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-ami- mofo

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Everything posted by -ami- mofo

  1. Hi Grumpy I tried that one... still spawned with no forward momentum and didn't follow the waypoints either apart from the 1st one... but then just kept going in that direction. The original one that you posted with my small alteration still works fine though.
  2. Thanks Grumpy the spawn height and direction work a treat. Only problem was the plane spawned with no forward momentum and unless the spawn height was at least 300m above ground it would crash. I altered it to ag1height = 700; ag1air flyinheight 250; So now it has time to gain speed as it falls and then continue at 250m so all good :) I get what you said about the variable too so thanks for that as well. I'm going to start reading up about scripting over the Easter break so I don't have to ask as many questions and maybe start to know what I'm doing rather than just tinkering and testing with stuff I know very little about :o
  3. Create an .sqf file in your mission folder called spawn&move Paste this into it and save it: GroupOne_X = [getMarkerPos "spawn1", EAST, ["O_Soldier_TL_F", "O_Soldier_F", "O_Soldier_AR_F", "O_Soldier_AT_F", "O_Medic_F", "O_Soldier_GL_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units GroupOne_X; _waypoint0 = GroupOne_X addwaypoint[getmarkerpos"move1",0]; _waypoint0 setwaypointtype"Move"; _waypoint1 = GroupOne_X addwaypoint[getmarkerpos"move2",0]; _waypoint1 setwaypointtype"Move"; _waypoint0 = GroupOne_X addwaypoint[getmarkerpos"spawn1",0]; _waypoint0 setwaypointtype"Move"; _waypoint0 setwaypointtype "CYCLE"; [GroupOne_X, 1] setWaypointSpeed "FULL"; [GroupOne_X, 1] setWaypointCombatMode "RED"; [GroupOne_X, 1] setWaypointBehaviour "AWARE"; Place invisible markers in the editor called spawn1 , move1 and move2 Place a trigger in the editor activated by blufor with this in the on act: _null = [] execVM "spawn&move.sqf"; And if you want it to be a human player that triggers it then put this in the condition: {isPlayer _x} count thisList > 0; Leave it blank if you want an AI unit to trigger it. So what this particular script does is spawn 6 Opfor soldiers on the spawn1 marker and they will move quickly to the move1 marker then to the move2 marker then back to the spawn1 marker and just keep cycling through those waypoints in a 'ready for action' type manner.
  4. ^ Hence why I made it a different looking tower, so it's the only one of it's kind and there wouldn't be another one left. If you really want to have it looking the same as the tower already on the map and in the same position then place a gamelogic with (getPos this nearestObject 29623) setDamage 1; (getPos this nearestObject 29570) setDamage 1; (getPos this nearestObject 29571) setDamage 1; (getPos this nearestObject 29572) setDamage 1; (getPos this nearestObject 29573) setDamage 1; ^ That will work on the firing range comms tower. For the other one you'll have to replace the ID's. Also there may be a better way to write it but I'm not a scripter. Then place an invisible helipad as mentioned before and position it in the same position as the original tower on the map and put this in tower1= "Land_Communication_F" createVehicle position this; deleteVehicle this; tower1 addEventHandler ["HandleDamage", {((_this select 2)/0.1)}];
  5. Not a full conclusion but what if you placed your own towers? Invisible helipad with tower1= "Land_TTowerBig_2_F" createVehicle position this; deleteVehicle this; tower1 addEventHandler ["HandleDamage", {((_this select 2)/0.1)}]; Now even just 1 small explosive charge will bring it down.
  6. Hey mate I just was messing around the other day trying to get a heli to insert a team under fire. Seems to work ok so kept it as a sample, don't mind sharing it. Basically the heli won't take off until all alive members of alpha group are in and will land under fire long enough to drop the team off, then will fly away and despawn. It's here if you want to check it out.... http://members.westnet.com.au/scott_k/not%20much/Heli_Insert.Altis.zip
  7. -ami- mofo

    Enemy occupation system (eos)

    Mate just open Stratis in the editor, click the merge button and choose Altis and the EOS mission. It will copy it all to Stratis.
  8. Personally I wouldn't be relying on BIS modules for too much. From my fairly limited experience with them some work and some don't. The patrol one for instance was in during alpha but then just disappeared. Haven't had a look to see if it's back in as I just use EOS now.
  9. Thanks mate you're close with this... {!(_x in mh9) } count units alpha == {alive _x} count units alpha; This works if only 1 alpha group member gets shot out of the heli but if more than 1 does then it doesn't work. Any way to refine it so that it still functions if more than 1 member gets shot out?
  10. Hi, I have a group named alpha and by using this in a waypoint ({!(alive _x) || _x in mh9} count (units alpha)) == 0; a grounded waiting heli only takes off once all (alive) members of alpha are in. Works fine if all members of alpha make it to the chopper or whether any get shot and killed on the way. So that's all good. Now I'm also using it in a waypoint at a hot LZ where it's quite possible where one or two members of alpha may get shot out of the heli before it lands. When they do the heli still touches down to drop the remaining members of alpha off but then it won't dust off after that (yes pilot is alive). Seems that if a member/s of alpha gets shot out of the heli then the code I used above doesn't work. It works fine though if all alpha members that boarded the heli actually make it to the LZ alive. What needs doing to the code to make it work for the LZ / dust off part? Many thanks.
  11. -ami- mofo

    Shuttup (Players) Already!

    I just have enableRadio false; enableSentences false; in my init and disable subtitles and radio subtiltles in the game settings and the AI don't report anything. The only thing I may hear is the occasional waypoint direction but 99% of the time it's quiet and my screen is much more clear as well.
  12. Hi all, I have a script that spawns an aircraft on a marker (via a trigger) and then the aircraft cycles back and forth between the two markers waypoint1 and waypoint2. Works a treat :) _array = [[(getMarkerPos "spawnfly") select 0,(getMarkerPos "spawnfly") select 1,150], 180, "I_Plane_Fighter_03_CAS_F", INDEPENDENT] call bis_fnc_spawnvehicle; _fly1 = _array select 0; _flycrew = _array select 1; _flygroup = _array select 2; _flygroup flyInHeight 150; _wp1 = _flygroup addWaypoint [getMarkerPos "waypoint1", 0]; _wp2 = _flygroup addWaypoint [getMarkerPos "waypoint2", 0]; _wp1 = _flygroup addWaypoint [getMarkerPos "waypoint1", 0]; _wp1 setwaypointtype "CYCLE"; But say if I wanted the aircraft to despawn at marker waypoint2 how (besides removing the 3rd and 4th lines just above) would I get that to happen? Thanks.
  13. It's probably me mate, I don't know much about scripting. :o Anyway we're only talking about a couple of aircraft so I've just placed them in the editor and have them doing what I want them to do through waypoints. Cheers
  14. Hi mate tried both of those ways you've suggested and neither worked. Maybe they'd work on editor placed stuff but maybe because it's a spawned object it's different? Still searching for a solution.....
  15. I like the idea of deleting it when it gets close to the waypoint2 marker so I did this... _array = [[(getMarkerPos "spawnfly") select 0,(getMarkerPos "spawnfly") select 1,100], 180, "I_Plane_Fighter_03_CAS_F", INDEPENDENT] call bis_fnc_spawnvehicle;// 150 is flying height (change flyinheight line if you change this). _fly1 = _array select 0; //the aircraft _flycrew = _array select 1; //the units that make up the crew _flygroup = _array select 2; //the group _flygroup flyInHeight 100; _wp1 = _flygroup addWaypoint [getMarkerPos "waypoint1", 0]; _wp2 = _flygroup addWaypoint [getMarkerPos "waypoint2", 0]; { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "waypoint2",["I_Plane_Fighter_03_CAS_F"],200]; It definitely flew well within 200m of the waypoint2 marker but it didn't disappear. :confused: Was I supposed to put it in the script another way?
  16. Hello, I have a particular light right next to the aircraft hanger on Molos airfield on Altis that I want to switch on. I'm not a scripter but I got the lights ID number which is 1511655 Then I looked at this... https://community.bistudio.com/wiki/switchLight and tried it via a trigger activated by blufor (don't even know if that's what you're ment to do?) but anyway got nothing. Normally I try slightly different ways and usually get stuff to work somehow but I'm having no luck with this light. Can somebody please help me with what I have to do to turn on this light? Thanks
  17. Actually ended up going with this (looks better) I think... http://members.westnet.com.au/scott_k/not%20much/arma3-20140317-121333.jpg (358 kB)
  18. Had a play around and got this result which I'm pretty happy with. This area was basically pitch black before... http://members.westnet.com.au/scott_k/not%20much/arma3-20140317-075216.jpg (303 kB) Cheers for that link Grumpy. No more broken lights :)
  19. Thanks mate I will give that script a go tomorrow, hopefully it works in Arma 3. Will let you know. Forget about sounds for switching firemodes... give me AI that can drive! lol
  20. Thanks anyway Grumpy. Man I hope there's an answer to this, even if there's a way to just place a light source inside the hanger. Otherwise that's my 2nd question in a row that nobody could answer :(
  21. -ami- mofo

    Enemy occupation system (eos)

    I noticed that when adding a spawn marker (tried spawning objects via a trigger) inside the EOS marker area most of the time it didn't work. The objects spawned 2 out of 6 times. Outside the markers it works everytime. Here's what I used... _object = "Land_TBox_F" createVehicle (getMarkerPos "spawnobj"); GuardOne_X = [getMarkerPos "spawnobj", EAST, ["O_Soldier_TL_F", "O_Soldier_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units GuardOne_X; Has anyone else had the same problem? Or not? Have you managed a way to make it work?
  22. Maybe if you get a couple to put suppressive on the enemy AI so they keep their heads down? Or maybe if they outnumber the enemy AI by a fair bit? Isn't their a courage setting or something? I dunno lol, you'd figure in a game like this it has to be possible to make them CHARGE!
  23. -ami- mofo

    Enemy occupation system (eos)

    Two new questions about this... 1) Is it possible to alter the behaviour of the spawned patrolling AI? ie have them go into combat mode or something after spawn rather than just casually walking around. 2) I notice that there's a 'damage handler' setting which I've turned up so the AI die a bit easier. Does that work by increasing bullet damage? or does it reduce the health of the enemy AI? I'm actually after a way to increase bullet damage of players so in general about 2 bullets will kill. Don't want to do it by turning AI health down though. Is there a setting that could go in the init file to do this? (but only for players!) Thanks.
  24. -ami- mofo

    Enemy occupation system (eos)

    Thanks Oktybar. I don't know why but I never saw that bit :confused: The script is great. Just a shame that the patrol vehicle AI around towns is still the usual Arma. Follow the trail of destruction until you find the vehicle stuck on a wall or tipped over >.< doh!
  25. Hi guys, I have this little .sqf file spawn script which as a newb mission maker is great. It's spawns 4 guys and a HMG Ifrit on a couple of markers activated by blufor detected via a trigger. Trouble is I'd like the group to spawn and then start doing a random patrol rather than just stand there picking noses. I'm not a scripter whatsoever so I guess I'm asking if anyone here has got some code that I can just paste into the .sqf file that will also make the group start to walk around an area (given radius of their spawn marker?) after they spawn. I honestly don't know if I'm asking too much here? I hope not as I don't want to be getting into having to go the way of spawn script packs or anything heavy. Anyway here is what is in the .sqf... GroupOne_X = [getMarkerPos "spawn1", EAST, ["O_Soldier_F", "O_Soldier_F", "O_Soldier_AR_F", "O_Soldier_AT_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units GroupOne_X; mrapSpawn = [getMarkerPos "spawn2", 0, "O_MRAP_02_hmg_F", EAST] call bis_fnc_spawnvehicle; MRAP = mrapSpawn select 0; MRAPcrew = mrapSpawn select 1; MRAPgroup = mrapSpawn select 2; {_x allowFleeing 0} forEach units MRAPgroup; Thank you. ;)