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cyop

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Posts posted by cyop


  1. Does 0=[] spawn {...code...} in a triggers activation field count as "scripting"? :p

    Yes! :p When a (new) person knows pretty much nothing, about nothing, which is usually the case in here. (No insult intended to anyone, 'cus I still know nothing, myself!)

    And, sorry, TacKLed, I have been so busy trying to figure out some probs I was having, I forgot about this thread. (I know I am seeing RED from searching today, sheeesh!)

    And, please, be a little more clear on what you want in regards to an artillery bombardment. Scenario?

    EDIT: BTW, _William, I answered him as I did about the helo because it seemed as though he just wanted (or, could use) an editor solution. About STEALTH, that will not work as good as CARELESS. And for night, and about lights, yeah, there is really no good way to get the chopper to unload troops and keep the lights off without scripting of some sort.


  2. Hello,

    So do you think that it would be possible to create a "SOM_2", as an addon ?

    The limit i think would be that only two new faction would Available forEach SOM_x module (i.e. Chedaki vs CDF, for instance)

    All I really know is, "there is no easy way", as stated by DnA, a BIS Developer (and another deveoloper, I did not find the post) . If someone had the coding knowledge and time, and here is another assumption, I assume it can be done. Actually, I know it can be done, if a developer says he will look into it for a patch.

    In regards to a patch 'fixing' this, well, (not trying to be bad), this game (just Arma) has been waiting for years for patches to fix some things. So again, don't hold your breath.

    IMO, this is one of those things that should not have required a patch to begin with. 'It' should have already been implemented with the release of OA! :mad: (Not really mad, but you 'feel me'.)


  3. No.

    Set the waypoint behavior to careless. - IMO, the best way to use a transport chopper is to set one up as empty, put in a pilot, put in gunners grouped to each other, but not grouped to the pilot.

    Put this in the pilots init box...

    this setVariable ["BIS_noCoreConversations", true];

    You can also put this in the pilot init box, if you want...

    this setBehaviour = "CARELESS";

    Put this in the gunners iinit box...

    this setCombatMode = "RED"; this setBehaviour = "COMBAT";


  4. Also, I found out thats how the planes target the hard way. I happened to be pointed at the ground the first time I called in a CAS. So, anyway I was hoping the planes would fly by and destroy the BMP that had me pinned inside this building..

    ..moments later... the building and me are destroyed by a pair of LGBs lol

    Then you know what 'paint' means, dummy! :p

    But seriously, you really did not get this...

    "in this game, ...laser designator, ...target moving vehicles"

    paint can = mark, designate, target etc, etc, etc. :) You have to continue to 'paint' a MOVING target.


  5. Okee I have made a mission witch 2 soldiers.

    One is the player and one is playable (for COOP).

    When I give the player waypoints (playable is grouped with the player) and i don't switch to the playable everything works as normal.

    Only when I do switch to unit2 the player (leader and AI) does not walk to the waypoints. I get all the orders, but he never leaves his place.

    Is there a way to get this okee? Do I missing a code?

    Hope you can help..

    Greetz Thats Life 2.0

    For a short thread, this one is confusing.

    From the OP, my whole train of thought was about him not being able to get the leader to work when switching, not disabling the switching. Hell, to disable the switching, you would just not make the other unit playable, and add switchable, or...

    just the opposite for COOP. Make the unit playable and then removeSwitchableUnit, which is what he finally did.

    I missed that he kind of changed direction midstream. Had the OP read...

    mission, 2 units, in SP be able to switch to unit 2, but in MP show both units, that would have sunk in a little better. :)

    Sorry I did not 'get you, Thats_Life 2.0. (I should have come in at the rear of this thread, like AZ.)

    EDIT: D A R N... we got each other again while editing. LOL :D Delete my 'other' quote! :p

    ---------- Post added at 04:56 PM ---------- Previous post was at 04:48 PM ----------

    (Sorry, but I thought he might be editing again.)

    The leader not working while switching has been around forever. No fixing that.

    From what I can tell, you did about all you could do to get close to what you wanted, with out making multiple files.

    This thread is embarrasing for me. I need a nap!


  6. Requirements:

    Polish pack

    ACE

    Mercenaries

    OA

    Afghan village by OPX

    CAA1

    http://www.mediafire.com/?vqq2lqcrq8jd0zb

    Another mission, same shit, but less stuff required. All you need is mercenaries pack and OA, ACE, and OA.

    ---------- Post added at 04:12 PM ---------- Previous post was at 04:10 PM ----------

    http://www.mediafire.com/?u1cjab6wc2tmylr

    Thank you for being clear about your mission requirements. Since I do not have 3 of the items...

    would someone that has all that installed be so kind as to take a look at the mission?


  7. Nemorz is correct. You do not need that last comma.

    Also, you can just put one of the following in the SOM init box:

    this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "300", "0.4", [5000, 10000]]];"

    If you want to name the SOM, and the name is BIS_SOM:

    BIS_SOM setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "300", "0.4", [5000, 10000]]];"

    5000 to 10000 on the spawn distance will put you off the valid map grid.

    EDIT: Ooops, forgot something. ... Yes! The answers to your questions are in the SOM thread. Another one of them being, NO, you cannot change the spawning factions.


  8. ;1770662']:P Very true. Once on Chernarus I was flying pretty high over a town' date=' and a buddy of mine said he had a laser on target. I dropped my bomb, and it turns out he had put the laser on my CO's helicopter which was flying 50m in the air. Needless to say, he went boom.[/quote']

    Doctrine and Training... sheeesh, I am sure that is one of the manuals! :D


  9. Hmm. Is there a code to disable the switch between the 2 units. The mission is for singleplayer and coop, so one unit must be player and one playable.

    Have you actually saved the mission as MP (COOP) and then played it?

    Anyway, to accomplish what you want, you may need to save the game as two dif missions, with player, player slots, as you want. For instance, for MP (COOP), have both units playable.


  10. I do not think this is a bug, in the 'true sense'. It appears to be design that has never been improved upon. I don't know if a ticket has ever been written on this. Maybe it is a bug? Anyway...

    For the mission described in the OP, a single human player has to either start out in the # 2 position, and stay there, OR, start out as 'the leader', and know that is where he will play from, for the most part.

    If I have a mission like that, as leader, I will only switch to playable to get a unit unstuck, or to rearm, etc. Then, go back to leader, and issue, as stated, regroup (or whatever).

    So, no, I do not beilieve there is anything you can do to correct this problem.

    EDIT: Clarification (somewhat).


  11. You did not mention, so I will guess you have Combined Op.

    transport ... gunship_run

    I forget if request_units is valid. Even if it is not, you can setup the SOM to reinforce with OA units.

    EDIT: BTW, nothing solely relies on the laser designator. When CAS is called, where your 'cursor' is, in map or in the 3D world, will determine where the 'target' is (supposedly) located. Yes, a laser designator can be used if you 'paint' before the air asset has committed to a firing solution. The main reason, to me, in this game, for having a laser designator, is to target moving vehicles, so air assets are not wasted. - Did you know you can 'paint' an air asset? :)


  12. DOH! That went smooth over my head!

    Like he said:

    _grp setFormation "COLUMN";

    I hope you don't seriously think you could possibly know anything about someone's real life knowledge or experience based on a gaming forum. :rotfl:

    Just to explain that so your not offended, I'm a Veteran and I didn't get 'it' either. :rotfl:

    No, smarty :p, but that one was waaay to obvious. Also, which I did not tell about, but was running through my mind, was a real life incident that was funny as heck (you had to be there, probably). I am still laughing thinking about it. :D Maybe I shoulf PM you. You really would be ROTFLYAO!


  13. Ahh, okay, somehow, I'm a idiot.

    I second that! :p (JK)

    And W0lle, I couldn't help but laughing at your first sentence. :) (I guess a civi would not get 'it'.)

    ray243, is this convoy in your group? If not, and since it is just 3 vehicles, you can set each vehicle (and units in it) as separate groups, with their own waypoints. This will help them move along a little more precisely.

    Also, about the waypoints, for the very first one for each vehicle, you can set it immediately in front of the vehicles/s (while zoomed in). Set a delay of a couple or more seconds (added) to each vehicle following the lead vehicle. This will help keep them off each others rear, at least for a little while.

    If you do the above... at a turn, you can set the lead WP a little past the turn, #2 in the middle of the turn, and #3 a little behind that. That helps, too.

    Yes, it's all more 'work', but may be worth it to you. - Bare in mind, the AI is not known for its driving ability. Whether one set of WPs for all, or separate, if you get them moving along to their destination reasonably well, just be satisfied, and don't frustrate yourself. :)

    EDIT: Oh, yeah, if you want to try separate waypoints, you can do one complete route for one vehicle, then copy and paste. If nothing is named, you drag the paste close as possible, then do a 'lil 'fine tuning'. If vehicles are dif types, you can group what you want to the 'original', then delete the 'original', and the waypoint will be attached to the new vehicle.


  14. I have never needed to, or tried to temporarily disable the ACM (with a trigger, I guess), but I am assuming it can be done.

    I have setup a base as you described, and never had any trouble 'maintaining' it using a small amount of defensive units, and the 'anti-ACM' markers.

    Say, as you mentioned, an ACM spawn of 200 to 400. Simply set an 'anti-ACM' with a radius of, I don't know, 1000 meters (or more). Then when in the base, the chance of enemy encounters would be small. The defenses can take care of enemy that wind up near your base. HINT: At least 1 AA will help a lot.

    EDIT: I am guessing the base is a 'depot', sort of, to rearm, repair, etc?


  15. CyOp, can you please clarify a bit more on that, are you saying I just name markers BIS_ACM1, BIS_ACM2 etc.?

    One problem is that my ACM is called BIS_ACM1.

    callihn, I know what you are talking about, but the mission requires a close spawn (Its on 200-400) and it won't stop the spawned groups from wandering into the base.

    To be honest CyOp I thought I would need a trigger set to repeatedly.

    Yes, but note name... BIS_ACM_1, etc, not BIS_ACM1.

    What I described will prevent ALL units from spawning in the area marked. It will not prevent, say, enemy units from attacking your base, or "wandering" into your base that spawn around it. - For instance, if the ACM is synched to you, and you are in the base, and the enemy spawns 200 meters from you, it is more than likely they will spot you and attack.

    If you need a completely 'off-limits' area in and around the base, you can set, yes, a trigger that will kill any enemy entering the triggered area.

    Can you clarify, please? You have a base that you want absolutely no AI to be able to go into?

    Before 'we' get that clarification from you, you can consider using the 'anti-ACM' markers (heh, 'anti-ACM'), and putting one or more (short range) defenses with ' setDamage false '.

    Or, surround it with bags or barriers. The AI (not in your squad) will prob not go through those. How big is the base?

    EDIT: Are you using the SOM? I ask because, when using the SOM and 'anti-ACM' markers, the SOM will spawn missions inside the marked areas. - BTW, you can do both the 'anti-ACM' markers and the kill trigger.


  16. Or... use a marker, or markers if you have more than one area you do not want ACM spawning. Name/s starts with BIS_ACM_1, then BIS_ACM_2, BIS_ACM_3, etc, depending on how many you need. Around a static base, this is prob the best way.

    Also, you can set the area as rectangle, round, square or ellipse, and the distance.

    NOTE: If you ever edit a mission that has, say, three 'anti-ACM' markers, and you delete BIS_ACM_2, make sure you change the name of BIS_ACM_3, to BIS_ACM_2.


  17. I released it. YAY! lol, as if anybody is even going to play it ever. SP missions aren't the most popular missions to play. Well, after spending all that time on the intro, I wasn't about to just throw the map in the garbage. The intro came out awesome. The rest of the mission plays good too. It's definitely a mission worth playing when your internet connection is down, heh, or if you're one of those Gung Ho single player fanatics.

    SP/OA - ANGEL SQUAD

    If anybody does actually play the mission, let me know what you thought of the intro. Thanks.

    YAY! I wasted time and a great deal of effort (:p) dl'ing your mission, just to find out that I could not play it! I forgive you, though. :)

    In the future, you may want to mention that your mission requires content that has to be downloaded and installed, and what that content is.

    EDIT: You should also mention if it is Arma 2, A2 and OA, or just OA. Just a heads-up.


  18. KillSh0t,

    I am assuming you know that only one ACM can be synced to only one unit/group. With that in mind, the factions will not be spawned in the same area for combat. If one or more unit/group is not within that 500m radius of an opposing unit/group/faction, there will, for the most part be no war. Thus...

    waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
    waitUntil {BIS_ACM getVariable "initDone"};
    
    sleep 5;
    
    [1.0, BIS_ACM_1] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_1, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_1] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_1] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_1] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc;
    
    [1.0, BIS_ACM_2] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_2, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_2] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_2] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_2] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc;
    [color="Red"][s][1.0, BIS_ACM2] call BIS_ACM_setIntensityFunc;[/s][/color]
    
    [1.0, BIS_ACM_3] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_3, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_3] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_3] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_3] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc;

    ... synced to 3 different unit/groups.

    HINT: With multiple ACMs, it would prob be better to not have one of them named BIS_ACM. That way, for the sake of ease, you could use 'Find/Replace' for renaming/adding/subtracting ACMs in the init, and you would not have to worry about the function part of the script.

    In the above ACM script from a couple of posts above, there is an unnecessary line. (I am surprised no readers caught it.) It should be...

    [code]waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
    waitUntil {BIS_ACM getVariable "initDone"};
    
    sleep 5;
    
    [1.0, BIS_ACM_1] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_1, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_1] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_1] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_1] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc;
    
    [1.0, BIS_ACM_2] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_2, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_2] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_2] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_2] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc;
    
    [1.0, BIS_ACM_3] call BIS_ACM_setIntensityFunc;
    [bIS_ACM_3, 150, 500] call BIS_ACM_setSpawnDistanceFunc;
    [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_3] call BIS_ACM_setFactionsFunc;
    [0.5, 1, BIS_ACM_3] call BIS_ACM_setSkillFunc;
    [0.8, 0.9, BIS_ACM_3] call BIS_ACM_setAmmoFunc;
    ["ground_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc;

    [/code]

    Another good reason why it is useful to use find replace, instead of copy and past, or type editing. BTW, that line would not keep that ACM script from working.


  19. I see the good old question didn't ever get answered: how to switch between Russians and Takis (and other forces for that matter) when placing secops. Most likely auto managed and not possible so this is then a request to the BI: guys can you please amend the module a little to allow us to choose the forces appearing (like already possible with the ACM for example)

    Actually, it did get answered, more than once. But, I sure the heck am not going to look for it. :p

    To rehash, basically, yes, it could be done, but it would take a great deal of coding. And, if 'you' did it, I am assuming you would not even be able to use the module, except in SP, because it would be altered. Of course, if someone did it, they could give their work to BIS, I guess. :)

    The Dev's may or may not setup the SecOp for the new armies. I am guessing they will, but don't hold your breath. There was a reply from, I think, the Lead Developer on that matter. The post is around here somewhere. ? :) I think in this thread.

    EDIT: This would apply to the other factions not available, also.

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