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cyop

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Posts posted by cyop


  1. helling3r,

    At the first link you refer to, it is merely an example. Again...

    Blacklist... BIS_ACM_1... a marker of any shape and size. As stated, to add markers, continue naming them in sequence... BIS_ACM_2... BIS_ACM_3... etc.

    About the example... a for instance... 2 airfields, 2 factions which oppose each other... if you do not (of course you don't) want ACM spawns in the airfields, put one marker named BIS_ACM_1 on one airfield, designed as you want, and place another marker named BIS_ACM_2 on the other airfield. Does not matter which marker you put on which airfield.

    EDIT: BTW, that tutorial seems to be incorrect. In the marker pic, the 'settings' of the marker/s is 1,1,0. There only needs to be one marker with an area that encompasses the airfield. It appears that person is thinking the area between the markers will prevent the spawns, which is not correct.

    EDIT: IMO, you should be more careful when editing the wiki.


  2. Blacklist... BIS_ACM_1... a marker of any shape and size. As stated, to add markers, continue naming them in sequence... BIS_ACM_2... BIS_ACM_3... etc.

    NOTE: However, if using the SOM, units will (may) spawn inside any and all markers. The BIS_ACM_X marker/s will only keep ACM spawns from occuring inside the marker/s.

    (Sorry for the delayed response. I do not come here much.)


  3. Sure, use BIS_ACM_addGroupClassesFunc. If something is spawning anyway, that you do not want, then use BIS_ACM_removeGroupClassesFunc to keep it from spawning.

    For me, the BIS_ACM_removeGroupClassesFunc gives me complete control of what I do not want. For instance, when I have mostly infantry units, I really do not want a US AT (Dragon) decimating a Technical from a distance that never even allows the other foot soldiers to engage. (I may only allow a MAAWS, which is more than enough.)

    Also, once you make a 'base' file with all the units, it is simply a matter of copy and paste (and delete/take out) to get exactly what you want (or visa versa).

    After all, you did say things were spawning that you do not want. ;)

    EDIT: Your setttings could look like this:

    waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}};
    waitUntil {BIS_ACM1 getVariable "initDone"};
    
    sleep 0.5;
    
    [1, BIS_ACM1] call BIS_ACM_setIntensityFunc;                               
    [bIS_ACM1, 700] call BIS_ACM_setSpawnDistanceFunc;                    
    [["BIS_TK_INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc;                 
    [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc;                           
    [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc;                         
    ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc;        
    ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc;          
    [bIS_ACM1, [[color="Red"]"WHO opposes the INS?",[/color] "TK_INS_Group", "TK_INS_Patrol", "TK_INS_MotorizedGroup"]] call BIS_ACM_addGroupClassesFunc;
    
    [bIS_ACM, 
    [
    "M113_UN_EP1",
    "BTR40_TK_INS_EP1",
    "BTR40_MG_TK_INS_EP1"
    ]
    ] call BIS_ACM_removeGroupClassesFunc;
    

    You still have not mentioned the opposing force (other than the insurgents). Who is suppose to spawn to fight each other? Maybe that is the reason you are having spawns you do not want. You only have INS in the BIS_ACM_addGroupClassesFunc. I don't know. I have never tried settings with just 'one side'.


  4. Well, then, instead of adding what you want, try taking out everything you do not want...

    BIS_ACM_removeGroupClassesFunc

    For instance:

    waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}};
    waitUntil {BIS_ACM1 getVariable "initDone"};
    
    sleep 0.5;
    
    [1, BIS_ACM1] call BIS_ACM_setIntensityFunc;                               
    [bIS_ACM1, 700] call BIS_ACM_setSpawnDistanceFunc;                    
    [["BIS_TK_INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc;                 
    [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc;                           
    [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc;                         
    ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc;        
    ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc;          
    
    [bIS_ACM, [
    
    "CZ_Soldier_AMG_DES_EP1",
    "CZ_Soldier_MG_DES_EP1",
    "CZ_Soldier_Office_DES_EP1",
    "CZ_Soldier_Pilot_EP1",
    "CZ_Soldier_DES_EP1",
    "CZ_Soldier_AT_DES_EP1",
    "CZ_Soldier_B_DES_EP1",
    "CZ_Soldier_Sniper_EP1",
    "CZ_Soldier_Light_DES_EP1",
    "CZ_Special_Forces_GL_DES_EP1",
    "CZ_Special_Forces_MG_DES_EP1",
    "CZ_Special_Forces_DES_EP1",
    "CZ_Special_Forces_Scout_DES_EP1",
    "CZ_Special_Forces_TL_DES_EP1",
    "CZ_Soldier_SL_DES_EP1",
    "Mi171Sh_CZ_EP1",
    "Mi171Sh_rockets_CZ_EP1",
    "ATV_CZ_EP1",
    "HMMWV_M1151_M2_CZ_DES_EP1",
    "LandRover_CZ_EP1",
    "LandRover_Special_CZ_EP1",
    "HMMWV_Ambulance_CZ_DES_EP1",
    
    "UN_CDF_Soldier_AAT_EP1",
    "UN_CDF_Soldier_AMG_EP1",
    "UN_CDF_Soldier_Crew_EP1",
    "UN_CDF_Soldier_Guard_EP1",
    "UN_CDF_Soldier_MG_EP1",
    "UN_CDF_Soldier_Officer_EP1",
    "UN_CDF_Soldier_Pilot_EP1",
    "UN_CDF_Soldier_EP1",
    "UN_CDF_Soldier_B_EP1",
    "UN_CDF_Soldier_AT_EP1",
    "UN_CDF_Soldier_Light_EP1",
    "UN_CDF_Soldier_SL_EP1",
    "Mi17_UN_CDF_EP1",
    "BMP2_UN_EP1",
    "M113_UN_EP1",
    "SUV_UN_EP1",
    "UAZ_Unarmed_UN_EP1",
    "Ural_UN_EP1",
    "AGS_UN_EP1",
    "KORD_high_UN_EP1",
    "KORD_UN_EP1",
    "SearchLight_UN_EP1",
    "M113Ambul_UN_EP1",
    
    "TAKE OUT MORE STUFF",
    "TAKE OUT MORE STUFF",
    "TAKE OUT MORE STUFF",
    
    "TAKE OUT MORE STUFF",
    "TAKE OUT MORE STUFF",
    "TAKE OUT MORE STUFF",
    
    "etc",
    "etc"
    
    ]] call BIS_ACM_removeGroupClassesFunc;
    
    };
    

    Notice there is no COMMA after the second, "etc" . Whatever your last line entry is, leave off the COMMA. (Yeah, it is a pain, but it has always worked for me.)

    EDIT: Class names.

    EDIT: BTW, you only want BIS_TK_INS to spawn? Who is their opposing force?


  5. OK, I see this part...

    //Create and Syncronize and Initialize ACM

    but, I do not see this part...

    ReInit BIS_ACM1

    Where are you recreating an ACM synced to a player? - When you say that you call the ACM with a script, do you mean you have the ACM settings in the init.sqf? Because just trying to reinitialize the init.sqf will not work.

    BTW, 'I' never download people's (test) missions anymore because they always require mods that I do not want to mess with just to test. (I do not know if yours would make me do that, though. Just saying.)


  6. When I first saw that, I was like... WTHeck? :)

    Joe,

    To a stickie... http://forums.bistudio.com/showthread.php?t=78089

    follow a link for Arma 2 mission editor... http://community.bistudio.com/wiki/ArmA_2:_Mission_Editor

    in the sticky link... http://community.bistudio.com/wiki/ArmA_2:_Mission_Editor#Units_Mode_.28F1.29 (BTW, second sentence. :p)

    when you have a unit placed, give him a squad (by adding units), start there.

    Think of a simple scenario... two opposing sides meet in 'no mans land' and just attack each other,

    or, one side defends a town and the other attacks... anything simple to start.

    Once you have thought of something, make yourself the squad leader or a unit in the squad you created.

    Decide what that squad is going to be doing, place that squad where you want.

    Now, create another squad of opposing units. Place them where they need to start.

    Make waypoints for each squad, with the appropriate waypoint command, such as a defender can have a hold waypoint, an attacker can have a search and destroy waypoint.

    The only thing you will have to learn right away is...

    placing the units, and how to move them around, like selecting all units in a squad and dragging them to where you want,

    how to give a squad a waypoint, or waypoints, for example an attacker can have 3 'move' waypoints, then the last (fourth) can be 'search and destroy',

    play the mission,

    keep reading the wiki and the forum, get more complicated as you learn.

    Again, you can also try and learn from other missions that people have available for download. (And yes, you will get frustrated, and you will have to search, a lot!)

    If you have already done the above, then good, you are on your way.


  7. I feel your pain Joe...

    Yes... information is too scattered all over

    Yes, and so do I, as well as others. That is why people help each other. And information is scattered all over because of redundant threads!

    However, I, as well as others, again, know what can be done by actually trying, and looking. And there is so much information available. A person just cannot put in a search one or two words and then give up. BTW, which, using Joe's own search words, and the stickies, I found everything Joe wanted, everything, including answering his 'clicking' question.

    As mentioned, this is only the second time I have questioned a thread starter about this. I did not like doing it the first time. And I did not like doing it this time. But, I am a person that uses search a lot! Redundant threads makes it even more difficult to use search. I hope 'you' feel my pain.

    Last note... Joe, there is no insult intended. I just felt, key word being, "felt", that you did not try very hard from what you posted, and because I used your own search criteria and found what you were looking for, with minimal effort. (Yeah, you have to follow a few links, but, still.)


  8. Joe, editing is apparently beyond your abilities. Keep to playing the game and you, and all of us, will enjoy things more.

    Well, you have a point, definitely. :) However, if I can learn (some things about editing) anyone can!

    And about Joe98, at this point, I still do not know if he was trolling, or if he was (previously) lying. :confused: I guess we will know if he responds.

    EDIT: BTW, Joe, kylania is one of the people here (as well as others in this thread) that knows his stuff. You could learn a lot just from looking up his posts.


  9. Joe98, this is only the second time here that I have ever mentioned anything about a 'situation' like this (your thread).

    Here are my results for absolute beginner...

    http://forums.bistudio.com/search.php?searchid=1817807

    And yes, that thread I referenced about the sun is where you said you have designed multiple missions. And, there is a great deal of info in the stickies that took me all of seconds to find. So, what's up?

    Anyway, check the stickies again, and use the info from this thread, and you should, well, I am going to say, learn more than you already know. Also, download one or more missions from some one and open them in the editor, to see if you can learn anything more that way. However, if you want to play any mission you download, you will need any mods that the mission will require, if any, and you will probably need something to open *.pbo files with.


  10. Well, you know, I do not know why I wrote that, because I have never even been able to get 'my side' to shut-up (stop communicating). :)

    Anyway, in regards to knowsabout, couldn't you just have a little, loop script that would reset the knowsabout to a lower detection setting (for the stealth part of the mission)?


  11. Yeah, 1nsider, I was not complaining, I just did not notice. Anyway, something like this works (for those who are looking, like I was)...

    switch (typeof _unit) do
    {
    case "US_Delta_Force_TL_EP1":
    {
    	removeAllWeapons _unit;
    	{_unit addMagazine "HandGrenade_West"} forEach [1];
    	{_unit addMagazine "20Rnd_762x51_B_SCAR"} forEach [1,2,3,4,5,6,7,8,9,10,11];
    	{_unit addMagazine "1Rnd_HE_M203"} forEach [1,2,3,4,5,6,7,8];
    
    	_unit addWeapon "SCAR_H_STD_EGLM_Spect";
    
    	removeBackpack _unit;
    	_unit addBackpack "US_Patrol_Pack_EP1";
    	(unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",4];
    	(unitBackpack _unit) addMagazineCargo ["1Rnd_HE_M203",4];
    
    	_unit addWeapon "NVGoggles";
    	_unit addWeapon "Binocular_Vector";
    };
    };

    Thanks, again. :) (EDIT: Yes, that 'bug' has been around a looong time.)


  12. EDIT: Oh, wait, you said, "within the game". ?

    I will look into that.

    IF, for instance, you are talking about the units changing with the load of different missions in a campaign, I guess you could do it if you call the MM with the load of each mission, and the MM has been changed/named to match that mission.

    EDIT: I have read your post a few times. I think it would be easier if you clarified. I.E., do you mean for dif, single missions? Then, yes, sure. You could have an @MMviet folder for the 1970 mission. But, someone with good scripting knowledge can prob tell you how use dif arrays within the hpp file according to what mission loaded.


  13. For a couple days, I have played with this when I could, but I cannot get it to work. Just to stick to basics, I have...

    switch (true) do
    {
    case (_unit isKindOf "US_Delta_Force_Assault_EP1"):
    {
    	removeBackpack _unit;
    	_unit addBackpack "US_Patrol_Pack_EP1";
    };

    Anyone want to jump in and help?

    BTW, this works...

    removeBackpack _unit;
    _unit addBackpack "US_Patrol_Pack_EP1";
    (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",8];

    but all units spawn with the same backpacks and items. (And, when I recruit an MG, I do not want a pack on him.)


  14. Cool. Thank you!

    To go a step further, what I hope to do is maybe have specific lines for specific units? So I'm going to try to figure out correct syntax, maybe something like...

    if (_unit == Soldier_GL_M16A2_PMC) then 
    {
    removeBackpack _unit;
          _unit addBackpack "CZ_Backpack_EP1";
    
    .... 
    };
    
    if (_unit == 
    
    .... 

    Did you ever get this to work with any individual unit, as in to replace units with custom load-outs?

    1nsider, is your script working?


  15. How do I get the medevac helo to come and pickup my guys or at least heal them. I know how to call for support make a helo medevac and give it a waypoint name it support but when they arrive they don't heal they just stand there even if the guy thats wounded is in front of them...What am I doing wrong thanks

    Bravo, please, would you be more detailed in what you have done? For instance, are you actually using the Medevac Module?

    You may very well know more about this than me but, anyway, to make a simple editor based support medevac, you...

    place a UH-60M MEV helo,

    attach a support waypoint to the helo (or just place one right by the helo),

    set the helo to CARELESS,

    when needed, call for an Ambulance,

    it will come, but usually not close, especially on the mountainous maps.

    Unfortunately, the wounded have to go to the helo to heal.

    (As Squad Leader, you have to order them to go heal.)

    If the wounded can even get to the helo to heal,

    then, you have to use the same support menu to select 'Done' after the healing is finished.

    Note some things... at night. the helo lights will be on... anyone on the same side can call the helo (including the AI, and they will call it)... you may never even get a chance to use it... once a healing is complete, the helo and crew will just sit there waiting to die, or waiting for another support call.

    I have a script that you can use if you do not use the Medevac Module, but yes, if you are not using the MM, check it out.

    Yes, you can place more than one support helo.


  16. You made me hungry!

    I cannot get it to work. Thank you, though. :)

    EDIT: Oh, yeah, sorry, the unit name is... player1

    You want to step by step me. Also, I have my original line in the unit init field. And just in case, although I think you may know this, that original line will give me a MAAWS round no matter what I fire. That is mainly what I am trying to prevent. (Heck, I can throw the thing on the ground once I have fire two or three rounds.)


  17. Hi everyone!

    Melmarkian,

    What is the exact purpose of this helo, just to circle around a position? Is it for immersion, defense, or what?

    It's obvious you have a handle on scripting. However, maybe a Search and Destroy waypoint with a cycle would do what you want. Of course, the helo will not fly in a nice level, neat circle around the position, but even with scripting, good luck with that. I mean, it is AI.

    And yes, for air units vs ground units, if you have the exact some waypoints, the air unit will complete the wp before a ground unit will. The game is designed that way.

    Heh, I just thought of something. I wonder what would happen if you gave a helo pilot one S&D wp with a cycle, on a marker, then told the pilot to doWatch the marker. (I hardly mess with Arma anymore. I just come in to read once in awhile. If I had time, I would go try it.)


  18. just set yourself in stealthmode. type in your player init this setBehaviour "Stealth"; and your guy will be quiet. I noticed that russians cant talk in stealth mode, which is a bit disapointing.

    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! ?

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