Jump to content

ashram 1-1

Member
  • Content Count

    42
  • Joined

  • Last visited

  • Medals

Everything posted by ashram 1-1

  1. thanks very much, i did search through the comref for "grid", found nothing in there will save me quite some trouble, cheers :)
  2. ashram 1-1

    Where/how/when to buy ARMA2:OA?

    bollox, just popped into gamemania on my way home from work to see if its coming in saturday as it said on their website. shopguy tells me not until 9 july now, pushed back why? no explanation almost two weeks from official release date. this is madness, no THIS IS BELGIUM! as far as i can tell, they're the only shop selling it over here. doubt FNAC would get in a non-mainstream title. New GFX card arrives tomorrow and nothing to play on it. guess it will have to be sprocket then, i'll just keep telling myself I didn't particularly like the look of the cover anyway ;) </RANT>
  3. go for it, reuse reduce recycle! that's all i did after all :) sorry to everyone else for hijacking the thread a bit
  4. wickedstigma: a bit dirty but it works... based on some clever person's work create 2 markers, one called CAS_Tgt - put it anywhere - it will move on mapclick another marker called CAS_spawn - put it where the chopper starts put this in a radio trigger On Act: hint "Left click on map to set target coordinates"; onMapSingleClick """CAS_Tgt"" setMarkerPos _pos;[]exec ""CAS.sqs""; onMapSingleClick """";"; in mission folder, create CAS.sqs: GroupAH1Z = CreateGroup West; AH1ZCAS = createVehicle ["AH1Z", [(getMarkerPos "CAS_Spawn") select 0,(getMarkerPos "CAS_Spawn") select 1,100], [], 0, "FLY"]; AH1ZPilot = GroupAH1Z createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; AH1ZPilot moveInDriver AH1ZCAS; AH1ZGunner = GroupAH1Z createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; AH1ZGunner moveInGunner AH1ZCAS; wp1 = GroupAH1Z addWaypoint [(getMarkerPos "CAS_Tgt"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "SAD"; hint "CAS script successfully finished"; definately works - will spawn a single cobra and give it a SAD waypoint where player clicks. I think it will bugger off once all targets are destroyed, not sure. If you want Apache(s) will need to make some changes havent tested the following, but probably better to ditch the tgt marker and just pass _pos of mapclick as parameter to a sqf, perhaps someone else can check / correct my hideous scripting... hint "Left click on map to set target coordinates"; onMapSingleClick "_pos execVM ""CAS.sqf""; onMapSingleClick """";"; //CAS.sqf //single parameter - position of mapclick _tgtpos = _this select 0; GroupAH1Z = CreateGroup West; AH1ZCAS = createVehicle ["AH1Z", [(getMarkerPos "CAS_Spawn") select 0,(getMarkerPos "CAS_Spawn") select 1,100], [], 0, "FLY"]; AH1ZPilot = GroupAH1Z createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; AH1ZPilot moveInDriver AH1ZCAS; AH1ZGunner = GroupAH1Z createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; AH1ZGunner moveInGunner AH1ZCAS; wp1 = GroupAH1Z addWaypoint [_tgtpos, 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "SAD"; hint "CAS script successfully finished"; i just keep using the dirty version with two markers as the syntax of onMapSingleClick totally petrifies me :)
  5. ashram 1-1

    enemy artillery ?

    sorry for broken links folks "Mission Control thinks it is impossible for such a thing to happen, but it has. We are skeptical ourselves and we are running cross-checking routines"
  6. variation on a theme?... http://forums.bistudio.com/showthread.php?t=86016&highlight=enemy+artillery assuming you want this to happen the first time helicopter has moved in the mission... you need some mortars, an artillery module and a script to make them fire +a trigger with condition: if speed of chopper is greater than zero then trigger will activate, script is called and the artillery will target its position here's an example mission http://thelaw.dns-systems.net/testheloarty.zip simple enough but the problem you will have is the flight time of the rounds, chopper could be long gone before impact... so you might prefer to spawn some bombs in the air just above the chopper instead. sorry can't really help with that approach. hope it helps, Sam
  7. ashram 1-1

    BIS_fnc_threat ?

    thanks very much, i assumed the [] were for enclosing parameters for passing to a function. now you mention it, thats for arrays innit, doh :( cheers man
  8. hi, this is driving me potty! does anyone know how this works, or indeed if at all? cant seem to get it to return any value, i think it accepts one parameter (unit) and should return the threat to that unit using in a trigger on act: threat1=[player] call BIS_fnc_threat;hint format["%1",threat1]; from the info in BIS_fnc_help: scriptName "Functions\misc\fn_threat.sqf"; /* File: fn_threat.sqf Author: Karel Moricky Description: Calculates threat values of given unit Parameter(s): _this: Given unit Returns: Number: Threat level in range from 0 to 3 */ private ["_unit","_threat","_threatUnit","_threatVeh"]; _unit = _this; _threat = 0; _threatUnit = getarray(configfile >> "cfgvehicles" >> typeof _unit >> "threat"); {_threat = _threat + _x} foreach _threatUnit; if (vehicle _unit != _unit && effectivecommander vehicle _unit == _unit) then { _unit = vehicle _unit; _threatVeh = getarray(configfile >> "cfgvehicles" >> typeof _unit >> "threat"); {_threat = _threat + _x} foreach _threatVeh; }; _threat; thanks in advance, Sam
  9. hi, was reading this at the weekend - you might be able to glean something from it. http://forums.bistudio.com/archive/index.php/t-74006.html there seem to be different valid methods, like using createUnit or BIS_fnc_spawnGroup sorry cant give an example as i'm still trying to get my head round it all. Using the createUnit method I suppose you can get a position from a marker then generate a random position near that for each group using code like in the penultimate post on that thread. then for each unit you are creating in the group, use the BIS_fnc_findSafePos function to get a spot for the individual unit; it seems you can give it a min and max distance from the "group centre". BIS_fnc_spawnGroup might prove to be simpler. good luck!
  10. ashram 1-1

    Arma 2 1.06 Patch Suggestions

    useful status reports, i usually know where my men are, if they need to tell you they are in another grid square i suppose something is very wrong with your squad cohesion keep the location report by all means but add injury, weapon and ammunition status please!
  11. ashram 1-1

    Armory feedback

    it's a good feature but as others say much can already be done in the editor, if you seriously want to practice with a weapon you can set up some suitable targets. armoury will often propose "inappropriate" challenges, like skeet shooting with an RPG (if my memory serves correctly) fun to try though :) indeed, the assault course challenge proved impossible to complete when playing as a goat, i could not get up the ramp ;)
  12. ashram 1-1

    enemy artillery ?

    hi, Fred i tried it also with the D-30 and had the same problem, even creating a mission on larger Chernarus map in case it was a minimum range issue. sorry dont know the solution Ziiip - basically need to remove the statements with "player sidechat" and "hint" commands from the script - but... i didnt make the script myself and although i have done quite a bit of programming the structure of the conditional statements with all the curly brackets is completely obscure to me in the arma 2 scripting language. i dont want to post up an edited version without first checking i havent screwed up the logic of the script and am away from home for a few days - the hints are handy for testing purposes but indeed are not so good for an actual mission, so i would like a "silent" version of the script for my own use too. will give it a go and post again later this week. regards, Sam
  13. ashram 1-1

    enemy artillery ?

    sure no problem - same place http://thelaw.dns-systems.net takeUtes%20II-dispersion.zip screenshot in there too. i think all rounds will fire regardless of whether units are still in the trigger or not. once it's triggered, it's triggered looking forward to seeing that FO script too, no pun intended arrrghh, installed a quad core last night - too tired to play or edit though - when i just fired up arma2 just now to check my mission works before posting i noticed a horrible "lag" effect on some men running in the distance. gliding mysteriously over the landscape as though massive chunks of the animation are missing :butbut: not the kind of improvement i was hoping for :rolleyes: btw does anyone know how to get marines to reliably disembark from a boat? lol i expect they cover that in basic training - but they seem to like to go for a swim... maybe i should change the date so it's not so hot in Utes ;) probably should search / start a new thread for that one...
  14. ashram 1-1

    enemy artillery ?

    yeah good innit :D all credit to Inkompetent http://forums.bistudio.com/showthread.php?t=85654&highlight=_mortarTgtPos+_this+select to get it fire 10 times every 30 seconds then stop bit beyond me that...but in theory i suppose, create a global variable as a counter initial value 0, increment it every time the script runs, in the condition of the mortar trigger check the counter is < 10 and if not it won't activate fire mission. for the delay put 30 in the min mid and max boxes of the trigger? got dispersion working easily... add the bold line to mortar.sqf if ([iNS_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) then { [b][iNS_mortar, 200] call BIS_ARTY_F_SetDispersion;[/b] [iNS_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; . . . RU_mortar would apply to the version in my first post of course.
  15. ashram 1-1

    enemy artillery ?

    glad to help re: Would fire on last known position of enemy or continue following him even though he is not within line of sight? i think only the "initial spotted position" gets passed to the script and is used for every round in the firemission so in effect it will not track the units if they subsequently move. thats how it works IRL anyway i suppose - these mortars are quite deadly enough without homing capability to confirm - put yourself as player in one of the marine landing parties in that mission and delete the other rhibs/squads. you will find that things get rather hairy near the beach once you are spotted. it should be possible to leg-it out of the danger zone and watch the rounds land where you were when the "detected" hint appeared. your comrades may not be so lucky though :butbut:
  16. ashram 1-1

    enemy artillery ?

    yeah i found it a little too "punishing" too with no dispersion, next up im going to try updating the script by adding a line with BIS_ARTY_F_SetDispersion but didnt get round to it yet. need to get my head round milliradians first. :eek: will post up the amended version if i get it working strange about only seeing one mortar fire - i see them alternating which is pretty nice. here is an example mission, just wait until the marines land in the north - both mortars will turn and start firing... http://thelaw.dns-systems.net/takeUtes%20II.zip it's the only place i have to put it - if it needs a password sorry, i will have to ask me mate later to allow anonymous logins ---------- Post added at 09:49 AM ---------- Previous post was at 08:38 AM ---------- http is public apparently so no problem there something up with the link i posted though just go to http://thelaw.dns-systems.net/ and you can see the zip to d/l regards, Sam
  17. ashram 1-1

    enemy artillery ?

    hi captain i have been working on something similar and had to pull several strings together from various threads but it works well now. to save you the trouble... this is an example with mortars and assuming you are BLUFOR: 1. place a couple of OPFOR mortars near to each other on the map (RU podnos 2B14) they will be automatically grouped together. give names mortar1 and mortar2 although this is never actually referenced as far as i can tell, its probably not bad practice. 2. place an artillery module on the map and SYNCH it to the leader of the two mortars. give the artillery module name RU_mortar 3. in the mission folder create a file called mortar.sqf and paste the code below into it and save. #define __debug true _mortarTgtPos = _this select 0; if (__debug) then { player sideChat "Executing mortar.sqf" }; if ([RU_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) then { [RU_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; hint "mortars: Firing."; _mrk = createMarker ["MortarTarget", _mortarTgtPos]; _mrk setMarkerColor "ColorBlack"; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_objective"; waitUntil {RU_mortar getVariable "ARTY_ONMISSION"}; if (__debug) then { player sideChat "mortars are on a mission" }; if (__debug) then { player sideChat format["ammo used: %1", RU_mortar getVariable "ARTY_AMMO"] }; waitUntil {RU_mortar getVariable "ARTY_COMPLETE"}; if (__debug) then { player sideChat "mortars have finished fire mission" }; waitUntil {RU_mortar getVariable "ARTY_SPLASH"}; if (__debug) then { player sideChat "mortars about to splash!" }; sleep 10; deleteMarker _mrk; } else { hint "mortars: Target out of range"; }; if (__debug) then { player sideChat "Exiting mortar.sqf" }; many, many thanks to the author! :) sorry i cant remember which of many threads i lifted it from. 4. create a trigger with dimensions large enough to cover the area where artillery can be targeted. on utes i covered the whole island (1250x950m) Activation BLUFOR, detected by OPFOR, repeatedly in the On Act. box paste this: hint "detected";firemission = ["IMMEDIATE","HE",0,8]; nul=[getPosASL (thisList select 0)] execVM "mortar.sqf"; the position of the first unit of the BLUFOR group detected within the trigger area by OPFOR will be passed to the mortar script. the script will also reference the firemission parameters - in this case we specify 8 rounds of HE. if you want less or more rounds just change the 8. to add a delay between detection of BLUFOR and firing to represent communication time, put some values in timeout min mid and max you might also want to give the mortars extra ammo with this addmagazine "2b14_82mm"; multiple times in their init boxes death from above! the beauty for me of doing it this way with actual units on the battlefield is, you can see/hear the mortars firing which is cool and as BLUFOR you get to take them out. ;)
×