launch another. nul = this addAction ["Initialize UAV", "inituav.sqf"] If you don't have this in the init of the UAV mod: this setvariable ["rules",[west] You'll have to add the player name as well below. intuav.sqf BIS_UAV synchronizeObjectsAdd [myterminal1,myuav,player]; change the names above to match your UAV mod, and your terminal/UAV
  17. The problem is, when you leave and come back, or somebody joins, it no longer works. What I set up was, a "launch UAV' script as an add action. What it does it launches the UAV with crew and sync's it to everything needed. I add this setvariable ["rules",[west]] to the init of the UAV module /* ========================================================= Default values of all settings are: nul = this addAction ["Launch UAV", "uav.sqf",[xvec1,100,BIS_uav_1,"xvec2,xvec1",MQ9PredatorB,west],0,false] 1: spawn location/vehicle 2: spawn height 3: Name of UAV Module - BIS_UAV 4: units to be syncronized with Names, xvec2, xvec1, 5: Version of UAV - MQ9PredatorB 6: side/group ========================================================= */ private ["_vec_array","_myarray"]; _myarray = _this select 3; _spawloc = _myarray select 0; _spawhei = if (count _myarray > 1) then {_myarray select 1} else {100}; _uavMod = if (count _myarray > 2) then {_myarray select 2} else {BIS_UAV_1}; _units = if (count _myarray > 3) then {_myarray select 3} else {xvec1, xvec2}; _uavType = if (count _myarray > 4) then {_myarray select 4} else {MQ9PredatorB}; _grp = if (count _myarray > 5) then {_myarray select 5} else {west}; _vclname="MyUAV"; _vec_array = [[getPos _spawloc select 0, getPos _spawloc select 1, (getPos _spawloc select 2) +_spawhei], random 360, _uavType, _grp] call BIS_fnc_spawnVehicle; _vcl = _vec_array select 0; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_vcl;PublicVariable ""%1"";",_vclname]; _initCmd=format["this addMagazine ""4Rnd_Sidewinder_AV8B"";this addWeapon ""SidewinderLaucher""; this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setBehaviour ""careless"";%1 synchronizeObjectsAdd [%2,%3];",_uavmod,_vcl,_units]; _vcl setVehicleInit _initCmd; processInitCommands; clearVehicleInit _vcl; Player sideChat "UAV has been Launched"; Hope it helps.
  18. Do you have the params set up in your discription.ext? Taken from Xeno's Domination map.. valuesParam1[] = {50,60,70,90,2,4,6,8,10,12,14,16,18,21}; defValueParam1 = 21; textsParam1[] = {"West Route","South Route","East Route","Complete, ordered","Random 2","Random 4","Random 6","Random 8","Random 10","Random 12","Random 14","Random 16","Random 18","Random 21"}; titleParam2 = "Time of day:"; valuesParam2[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; defValueParam2 = 5; textsParam2[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"};
  19. player setPos (getPos location1); Who ever calls the radio call gets moved to that location. I've implemented an onMapSingleClick that moves the player wherever you click on the map, it moves the player. Tested in Multiplayer, and works perfectly.
  20. Well.. funny that you mentioned it.. :) I'm not using the actual UAV mod anymore. I've taken the BIS scripts, and tied them into a game logic. With that, you could have as many as you want. You'd just have to change Variables. Since they use hard coded variables in the scripts. I've also taken an arma 1 UAV mod and made it arma 2 compliant (sort of:)) As far as MP goes, no, I haven't set it up for 2 sides yet.. but MP works pretty well. Everytime I launch a UAV it sync's up to the 'UAV' mod.
  21. instead of: 1st trigger = _su1 doTarget "armorVehicle" 2nd trigger = _su1 doFire "armorVehicle" You could try: 1st trigger = gunner _su1 doTarget "armorVehicle" 2nd trigger = gunner _su1 doFire "armorVehicle" if that doesn't work try this _su1 switchcamera "internal";// or GUNNER player remoteControl gunner _su1;
  22. play with where they are on the runway.. It takes some fine tuning. Make sure the waypoint is straight down the runway, and passed it some.
  23. This is what I use on my uAV script to delete it, and the crew whenever the UAV is shot down. What are you trying to accomplish? MyUAV = _vec_array select 0; MyUAV setVehicleInit "this SetVehicleVarName ""MyUAV"";this addMagazine ""4Rnd_Sidewinder_AV8B"";this addWeapon ""SidewinderLaucher""; this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setBehaviour ""careless"";uavMod synchronizeObjectsAdd [xvec2, xvec1, MyUAV]"; MyUAV addEventHandler ["killed", {sleep 20; {deletevehicle _x} foreach (crew MyUAV)+[MyUAV]}];
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