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cyop

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Everything posted by cyop

  1. Funny. :) I have not been messing with the game for a long tome, come in here for the heck of it, and an old post of mine is up. Heh. Coffeecat, thanks for the reply, but that won't 'fly'. The OP refers to getting a PILOT to shut up! Stealth mode works for crap when your chopper has an AI pilot and your taking fire! This is a transport chopper, with the pilot set to CARELESS, so I can get him to pick up and land (kind of) where I want him to. And, I never did find a way to get the silly guy to be quite! ?
  2. Well, I am sure there is an answer to this, but I cannot find it. I just want to add a line in the init box of an AI pilot so I don't have to hear, "Target that...", 500 times. :) TIA
  3. sxp2high, hi. (Hi, all.) I'm going to check this out in the near future, to see if I can get it working right. BTW, what's with the fake tittied breasted girl in your sig? :p Heh. I guess just because she is saluting? EDIT: HEY! She disappeared! :)
  4. From what you describe, it appears you are playing as a squad member, not a squad leader. Is that how the mission is set up? If so, I believe, as a squad member, only the UAV and CAS work. About the ambush not working, I believe it is a known bug. I have not messed with the game for weeks, except to install the latest updates, so I do not know if it is fixed. Also, I think the bug was introduced in OA, so lucky you, huh. :p (BTW, you do know you can just take out the ambush scenario, correct?)
  5. You can try using more than one ACM. The ones that are spawning too much, set them in one ACM and set to 0.5. The others, put in another ACM and set to 1. You will have to specify by group or individual unit what you want to spawn. (The naming can be BIS_ACM_1 and BIS_ACM_2.)
  6. Well, you can position the loading units to where you know they will have a straight run to the chopper (from where you believe the side of the chopper will be). You can try setting the load waypoint completion radius for the chopper to, say, maybe 50. For the units boarding, you can add another waypoint before the get in waypoint, or just try moving the get in waypoint. Either way, set the waypoint/s to where they will have a better chance of boarding without a problem. And, you can try giving the get in waypoint a completion radius, also. Play around with those and see what happens.
  7. Are you sure the unit has a firing solution? (Does it actually 'see' the enemy, and is it able to rotate and use elevation?) To test, without any kind of a script, you can group yourself to the MG, to see if it spots the enemy. If it does, and still never fires, then it cannot. Of course, even if it does spot, it may be killed before it 'knows' the enemy is in range. Anyway, if you keep setting up static MG's, you will notice that they are usually the first to die, especially the one standing up. This is even when you use barricades of some kind. Well, test the above first, and see what happens.
  8. Once support is finished, you have to go through the support menu and select DONE.
  9. cyop

    Command to ungroup ?

    Since the OP got an answer... what could I put inside the init box of a barrack that would make a unit go in and get deleted. Order him to move to 'house', he goes in, gets deleted. (I guess with a short delay, or, no delay at all is fine.) Can a unit even be made to go inside? If not, I guess a trigger around the barrack would suffice. That would be good too, because then the trigger could be used around a tent, or whatever (like a boulder, since they just love to get stuck on boulders and die anyway, heh).
  10. Well, no matter what settings you use, you just have to face the fact the the AI is just, too often, AI (Actually Incompetent). The best use for CARELESS is when using a helo, with separate pilot, from gunners or cargo, and you need the helo to, say, land under fire. Also, that will help at night. Set the pilot to CARELESS, and if the gunners are in the same group and set to AWARE, (using an empty helo), the pilot will keep the lights off (unless the pilot disembarks). I think I have that right. I am posting from memory.
  11. A lot of problem with search is not the software, but the way people enter thread titles. The fact that too many people do not search well enough, and then post additional threads, does not help, either. And sometime, the person just does not know the correct term to search for to pull up what they need, which will sometimes lead to even more unnecessary threads. -- But, yes, search on forums does sometimes seem like a WTHeck endeavor, and can be a lesson in patience. 'I' rarely start a new thread. What I try to do is at least find a thread that is as close as possible to what I need help with and post in it. Or, one that is at least similar, and the thread OP has been answered. BTW, what exactly are you 'going on' about with the, "high mountains", stuff, and what not. Also, I do not believe that anyone here (in this thread or in the forums) has ever called "everyone" lazy (about searching)! Anyway, why are you even posting that in this thread? Guess you have been searching too looong, huh? :p EDIT: Speaking for myself, I know one time I mentioned to someone about searching. I know I did that because I was sooo frustrated with searching forever through unnecessary threads, and I happened to come across a new unnecessary thread. I believe that probly most people that respond like that (about searching) had the same experience. But, again, yes, sometimes it is really hard to find stuff, and the person gives up and starts a thread.
  12. Well, if the AI is not reacting, your rounds may not have been close enough to them? If they are reacting to attack, then they are doing what they are 'suppose' to do. Anyway, you can try CARELSS and LIMITED.
  13. Thanks for the work, kylania. I had the positions for everything, but never thought of posting. I know so little, I guess I figured, pretty much, that everyone knew them. I had them as a mission, that I could load up and refer to. And actually, I just looked, I do not have it. I must have deleted it, or something. But, going from memory, some of your positions are mixed up. Like on the UH-60M... "Numbers are used as: this moveInCargo [ch, 1] 0 1 2 3 4 5 6 7 11 10 9 8 Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] this moveInGunner ch Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 12]" It's suppose to be: Numbers are used as: this moveInCargo [ch, 1] 3 2 1 0 4 5 6 7 11 10 9 8 Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] this moveInGunner ch Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 12] Man, I am peturbed, to say the least! I had every seating arrangement for, I believe, everything (air transport plus some). All that time I spent seating those troops and I do not have the mission. Man, wow. Painful! I am too aggravated right now to go back and do it again. Heck, I'll let you finish what you started. :) EDIT: YUK, copy and paste, no good, here... It's suppose to be: Numbers are used as: this moveInCargo [ch, 1] 3 2 1 0 4 5 6 7 11 10 9 8 Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] this moveInGunner ch Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 12] EDIT: Well, I did not want to go mess with it, but I knew the MH-60S was messed up, too, so, at least the first line is suppose to be MH-60S: 4 3 2 1
  14. I tested a couple of missions. With SOM, what works is... Aerial Reconnaissance, CAS... that's it. They are in the communications menu, not the radio menu. As a squad memembr, all of the SSM works, though. (You should even be able to customize unit reinforcement.) Are you trying to accomplish anything specific, or just patroling.
  15. Sorry... I tested last night but did not get a chance to post. As far as I know, your marker size is fine. And, if you thought it could be the marker name, why didn't you change it and test? :p (NOTE: If you go back to using the BIS_ACM_blacklistAreaFunc, make sure you write it correctly. When passing Arrays, these should contain the top-left and bottom-right coordinates. [<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc; ) Anyway, I tested with ACM as ACM_1, and a marker BIS_ACM_1, and everything was just 'peachy'! :) (I knew it would be, though.) Are you using any spawn, respawn, patrol script? - Anything than could be conflicting with the ACM setup. - Are you using the SOM, too? - Are you sure there are no typo's? Also, when naming your marker, did you use BIS_ACM_1 in the actual marker 'name field'? (I know, DUH, but I had to ask.) Check your mission sqm class entires (marker entries) to make sure there is not an unwanted marker or markers. And, you do not have more than ONE BIS_ACM_1 marker, do you? Post your init ((and your mission would be good). EDIT... if it does not have mods)).
  16. FYI... I was reupping the missions with proper names, and messed up the files (they were missing the init's, DUH.) Will be corrected in a few minutes. FILES UPDATED
  17. "support options i want to add" transport (Exactly like in the SOM) - You have that, right? You need OPFOR helo? So, a placed unit. ... Hint... using an empty helo, then placing pilot and crew, will give you more 'control', since you can dictate unit behavior and mode separately, even separate from waypoint behavior and mode. Airstrike (Exactly like in the SSM) - Again, using the SOM the SSM together cause menu conflicts. However, it can be scripted. Maybe this thread will help you. Didn't you try the CAS in the mission I sent you? It works fine. If while you were testing, you called CAS, and there was no enemy target, that may be why the AI just flew around. Arty - smoke illume and HE (like in the arty module) - Same thing, in the SOM. Now, you can set up a physical artillery battery (which I have done for you). Someone posted a 'user-made', so to speak, artillery module, or interface, here in the forum. I have no idea where it is, or exactly what it is, but a search should get it for you. You prob do not need that, though. CAS - 2 hinds that come and kill stuff, then RTB (have that script already) - Just a hint... script these as two separate scripts. Their movement will be more, well, 'believable'. Or, in the existing script, do not group them. thought: radio alpha:call chopper - this activates som radio brovo: stop the som, and add in SSM - I do not think you can start the SOM, then stop the SOM, then add SSM. BOTH are initialized at mission load, and that is the only time they can be initialized. radio charlie: activate the artillery could this stop comms menu confict? - As far as I know, no. Bare in mind I do not mess with this stuff. I just put this together to try and help. For instance, I played around with the arty module and menu for hours yesterday, thinking I had something wrong, just to find out I had it right all along. Sheeesh! Also, when you say, "exactly like", that is what someone will think you want. The transport? Exactly like the SOM? Meaning a spawned transport? I guess you just mean the map click function? I setup the transport with the SOM, using a placed helo. (again, you prob should use an empty helo for more 'control'.) NOTE: I do not have the mods you intend on using, so I just used the Takistani Army. It's easy to change the units, though. Well, anyway, if this helps, Arma 2 OA Takistani Army custom transport example, with physical artillery example, good. (It has the placed arty you wanted, and the CAS works just fine.) If not, maybe someone else can get some use out of it. :) EDIT: Let me refer back to the SOM and SSM. I believe both can be 'shut down,' so to speak, but they cannot be reinitialized. And, obviously, whatever 'assets' you use with both can be setup to be used only once, or twice, etc. I am sure you know that. EDIT: I remembered that there was no unit spawning of any kind, so I added an AI SU-25 in a hanger, to make sure the CAS aircraft would spawn. If 'you' already DL'ed the previous file, redownload, or just put an AI SU-25 (without fuel) in a hanger.
  18. The markers can be set dif shapes and dif sizes.
  19. This AI COMBAT nonsense may very well be the worse thing in this game! When a SL really needs his troops to move, he needs them to MOVE! (This is just a game, but, still!)
  20. I'll bet you're 'grim'n your fist' at editing, huh? :p The arty instructions are pretty simple. (No insult intended.) If you already have everything setup, you can try loading a magazine (for that arty type) in the init of the arty. Also, look for an Arma 2 artillery tutorial video on the Internet. The SOM and the SSM will not function together properly. There are menu conflicts. I am assuming you have Combined Operations? Anyway, give more detail about your mission, factions at least, and what you play as, and I will try and give you a template. Or, just send me the mission (upload it)... EDIT... unless it has a bunch of mods/addons, then sorry, I will not be able to do the previously stated.
  21. Put in your init.sqf file. (You don't need to put anything in the init box of the SOM. Just name the SOM, SOM. waitUntil {!isnil {player getVariable "mainScope"}}; SOM_mainScope = player getVariable "mainScope"; SOM setVariable ["settings", [[], true, nil, nil, false]]; [["tactical_airstrike", "artillery_barrage", "transport"], player] call BIS_SOM_addSupportRequestFunc; SOM setVariable ["TSS_vehicle_custom", Helo_Transport]; // 'Helo_Transport' is the preplaced unit that will be used for transport. Comment this line out to use default Huey. SOM setVariable ["TSS_allowed", ["pickup", "unload"]]; // Commands allowed by the transport vehicle. SOM setVariable ["TSS_plannedLZ", [0,0,0]]; // Defaut landing zone, will be set via map click after pickup. Helo_Transport setVariable ["supPool", [player], TRUE]; // 'player' is the unit that can use this. Helo_Transport setVariable ["supPhase", 0, TRUE]; // Default variable for what phase of transport it's on. Helo_Transport setVariable ["onMission", objNull, TRUE]; // Default variable for it it's busy or not. Helo_Transport setVariable ["stuck", FALSE, TRUE]; // Default variable for if it's stuck or not Here is a little more. Arma 2 OA US Army custom transport example, with SOM example. Also, the support requests will be listed together in the 'Communication' menu. EDIT NOTE: Notice 'player' and 'Helo_Transport'.
  22. Nevermind... testing more. Carl, nope, can't get it to work, trying dif methods. ... by script, loading just the line... starting with and without the MAAWS... loading the whole loadout in sqf... using player or this, or _player or _this. kylania, I will try and get that to work, and give me one extra round.
  23. OK, I decided to do this (for the sake of fun)... this addeventhandler ["fired", {(_this select 0) addMagazine "MAAWS_HEDP"}]; instead of going back to 'base' every few minutes to reload 2 cartridge's. So, how can I make the 84 reload only ONE round, instead of a magazine? EDIT: Thread title would be better suited as... Reload just ONE round after firing launcher (MAAWS).
  24. It did not work. Well, no prob. I will just go back to carrying one less grenade and one less mag. (Although, that was not working out so good.) Unless, you want to try a rewrite. Did that code work for you? This is what I tried: {this addMagazine "MAAWS_HEDP"} forEach [1]; {this addMagazine "HandGrenade_West"} forEach [1,2]; {this addMagazine "20Rnd_762x51_B_SCAR"} forEach [1,2,3,4,5,6,7,8]; {this addMagazine "15Rnd_9x19_M9"} forEach [1,2,3,4]; this addEventHandler ["fired", {_ply = _this select 0; _rnd=_this select 4; _mag=_this select 5; if (_rnd in ["R_MEEWS_HEAT","R_MEEWS_HEDP"]) then {_ply addMagazine _mag}}]; this addWeapon "SCAR_H_CQC_CCO"; this addWeapon "M9"; this addWeapon "NVGoggles"; this addWeapon "Binocular"; I tried 'player', too. EDIT: Ooops! What is the time limit on new posts? EDIT LATE: I did not notice I left out the... removeAllWeapons this; ...when I pasted. But, yes, I was using that.
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