-XDF-Banksy
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
-XDF-Banksy replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Madbull, still loving the arty and logistics, my clan has just downloaded the new vietnam mod Unsung and I would love to get this working, so that we can call in support, my problem is getting it to work on the new island in Unsung, I have read your manual and I am still confused (doesn't take much) any advice or help would be great. Just wanted to update did some more searching through the thread and noticed your solution to working out the height of the map, just for your own reference incase anyone asks the map for the unsung mod is csj_lowlands and the height I calculated was 10230, that was based on placing an object top left corner saving and using the 3rd value in the position on the mission.sqm. Once again thanks this is really a great script. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
-XDF-Banksy replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Madbull firstly thanks for this, just finished testing on our server and it is fantastic, is there any explanation on getting the virtual ammo working i.e. smoke, I have found changing the arty config file and adding the smoke lets me see it in the computer but I don't see any smoke on impact wondering where I am going wrong. -
DAC V2.1 (WIP) discussion
-XDF-Banksy replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
HI Silola, I check the thread every day no it seems with the hope that this has finally been released, I am sure you are sick of the uestion but I am going to ask, any idea how much longer we will have to wait?- 327 replies
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A.C.E. Advanced Combat Environment - Public Beta *2*!
-XDF-Banksy replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys is there anyway to place a trip flare in the editor when making a mission -
AI pilots giving away enemy posistion
-XDF-Banksy replied to nicko_bud's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try in the init line of the air vehicle you are using this disableAI "AUTOTARGET" I remember doing it on a mission and worked -
"It Works" Helo Insertion / Extraction in MP
-XDF-Banksy replied to -XDF-Banksy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the assistance guys think I will just stick to the good ol radio trigger at this stage -
"It Works" Helo Insertion / Extraction in MP
-XDF-Banksy replied to -XDF-Banksy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that didn't seem to work, the one I found was: - {alive _x} count [player] == {_x in H1} count [player] this works to a fashion but seems to everyone on the island not just in the trigger -
"It Works" Helo Insertion / Extraction in MP
-XDF-Banksy replied to -XDF-Banksy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am no genious all I can say is it works, somehow, I have tested this numerous times on a dedicated server and it works everytime without a glitch, and I have made a mission and played it with the guys from XDF on the GSA server and it worked, so to be honest it must just be one of thoughs great arma glitches where things work that really shouldn't. As an aside I have just finished testing a newer version that allows the helo to be re-used numerous times so it ejects the AI leader and deletes him and then as it flies back to base a new was in created so that you can use the helo again, my problem now is how to the condition line working correctly, I want it so that the helo will only take off when it counts the players in the trigger area are the same that are in the helo, just can't seem to get that right any help would be fantastic. -
Secondary Ops Manager Module Discussion
-XDF-Banksy replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
has anyone managed to get the SOM module working yet on dedicated server -
I have a "little" problem with moveingunner
-XDF-Banksy replied to Joona's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If there are 3 guns in the helo then there would be 3 turret locations.You need to use the moveInTurret command in the units init line to get them into the position _unit moveInTurret [_Object, [0]]; The _unit is the name of the unit you want to place there or you could just use this. The _object would be the name you give your helo so might be mi or something to that effect. The only change for each init line would be the part in the brackets. [_Object, [0]] [_Object, [1]] [_Object, [3]] Hope that helps -
"It Works" Helo Insertion / Extraction in MP
-XDF-Banksy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok guys after searching forums and reading this frustrating topic and being a little dogmattic I have helo insertions working and also extractions in a multiplayer environment with AI flying with a human cargo, there are no scripts and it is all done in editor using waypoints and a trigger and can be done on any helo. I will try to explain to the best of my ability and hopefully someone can get some use for it. Firstly I can't remember who wrote the thread but it was they who gave me work around to be able to get this to work. Firstly you need to understand that the only way the "Transport Unload" waypoint works in multi-player for a human player cargo is to have an AI group leader assigned in a cargo position in the helo. 1st Step: - Create your team of playable units, if you want you can start them in the helo or on the ground waiting t get in the helo. 2nd Step: - Create an AI I use a pilot give him a name e.g. P_2 and in his init line I put alpha = group P_2; this moveInCargo [H_1, 0] (H_1 is the helo name and the '0' is the co-pilots seat in the front of the B/Hawk if you wanted to put them in cargo in the UH1 then I would suggest '6' which is the seat next to the door gunner that way they are out of the main cargo hold. 3rd Step: - Create your helo and give it a name as per the example above H_1 4th Step: - Create your waypoints to get the helo to the insertion or pick-up point so you might have a few "move" waypoints and then a "transport unload" waypoint, and then some more "move"waypoints to take your helo away. In my waypoint I set the speed depending on what you want the helo to do but I set the last "move" waypoint prior to the "Transport Unload"to "LIMITED", you don't have to but I think it helps to make it more accurate. The "transport unload" waypoint I give a delay in the timeout fields and this is up to you how long you want but I give 20 seconds in each filed as the human players don't automatically get kicked out of the helo when it lands on a dedicated server whereas they do in editor. Lastly I change the speed in the "move" waypoint after unloading back to "Normal" or "FULL". 5th Step: - Create an invisible LZ at the "transport unload" waypoint for the AI pilot to land on. 6th Step: - Create a trigger set the size to around 10 for each leave as a circle set it to present and once only, place it over the "transport unload" waypoint, in the initline put deleteVehicle P_2; and then set the countdown/timeout fields mine are 2 seconds across all 3 fields, now group that trigger with your AI pilot P_2 if you don't know how to do this when you have completed filling in the trigger fields and closed it back to map view just click on groups box and left click on the trigger hold it and drag the lline to your AI pilot P_2 when you are on him let go of your left mouse button. The trigger is now set that when the vehicle is present i.e. P_2 then the trigger will fire. Ok the way it works is that the helo will fly to where you want to get out and land, the trigger fires and delete's the AI pilot but with Arma II because he didn't get out of the helo he will remain in the front seat, the helo will sit there engines turning until the time runs out and then takes off and flies away. If you want the helo to start on the graound and only take off when you are all in all I do is create a trigger that is actioned on a radio command and then set the trigger to switch and synchronise it with the first waypoint, this works the same with an extraction bird as well. I will try over the next couple of days to put a quick example mission up so that you can have a go, I have tested it with my clan on a dedicated server and it has worked every time. I hope this is easy to follow sorry if it isn't it is hard to try and explain everything especially trying to explain it to people like me who really have no experience and get stuck on a lot of the terminology the experienced mission builders and script writers use. Good luck!! -
A little help with uh1 seating please
-XDF-Banksy replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I played around with this and there are three positions for the turret as the UH1 has the co-pilot position filled as well, from memory they are [_Object, [0]] [_Object, [1]] [_Object, [3]] You need to use the moveInTurret command in the units init line to get them into the position _unit moveInTurret [_Object, [0]]; The _unit is the name of the unit you want to place there or you could just use this. The _object would be the name you give your UH1 so might be H_1 or something to that effect. As a side not there are are also 7 cargo positions in the UH1 5 in the main cargo area and 2 spots next to the gunners in the door wells. -
Good to have you back on board buddy.
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LHD (Aircraft Carrier) spawning script
-XDF-Banksy replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys I also seem to be getting the same issue on editor only one carrier is spawned the same when I host a mission however when the mission is put on a dedicated server there seems to be two carriers one on top of the other only very slight but definately there, to the point that any characters you place on the carrier at mission start all drop dead. Was wondering if you guys had managed to find a sove for the with the (IsServer) command in the script. -
Addaction for Group Members
-XDF-Banksy replied to -XDF-Banksy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thought I would update this thread with a solution. Thankfully one of the great scripters norrin noticed my plight and worked with me to solve it, I am going to try an do some justice to his work and post the answer and I do hope I get this right. All I wanted to happen was for a certain person to be able to move into a trigger have an action added then for him to move through and area into another trigger then have the action removed, he then would enter another trigger and that would add another action and so on, so my plight was that I couldn't group the trigger with the player as there were to be numerous triggers that needed a similar effect. Ok here we go: - First the init.sqf needed a couple of lines added to it, they are as follows: - XDFInstructor = [XDF1]; ok the XDFInstructor is only a global name for one or more units, you don't need to group the players in their init lines for this to work the name could be anything you want i.e. Instructor, Killer, etc. and the XDF1 is the player name that will fall into the XDFInstructor parameter this is the player name you set when you put the characters in game i.e. S1, L1 etc. in the player name area you can add more than one name just put a , after each name, that way you may want only selected units to get the addaction. The next lines in you init.sqf need to be: - //Global variables defining whether action added or not SLactionAdded = false; The SL infront of the actionAdded is just a name in this case SL stands for sneaker lane, so if this was to get in a vehicle it could be IVactionAdded = false; so the IV might stand for in vehicle. I hope I haven't lost you so far!! Create a trigger and give it the parrameters you want i.e. blufor, present, (condition) this, (init) nul = [] execVm "addAction_SneakerLane.sqf"; Ok now you need to create your actionAdded .sqf script, obviously you need to give it a name for example mine was actionAdded_SneakerLane.sqf, in the script you need to put the following: - if (player in XDFInstructor && !SLactionAdded) then {reset_SL = player addAction ["Reset Sneaker Lane", "Sneaker_Lane.sqf"]}; SLactionAdded = true; Ok so as you can see basically norrin's script says to the pc if player is in the XDFInstructor slot and the SLactionAdded then you need to add the addAction with an id of reset_SL to the player and put Reset Sneaker Lane into his action list and start the scrip Sneaker_Lane.sqf, you also need to set the SLactionAdded to true. This makes the script work. The reason I assign a n id name to the action is because if you don't the system will assign the first action assigned to that charecter a number which is '0' and if you set your trigger to repeat and then run through it will add the action again and assign the next number '1' and so on, even if you set a remove action in another trigger, the game will remember you had an action assigned and give you the next number in the sequence so you would just end up with heaps of the addedactions in your menu, by assigning a name when you remove the action and then re-add again by going through the trigger it will assign the same name so you can remove it again. (sorry hard to explain but I think you will get it) Now create another trigger somewhere else and: - blufor, present, (condition)this, (init)nul = [] execVm "removeAction_SneakerLane.sqf"; Right lastly the removeAction script, so once again create a script and call it what ever mine is removeAction_SneakerLane.sqf and in this put the following: - if (SLactionAdded) then {player removeAction reset_SL}; SLactionAdded = false; I am not going to explain this as hopefully by now you can figure the bits out. I hope this is easy to understand I have tried to make it simple as I know sometimes it is hard to work out just how it all goes together. I am not sure how to get the scripts into the page but if anyone wants it pm me and I will send them to you. Once again I would like to thank norrin who without his help this wouldn't have happened.