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cyop

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Everything posted by cyop

  1. That is very presumptuous of you! :p But, no, sorry, I have this: nul = [this, 500, "patrolMarker", "patrolMarker", 500, "AWARE", 100, "LIMITED", "WEDGE", 0, 0] execVM "USPS\USPS.sqf"; EDIT: Just to be clear, there is only ONE maker now, and it should be named 'patrolMarker'? And, BTW, if I had a setting of 75, you know I would have fallen out of the sky every time. (I did re-read the thread and files.) :)
  2. goliath, can you tell me if this line is correct? #define MEDEVAC "_this execVM (""Medevac\starting.sqf"")"; If so, tell me why double quotes, so I can learn something. - Also, is there a debugger I can use. (Sorry, no, I have not searched for that. But, if so, a recommendation would be good.) EDIT: Oops, sorry, the original line is... #define MEDEVAC "_this execVM (""\Medevac\Mia\starting.sqf"")"; in the Config.cpp (file). If you don't mind, you can enlighten me to as why the 'Mia' folder structure, too.
  3. Yeah, Alex72, thanks for that reply to blackpulpit. Myself, I looked here for a long time, then went to Google and found the Tips and Tricks thread. I just put a scripts folder, and mod folders inside of that, with the scripts for each mod per relative folder. (Man, I should have done that weeks ago. And, I just finished cleaning up my profile folder. What a mess it was, with an edit here and there for the same mod/s.) OT I have only used the new script about 4 times and once wound up falling out of the sky. Everyone died, of course. :) (Also, of course, I know it was meant for AI. But, if I have a squad or two missing, that may be a guess as to the cause of their demise.)
  4. Thank you for you answer. I did search. But, yes, sorry. (BTW, even before I ever posted here the first time, I searched for weeks just so I would not get in trouble. :) I ALWAYS search first.) Also, I did not exactly understand your answer. I will re-read.
  5. Speaking of that, would someone give an example of an init that is executing multiple scripts? And, will the init execute pbo files, or, put the pbo in a mod folder in the root, or, what? What's the best way? TIA EDIT: Oh, I guess a person can put multiple folders with dif scripts, as long as the path is correct in the unit init box. Would it be like... \script(folder)\(mod)folder\script.sqf ? - One more thing to clarify. By best way, I mean, because I am playing with the editor and changing the scripts all the time.
  6. OBVIOUSLY, you have not been reading my posts! Now, how would 'I' know that? :p Heh heh. For sure, though, whatever prevents conflicts. Thanks for the heads-up.
  7. I just saw that, and marker names have actually crossed my mind a few times. goliath86, In the future, for any script you write, you may want to give an obscure name, but one that matches your script/module. Just a suggestion. :) For instance, I noticed you changed marker1 name to marker0. (In that PM I sent you, that's why I could not initialize the files. I was using marker1). For this module, you could use a marker name like... MarkerMedChop... or MarkerMedChop1... or, any name you believe would not be used by another person building a mission.
  8. I took the liberty of doing this: soldier2 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier2 moveInCargo [uh60,1]; soldier2 addEventHandler ["killed", "deleteVehicle soldier2"]; soldier1 = beta createUnit ["USMC_Soldier_Medic", getMarkerPos "marker1", [], 0, "NONE"]; //create the corpsman soldier1 moveInCargo [uh60,8]; soldier1 addEventHandler ["killed", {_this execVM "\Medevac\Mia\aborted.sqf"}]; soldier3 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier3 moveInCargo [uh60,9]; soldier3 addEventHandler ["killed", "deleteVehicle soldier3"]; pilot1 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; pilot1 moveInDriver uh60; pilot2 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a co-pilot for mh60s pilot2 moveInCargo uh60; //pilot2 is actually in a cargo position crew1 = delta createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #1 gunner for mh60s crew1 moveInTurret [uh60,[0]]; crew1 setCombatMode "RED"; crew2 = delta createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #2 gunner for mh60s crew2 moveInTurret [uh60,[1]]; crew2 setCombatMode "RED"; Actually, I gave you that last week but I guess it was over looked (which is OK, of course). For the sake of simplicity, I just put the gunners in delta, a killed event needs to be added. I have done a ton of testing, and I guess it is just me, but the third man out still usually dies/disappears, and the medic usually gets injured. The way I have it above, this rarely happens. Also, in the file I am using, there is no 'allowDamage false'. Tell me what you think. :) - Also, for me, I would really like to get rid of the 'forced' "Call in Medevac" at the mission start... and then if called, the "Abort Medevac". Can't both just be in the menu for me to use? If you would help 'me' with that, I would appreciate it. EDIT: BTW, I was still checking cargo positions for the soldiers to see which was better in regards to no damage or death. But, those above seemed to work well.
  9. Thanks. I understand it was for AI, but I was using it for me because I don't know how to script. It would still be nice to get rid of the visible teleport somehow. If a base is designed with a patrol radius for a squad, and the squad is visible, they can be seen teleporting. Of course, I can hide the squad/s from LOS of the player upon mission start. (If I am in their radius, which so far I always am, sometimes they pop up in front of my face, too. I guess it would take too many 'if's and 'else's to cure both. :) ) Again, I know the script is suppose to be 'light weight', too. And, anyway, thanks again for it.
  10. JW, I know the script is suppose to be simple, and I appreciate that. However, can you make it so formation can be set? I use this for myself, as a member of a squad, and the Squad Leader calls for a staggered column, but the formation is always a single column. (Not too healthy in open terrain.) Also, I am not worried about the visible 'teleport thing'. I can live with that. Although, it would be nice to get rid of that. (The squad spawns, then we visibly 'teleport' to the random location. Kind of kills the immersion at the very start of the mission.
  11. When I use this, we are at the unit/s location, then we all disapear and go to a random spawn point. What can I delay. or do, to stop 'seeing' that? How can I set things such as the squad formation? EDIT: No one? I know it is 'simple', but I need to at least be able to set formation. I have tried multiple things, but no go.
  12. cyop

    Medics

    FYI, from my experience, ambulances have a very short life on any map, but, it would be great if someone wrote you a script for that. Also, I knew absolutely nothing about the editor, but it is easy to use. Try it. And... if you build a mission and want medic support, you can put in an LAV, synchronize a medic or two to it, put a support waypoint on the LAV or medic (or you can use the ambulance). Then you can call it from the support menu. A 'good' script for that would be better, though. And, there is this.
  13. JW Custom, Thanks for the script. Will try it when I get a chance. EDIT: OK, working. - How would I get it to work with, say, elipse markers of 950x450 @35 deegrees? EDIT: Well, I just set the init line at 1000/1000. - When I use this, we are at the unit/s location, then we all disapear and go to a random spawn point. What can I delay. or do, to stop 'seeing' that? Can I set things such as the squad formation?
  14. goliath86, did I insult you or something? :confused: Anyway... The newest version does not work for me either unless I put in a Game Logic. Also, did anyone look over what I posted on page 7. I answered a couple of people's questions. For instance, the code has door gunners, and the soldiers rarely die on exit. Well, the third man out. And, the chopper can be forced to land under fire. Please, could someone send me the latest 2 versions extracted. I DL'ed Arma Tools from Armaholic, but some weird things happened. It would not extract the pbo data, it attached its self to my IE, Win Explorer, and I could not even open system restore from the desktop. I had to do a restore from Safe Mode. (No, my comp is virus free, and I am very savy about that stuff. And, I am not saying anything bad about Arma Tools or Armaholic. Just one of those weird things that happens sometimes in Windows, I guess.) TIA If no one has the latest 2 versions, then the last will be fine. A PM with the codes would be good. - Also, from the page 7 code, the side chat is more accurate in regards to mil com. Thought some people might want that (and I thought that is what goliath86 wanted).
  15. OK, goliath86, I am still waiting for you to send the files to me. It's been days. :p Granted, I have limited time right now, but I can still do some testing for you. (I need a break from real life, anyway.) I will go ahead and post the heli.sqf files that I have, and nothing else, but there is not too much sense in me messing with it any more without the newer versions. Well, for some reason the newest version does not even load for me, but, from the last version, some obvious things I still see... - when starting a mission, the Call Medevac text appears, that seems unnecessary to me, IMHO - the third man out is still always dying there's some more, but again, without the newest files... . heli.sqf (with the MH-60S) //Original script by goliath86. Thank you very much! // call helo ... create groups if (start == 1) then { //check if this script is already active created = 0; start = 0; //do not permit that another activation of this script can be launched before its end ready = 0; //permit the 'Return to base' action of the mh60s action1 = 0; //initialize action1 variable //initial radio messages sleep 1; player sideChat "H.Q., medical support needed at my location, OVER"; sleep 4; PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "WILCO, Medevac enroute, ETA 3 minutes, OVER"; sleep 4; player sideChat "Roger, OUT"; //creating western groups alpha = createGroup west; beta = createGroup west; charlie = createGroup west; // create helo and units uh60 = createVehicle ["MH60S", getMarkerPos "marker1", [], 0, "FLY"]; //create an empty mh60s //uh60 addEventHandler ["Engine", {scrip = _this execVM "rescue.sqf"}];//eventHandler that check if helo touches ground (destroyed or heavily damaged) uh60 addEventHandler ["killed", "terminate scrip; hint 'Medevac is DOWN'; terminate null0; start = 1"]; //add a killed event handler to the chopper pilot1 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a pilot for mh60s pilot1 moveInDriver uh60; //embark pilot1 in the mh60s pilot1 setCombatMode "RED"; pilot2 = charlie createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a co-pilot for mh60s pilot2 moveInCargo uh60; //embark pilot2 in the mh60s pilot2 setCombatMode "RED"; //pilot2 is actually in a cargo position crew1 = charlie createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #1 gunner for mh60s crew1 moveInTurret [uh60,[0]]; //embark crew1 in the mh60s crew1 setCombatMode "RED"; crew2 = charlie createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #2 gunner for mh60s crew2 moveInTurret [uh60,[1]]; //embark crew2 in the mh60s crew2 setCombatMode "RED"; soldier2 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier2 moveInCargo [uh60,9]; //embark soldier2 in the mh60s soldier2 setCombatMode "RED"; soldier1 = beta createUnit ["USMC_Soldier_Medic", getMarkerPos "marker1", [], 0, "NONE"]; //create the corpsman soldier1 moveInCargo [uh60,8]; //embark soldier1 in the mh60s soldier1 setCombatMode "RED"; soldier1 addEventHandler ["killed", {_this execVM "aborted.sqf"}]; soldier3 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier3 moveInCargo [uh60,10]; //embark soldier3 in the mh60s soldier3 setCombatMode "RED"; // fly height uh60 flyInHeight 85; // send helo _wp1 = beta addWaypoint [position player,0]; //add a waypoint at the pilot which moves nearby the player position [beta, 1] setWaypointType "MOVE"; [beta, 1] setWaypointCombatMode "RED"; //[beta, 1] setWaypointFormation "WEDGE"; [beta, 1] setWaypointSpeed "NORMAL"; [beta, 1] setWaypointBehaviour "AWARE"; // smoke LZ waitUntil{uh60 in ((getPos player) nearObjects ["MH60S",1000])}; //when the helo is nearby the player pilot1 sideChat "SQUAD LEADER, this is Medevac, orders require smoke on LZ, COMPLY, OVER"; action1 = player addAction ["Throw Smoke", "throwing.sqf"]; waitUntil{created == 1}; sleep 4; pilot1 sideChat "SQUAD LEADER, this is Medevac, I have eyes on smoke, INBOUND, OUT"; // disembark corpsman and soldiers _wp2 = beta addWaypoint [position player,0]; //add a waypoint at the mh60s to get near the player position [beta, 2] setWaypointType "UNLOAD";[beta, 1] setWaypointType "MOVE"; [beta, 2] setWaypointCombatMode "RED"; //[beta, 2] setWaypointFormation "WEDGE"; [beta, 2] setWaypointSpeed "LIMITED"; [beta, 2] setWaypointBehaviour "AWARE"; waitUntil{(getPosATL soldier1) select 2 < 0.5}; //wait the helo flying in height below 2m before moving the corpsman pilot1 sideChat "Medevac STANDING BY, OUT"; // corpsman joins soldier1 moveTo (position player); //move the corpsman nearby the player [soldier1] join player; [pilot1] join alpha; //pilot1 joins a dummy group to prevent the mh60s from going into formation // // // dismiss corpsman... load units... regroup beta _trg = createTrigger["EmptyDetector",[0,0,0]]; //create a radio trigger to abort the medevac mission _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["Juliet","PRESENT",false]; _trg setTriggerStatements["this", "ready = 1", ""]; _trg setTriggerText "Return to base"; waitUntil{ready == 1}; //wait for orders from player to get in the mh60s // _wp3 = beta addWaypoint [position uh60,0]; //add a waypoint at the corpsman to get in the mh60s after doing his job [beta, 3] setWaypointType "GETIN"; [beta, 3] setWaypointCombatMode "RED"; //[beta, 3] setWaypointFormation "WEDGE"; [beta, 3] setWaypointSpeed "FULL"; [beta, 3] setWaypointBehaviour "AWARE"; // [soldier1] join beta; // waitUntil{soldier1 in (crew uh60)}; //wait soldier1 to get in the mh60s // [pilot1] join beta; // rtb sleep 1.4; uh60 flyInHeight 85; //restore the flying height of the mh60s _wp4 = beta addWaypoint [getMarkerPos "marker1",0]; //add a waypoint at the pilot to return to base [beta, 4] setWaypointType "MOVE"; [beta, 4] setWaypointCombatMode "RED"; //[beta, 4] setWaypointFormation "WEDGE"; [beta, 4] setWaypointSpeed "FULL"; [beta, 4] setWaypointBehaviour "AWARE"; [beta, 4] setWaypointStatements ["true", "deleteVehicle uh60; deleteVehicle pilot1; deleteVehicle pilot2; deleteVehicle soldier1; deleteVehicle soldier2; deleteVehicle soldier3; deleteVehicle crew1; deleteVehicle crew2; start = 1 hint; 'Medevac ON CALL'"]; //set the helo to hovering instead landing } else { sleep 1; pilot1 sideChat "I say again, Medevac DISPATCHED, OUT"; } ---------------------------------------------------------------------------------------------------------------------------------- heli.sqf (with UH-1Y) //Original script by goliath86. Thank you very much! // call helo ... create groups if (start == 1) then { //check if this script is already active created = 0; start = 0; //do not permit that another activation of this script can be launched before its end ready = 0; //permit the 'Return to base' action of the UH1Y action1 = 0; //initialize action1 variable //initial radio messages sleep 1; player sideChat "H.Q., medical support needed at my location, OVER"; sleep 4; PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "WILCO, Medevac enroute, ETA 3 minutes, OVER"; sleep 4; player sideChat "Roger, OUT"; //creating western groups alpha = createGroup west; beta = createGroup west; charlie = createGroup west; // create helo and units uh60 = createVehicle ["UH1Y", getMarkerPos "marker1", [], 0, "FLY"]; //create an empty UH1Y //uh60 addEventHandler ["Engine", {scrip = _this execVM "rescue.sqf"}];//eventHandler that check if helo touches ground (destroyed or heavily damaged) uh60 addEventHandler ["killed", "terminate scrip; hint 'Medevac is DOWN'; terminate null0; start = 1"]; //add a killed event handler to the chopper pilot1 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a pilot for UH1Y pilot1 moveInDriver uh60; //embark pilot1 in the UH1Y pilot1 setCombatMode "RED"; pilot2 = beta createUnit ["USMC_Soldier_Pilot", getMarkerPos "marker1", [], 0, "NONE"]; //create a co-pilot for UH1Y pilot2 moveInTurret [uh60,[2]]; //embark pilot2 in the UH1Y pilot2 setCombatMode "RED"; // crew1 = charlie createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #1 gunner for UH1Y crew1 moveInTurret [uh60,[0]]; //embark crew1 in the UH1Y crew1 setCombatMode "RED"; crew2 = charlie createUnit ["USMC_Soldier_Crew", getMarkerPos "marker1", [], 0, "NONE"]; //create #2 gunner for UH1Y crew2 moveInTurret [uh60,[1]]; //embark crew2 in the UH1Y crew2 setCombatMode "RED"; soldier2 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier2 moveInCargo uh60; //embark soldier2 in the UH1Y soldier2 setCombatMode "RED"; soldier3 = beta createUnit ["USMC_Soldier", getMarkerPos "marker1", [], 0, "NONE"]; //create a unit soldier3 moveInCargo uh60; //embark soldier3 in the UH1Y soldier3 setCombatMode "RED"; soldier1 = beta createUnit ["USMC_Soldier_Medic", getMarkerPos "marker1", [], 0, "NONE"]; //create the corpsman soldier1 moveInCargo uh60; //embark soldier1 in the UH1Y soldier1 setCombatMode "RED"; soldier1 addEventHandler ["killed", {_this execVM "aborted.sqf"}]; // fly height uh60 flyInHeight 85; // send helo _wp1 = beta addWaypoint [position player,0]; //add a waypoint at the pilot which moves nearby the player position [beta, 1] setWaypointType "MOVE"; [beta, 1] setWaypointCombatMode "RED"; //[beta, 1] setWaypointFormation "WEDGE"; [beta, 1] setWaypointSpeed "NORMAL"; [beta, 1] setWaypointBehaviour "AWARE"; // smoke LZ waitUntil{uh60 in ((getPos player) nearObjects ["UH1Y",1000])}; //when the helo is nearby the player pilot1 sideChat "SQUAD LEADER, this is Medevac, orders require smoke on LZ, COMPLY, OVER"; action1 = player addAction ["Throw Smoke", "throwing.sqf"]; waitUntil{created == 1}; sleep 6; pilot1 sideChat "SQUAD LEADER, this is Medevac, I have eyes on smoke, INBOUND, OUT"; // disembark corpsman and soldiers _wp2 = beta addWaypoint [position player,0]; //add a waypoint at the UH1Y to get near the player position [beta, 2] setWaypointType "UNLOAD";[beta, 1] setWaypointType "MOVE"; [beta, 2] setWaypointCombatMode "RED"; //[beta, 2] setWaypointFormation "WEDGE"; [beta, 2] setWaypointSpeed "LIMITED"; [beta, 2] setWaypointBehaviour "AWARE"; waitUntil{(getPosATL soldier1) select 2 < 0.5}; //wait the helo flying in height below 2m before moving the corpsman pilot1 sideChat "Medevac STANDING BY, OUT"; // corpsman joins soldier1 moveTo (position player); //move the corpsman nearby the player [soldier1] join player; [pilot1] join alpha; //pilot1 joins a dummy group to prevent the UH1Y from going into formation // [pilot2] join charlie; // dismiss corpsman... load units... regroup beta _trg = createTrigger["EmptyDetector",[0,0,0]]; //create a radio trigger to abort the medevac mission _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["Juliet","PRESENT",false]; _trg setTriggerStatements["this", "ready = 1", ""]; _trg setTriggerText "Return to base"; waitUntil{ready == 1}; //wait for orders from player to get in the UH1Y // _wp3 = beta addWaypoint [position uh60,0]; //add a waypoint at the corpsman to get in the UH1Y after doing his job [beta, 3] setWaypointType "GETIN"; [beta, 3] setWaypointCombatMode "RED"; //[beta, 3] setWaypointFormation "WEDGE"; [beta, 3] setWaypointSpeed "FULL"; [beta, 3] setWaypointBehaviour "AWARE"; // [soldier1] join beta; // waitUntil{soldier1 in (crew uh60)}; //wait soldier1 to get in the UH1Y // [pilot1, pilot2] join beta; // rtb sleep 1.4; uh60 flyInHeight 85; //restore the flying height of the UH1Y _wp4 = beta addWaypoint [getMarkerPos "marker1",0]; //add a waypoint at the pilot to return to base [beta, 4] setWaypointType "MOVE"; [beta, 4] setWaypointCombatMode "RED"; //[beta, 4] setWaypointFormation "WEDGE"; [beta, 4] setWaypointSpeed "FULL"; [beta, 4] setWaypointBehaviour "AWARE"; [beta, 4] setWaypointStatements ["true", "deleteVehicle uh60; deleteVehicle pilot1; deleteVehicle pilot2; deleteVehicle soldier1; deleteVehicle soldier2; deleteVehicle soldier3; deleteVehicle crew1; deleteVehicle crew2; start = 1; hint 'Medevac ON CALL'"]; //set the helo to hovering instead landing } else { sleep 1; pilot1 sideChat "I say again, Medevac DISPATCHED, OUT"; } If I remember correctly, I did not test the UH-1Y as much as the MH-60S, in regards to the soldiers getting injured or dying when they disembarked. I do believe with the MH-60S, they would rarely die, and not get injured often. The last thing I was doing is trying to pin the chopper to the ground right before they disembark, then have it hover. But again, since I do not have the newest files, I have not done too much. The above is from a few days ago. PM me the files if you get the chance. CYA :) Oh, yeah, in the above, I commented out the rescue.sqf because I had too many bugs. But again, I did not have the newer versions to work with the other stuff. Oops, another edit. ... 'You' can 'force' the helo to land by changing the waypoint behaviour. One of the last things I was doing, also, was getting the gunners to engage at will, but making the pilot land/hover. EDIT: For instance change this: // disembark corpsman and soldiers _wp2 = beta addWaypoint [position player,0]; //add a waypoint at the UH1Y to get near the player position [beta, 2] setWaypointType "UNLOAD";[beta, 1] setWaypointType "MOVE"; [beta, 2] setWaypointCombatMode "RED"; //[beta, 2] setWaypointFormation "WEDGE"; [beta, 2] setWaypointSpeed "LIMITED"; [beta, 2] setWaypointBehaviour "[b]AWARE[/b]"; to this: // disembark corpsman and soldiers _wp2 = beta addWaypoint [position player,0]; //add a waypoint at the UH1Y to get near the player position [beta, 2] setWaypointType "UNLOAD";[beta, 1] setWaypointType "MOVE"; [beta, 2] setWaypointCombatMode "RED"; //[beta, 2] setWaypointFormation "WEDGE"; [beta, 2] setWaypointSpeed "LIMITED"; [beta, 2] setWaypointBehaviour "[b]SAFE[/b]"; but you have to set the gunner behaviour.
  16. (BOLD emphasis mine.) Yes, you could have been more clear. You just were. You never said it happens when you load a saved game, and not just starting a mission. I was spending time trying to duplicate the error loading missions, both in and out of the editor, and could not replicate it. goliath86 was doing the same. I did duplicate the error with saved games, and that is why I came back to ask. People are trying to help test and revise, and goliath86 is working his butt off. So, please, a problem needs to be described or documented more clearly. ... Thanks. - goliath86, I am looking for that PM.
  17. Hi, Manizilla. (Hi, all.) Would you be more clear? Do you mean when you load a vanilla scenario (that was maybe a save game), or when you use the editor, then save and reload? Give a step by step. goliath86, I have had an excruciatingly bad week, so I have done nothing else since I last PM'ed you. Also, if you PM'ed me, for some reason, I do not see it. I never have tried again to get the pbo to extract, so I only have an older version to test and work with, but I will give you what I have. It's been days, so I will go over my files again. I'll post them later.
  18. I do not know goliath86's hours, and I have not looked at his new script. I will see if I see anything different that could cause that. Although, no one else has reported a CTD issue. OK, since I mentioned this earlier, and it was easy to check, I tested the smoke. NOTE: I am using the throwing.sqf with this line commented out: //player fire "SmokeShellMuzzle"; That's just the way I liked it. It is more immersive for me. The player has to initiate the act of throwing, instead of playing the animation. OK... If you have any load-out what so ever that has no SmokeShell, the throwing.sqf will generate whatever color is in the script, and it can be thrown. It will take nothing out of the existing inventory. IF, there is a SmokeShell of any color in the player inventory, say a white and a purple, the script will force the throw of the SmokeShell listed first in the inventory. In the mentioned example of color, the white one would be thrown. THEN, whichever color of smoke is in the script, that will be put into the inventory. (BTW, although I knew the outcome, I tested the throwing.sqf in its default form. Same results. The simple work around for now would be to take out any mention of color in the script sideChat. Of course, the player with smoke will still always lose his first listed SmokeShell. NOTE: I also tested with empty slots in the inventory. Same results. goliath86, I don't know why I cannot get the Arma Tools to extract pbo files? Can you PM me the scripts, please? (Or, put them here if you want.)
  19. goliath86, I have been occupied with something the last couple of days, so I have not done as much testin as I wanted. However, I did PM what I have so far. Take a look. ---------- Post added at 06:42 PM ---------- Previous post was at 06:11 PM ---------- OK, just loaded up both missions. I remember now that I did the most testing with the UH-1Y. So that is more refined. For instance, on the UH-M60S mission, I still need to move the 'co-pilot' to charlie, then back to beta. I will try to do more testing later. Oh, and since I was playing with custom infantry load outs, too, on that little map acenario I sent you, I need to take 1 white SmokeShell out of the Squad Leaders inventory.
  20. Hi! I just got back to the computer, so I have not done anything new. I want to post what I have of the old script, just so you can tell me how I broke the helo RTB. It might just be the marker, seeing as how I finally noticed I never placed one. Helped? Yeah, I guess you could say that. You did all the work! :)
  21. Well, yes, even the first one worked good. I had it where there were turret gunners and a co-pilot, and the Corpsman would join my Squad. No biggie, just little changes, but a learning experience for me. Anyway, I am too slow to keep up with you, but I am trying. :) No sense posting what I have, since your last changes pretty much voids mine. Heh.
  22. I need an alive !alive array. I am new to this, but anything I mess with I want to try and make work in MP (of course, after I can make it work in SP). IIRC, I found a good thread on that, but since yesterday, I cannot find it again. At this point, just so I can get some other things done. I am just going to delete soldier3, and comment out the damage lines. Sorry, I meant to edit.
  23. Hey! :) Yeah, I noticed you edited. I worked on this for hours before I realized it. :p I pretty much did what you were thinking, except I still needed to move/change the damage. It's very much OK, though, that you edited. I could not have done anything at all without your help. I am just about to redo what I have with your new edit. Let's see if I can properly post what I have. (Just the heli.sqf.) Mine is WIP, too, of course. - Err, I broke it! Heh heh. Working on it. I am fixing it so it at least works. I was messing with it when I posted. I was trying to create an alive !alive array because of the dead MG. (Plus, some other things, just messing around.)
  24. goliath86, you're alright, man! :bounce3: (BTW, I voted. I have to learn more about DH and how to use it.) OK, goliath86, so far the MG always dies when he dismounts. Maybe because I am on a hill l side. Don't know. I am trying to make him the other turret crewman (gunner, which will not dismount). Also, I did not know text in the sim was always CAPS. YUK! I don't use messages. I am trying to see if I can change that. From what I can tell it cannot be changed? Yes? For now, those two things are enough for me. goliath86, for you're consideration and diligence, may I wish for you that the fleas of a thousand camels infest your enemies arm pits! Or, just have a good day, and thanks again! I'll report back.
  25. Well, Arma II finally got me. I will not get anything done today, that's for sure. Heh heh. OK, I have absolutely no trouble setting up an empty UH-1Y, with the option to leave all the turrets manned, and have either the Corpsman or the Pilot disembark, or both. Then get them back in and fly them off. But as soon as I try and give the Corpsman the support function, I can get a combination of things right, but not all of them at the same time. I have not researched this... can something be attached to the actual human player? (I doubt it.) If not, then the helo? So, when the Corpsman gets out, I could use the default actions to call him for support. ---------- Post added at 04:46 AM ---------- Previous post was at 04:43 AM ---------- Yes, that is what I was saying earlier when I mentioned about researching this. IMO, some things such as this, in a 'sim' such as this, should just absolutely be implemented by default, if not, at least in the editor.
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