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cyop

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Posts posted by cyop


  1. No need for scripts for random spawn. Simply group your squad with one or more markers. You'll spawn either where you're placed in the Editor or at one of the grouped marker locations automatically.

    I knew someone was going to tell me that. But, 'that's' my fault, because I was not more clear.

    I want an initial, random spawn position without using markers. Isn't there a way to do that? Currently, on a patrol mission, I just have random troops placed and spawning over the entire map of Takistan. These troops (and vehicles) are using USPS to get placed at mission start, and so is my squad. But, when I spawn in, the first thing I have to do is get rid of my first waypoint, which is annoying.

    BTW, I wonder if USPS is using a marker for the initial spawn. I really am not sure from looking at the script. I guess it has to?


  2. False.. the ACM module overwrites intel faction relations on initilization. Like i stated the work around is to apply faction relations after ACM is initialized. If u wanna test it yourself go ahead.. simply place yourself as independent.. link an acm and put a russian troop nearby. Set intel to freindly to all or freindly to op-for. The russian troop wont always fire on you (during testing i found that , units which can see you on startup tend to not fire. However units that are spawned by the ACM and/or see you after ACM initilization will)As in the other thread its a questionably implemented code. Unlike that issue it has a simple workaround which I shared.

    http://dev-heaven.net/issues/13405

    OK, let me ask a question, and then be a little more clear. (And, yes, I did test, or I would not have posted what I wrote.)

    You want RU and Resistance to be friends, yes?

    And, I always use a custom init. That is how I got them to not attack each other. Do you need that?

    EDIT: BTW, about this:

    sleep 10;
    [bIS_ACM1, ["RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;
    [bIS_ACM, ["USMC_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;

    (For whomever, FYI) 'you' only need ONE ACM to accomplish that. But, yes, for someone that wants multiple AMC, that is good. I never use more than 1, but I am going to do some testing with multiples. Also, yes, sleep 5 should be enough time.


  3. Syncing to ACM seems to cause Independent faction to be considered Hostile to Russia and vice versa no matter what the settings in Intel or Attempts to script it otherwise. Anyone else had this issue or is this a new one with the new patch? Messed around with the ACM before hand and don't remember ever having this issue (was it there before and i just dont remember?). I've tried everything I can think of to resolve this issue. If i unsync Player from the ACM and start mission it works fine though.

    Edit** Workaround is simply apply faction relations AFTER ACM is initialized..

    If you put a Russian troop, and an Independent, then in Intel set Independent friendly to OpForce, well, they are friends.

    Also, there can be multiple ACM modules in a mission, and there could be many reasons for wanting them. Just note that only 1 ACM per group will work for a group. Add 2 to the same group, and the second will just be ignored.

    EDIT: The former statement is true whether linked to ACM, or not.


  4. The sec ops manager already has support built in that comes with completing objectives. The options available on the communications menu is trying to be used twice when running both..one has to win leaving you with only the SSM modules options. Advice is either A. Live with the completing sec op A gets you support B thats prebuilt.. or Do custom support scripts so the menus dont conflict.

    Lima9999 knows that. He discovered it while building a mission. I believe he was 'asking', why is it 'broke' to begin with. The SSM could have been coded just a little different, and that 'conflict' would not even be there.


  5. Thanks, but it don't seem to work.

    I made an ACM module, named it ACM1 syncronized it to myself, saved the mission. Made an init.sqf in the mission folder, pasted the code you posted.

    Went in game, ran around for about 10 minutes and i saw nothing, i know ACM like to take it's time to actually work but after about 20 minutes i gave up.

    Try this: (ACM is named... BIS_ACM .)

    waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
    waitUntil {BIS_ACM getVariable "initDone"};
    
    [color="Red"]sleep 10;[/color]
    
    [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc;
    
    [bIS_ACM, 500, 900] call BIS_ACM_setSpawnDistanceFunc;
    
    // OA factions: "BIS_US", "BIS_CZ", "BIS_GER", "BIS_TK", "BIS_TK_INS", "BIS_TK_GUE", "BIS_UN", "BIS_TK_CIV", "BIS_CIV_special"
    [["BIS_TK", "BIS_TK_GUE", "BIS_TK_INS", "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc;
    
    [0.2, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc;
    
    [0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc;
    
    ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

    And, you do not need to make your group have a name (unless you have to for some other scripting reason).

    I put the lowest skill at 0.2. C'mon, you don't want complete imbeciles running around, do, you? ;) Also, go into your... ....ArmA2Profile and set to 1:

    precisionFriendly=1.0;

    precisionEnemy=1.0;

    That will liven things up a little bit, in terms of AI 'enhancement'.

    About the 0.7, 0.8 setting. That is referring to the BIS_ACM_setIntensityFunc. Some have said, that with those two settings, the ACM Module will not work. I have not had that prob, but if you try one of those settings, and no worky, just use 0.5 or 1.0.

    If you want the most control over what spawns you can do something like the below with both the BIS_ACM_addGroupClassesFunc and the BIS_ACM_removeGroupClassesFunc.

    [bIS_ACM, [
    
    //Men - US
    //
    "US_Soldier_HAT_EP1",			// AT Specialist (Javelin)
    "US_Soldier_AHAT_EP1",			// Asst. AT Specialist (Javelin)
    "US_Soldier_Engineer_EP1",		// Engineer
    "US_Soldier_Officer_EP1",		// Officer
    "US_Pilot_Light_EP1",			// Pilot (Light)
    "US_Soldier_Light_EP1",			// Soldier (Light)
    
    //Men (Delta Force)
    //
    "US_Delta_Force_AR_EP1",		// Automatic Rifleman
    "US_Delta_Force_MG_EP1",		// Machinegunner
    "US_Delta_Force_Marksman_EP1",		// Marksman
    "US_Delta_Force_Medic_EP1",		// Medic
    "US_Delta_Force_EP1",			// Operator
    "US_Delta_Force_Assault_EP1",		// Operator (Assault)
    "US_Delta_Force_M14_EP1",		// Operator (M14)
    "US_Delta_Force_Night_EP1",		// Operator (Night Assault)
    "US_Delta_Force_SD_EP1",		// Operator (Silenced)
    "US_Delta_Force_TL_EP1"			// Team Leader
    
    ]] call BIS_ACM_removeGroupClassesFunc;

    EDIT: Added BIS_TK to the factions to spawn.


  6. I did not want to start a new thread sooo... is this used for random spawn, too. At mission start up, I want to spawn my squad at a random positon anywhere on the (marked) map. I tried USPS, but I cannot get rid of the first waypoint (and that is annoying, for me, and what I want to do, but great script, though).

    EDIT: I imagine there is something more simple than what was posted earlier in the thread, that's why I am asking (and yes I have searched, :p).


  7. Marshall300, sorry I did not get back to you sooner.

    I built you a SOM mission, but had the same prob you had with timing. I actually came back to tell you to use a trigger. But, I see you figured that out.

    OK... a new question... A looong time ago I had it where I disabled SOM auto reinforce. I cannot figure out how to do it again. I thought it was setting the second true/false, to false. But, the SOM still tries to reinforce me. Anyone, please. TIA (And, yes, I searched.)

    Annnd, I never could get an array to work (in the SOM init box) to allow multiple Leaders to use support requests?


  8. Ah, interesting.

    Script runs fine in my editor, at any rate. I added start = 1 to my init.sqf and ran the script as an sqf from a radio trigger. Helo spawns in on the ground with all the troops loaded. This leads me to believe there is a problem with the way you are calling the script, or with the variables you are using.

    Well, I have changed so much, so many times, I am going to just the basics right now to see what happens. Also, I had changed variable, like ' start ', and it still did not work. I also, had... start = 1; ...in the init file, when I had used common variables.

    Ghost BTW, the script was closed ealier. That was just a bad copy and paste in the later reply.

    ---------- Post added at 10:54 PM ---------- Previous post was at 10:45 PM ----------

    fatty86,

    I'm calling you out! ;) I want you to post what you had that worked.


  9. again... check your error log for where the problem might be. Make sure you are not missing any of the ; signifying line termination. In your code you are missing them. http://community.bistudio.com/wiki/RPT

    I do check for errors! Sheeesh! :p

    =====================================================================

    == E:\ArmA 2\arma2oa.exe

    == "E:\ArmA 2\arma2oa.exe" -nosplash -showScriptErrors

    =====================================================================

    Exe timestamp: 2010/07/10 22:06:10

    Current time: 2010/08/29 21:59:25

    Item str_disp_server_control listed twice

    Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/

    Added texture headers from file "ca\air_e\texheaders.bin"

    Added texture headers from file "ca\animals_e\texheaders.bin"

    Added texture headers from file "ca\ca_e\texheaders.bin"

    Added texture headers from file "ca\characters_e\texheaders.bin"

    Added texture headers from file "ca\desert_e\texheaders.bin"

    Added texture headers from file "ca\l39\texheaders.bin"

    Added texture headers from file "ca\misc_e\texheaders.bin"

    Added texture headers from file "ca\missions_e\texheaders.bin"

    Added texture headers from file "ca\modules_e\texheaders.bin"

    Added texture headers from file "ca\plants_e\texheaders.bin"

    Added texture headers from file "ca\roads_e\texheaders.bin"

    Added texture headers from file "ca\rocks_e\texheaders.bin"

    Added texture headers from file "ca\signs_e\texheaders.bin"

    Added texture headers from file "ca\structures_e\texheaders.bin"

    Added texture headers from file "ca\takistan\data\texheaders.bin"

    Added texture headers from file "ca\takistan\data\layers\texheaders.bin"

    Added texture headers from file "ca\tracked_e\texheaders.bin"

    Added texture headers from file "ca\weapons_e\texheaders.bin"

    Added texture headers from file "ca\wheeled_e\texheaders.bin"

    Added texture headers from file "ca\zargabad\texheaders.bin"

    Checking texture headers done - ok = 5591, failed = 0, patched = 0.

    Exe version: 1.52.71816

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

    ^ That's all I am showing.


  10. You sure this is true?

    reinforceGUE1_start == 1

    You may want to close the if statement at the bottom of the file. :)

    I have this:

    reinforceGUE1_start = 1

    in the init.sqf

    EDIT: BTW, the helo spawns, but nothing else.

    if (start == 1) then {
    
    start = 0;
    
    reinforceGUE1_pilot_group = createGroup east;
    reinforceGUE1_soldier_group = createGroup east;
    
    reinforceGUE1_helo = createVehicle ["UH1H_TK_GUE_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    
    reinforceGUE1_helo addEventHandler ["killed", "terminate script; hint ''; terminate null0; start = 1"];
    
    reinforceGUE1_pilot = reinforceGUE1_pilot_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_pilot moveInDriver reinforceGUE1_helo;
    
    reinforceGUE1_soldier2 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier2 moveInTurret [reinforceGUE1_helo,[0]];
    
    reinforceGUE1_soldier3 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_MG_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier3 moveInTurret [reinforceGUE1_helo,[1]];
    
    reinforceGUE1_soldier4 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier4 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier5 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AAT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier5 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier6 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier6 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier7 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier7 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_helo flyInHeight 100;
    
    reinforceGUE1_pilot_group_wp1 = reinforceGUE1_pilot_group addWaypoint [position reinforceGUE1_marker_2,0];
    reinforceGUE1_pilot_group_wp1 setWaypointType "MOVE";
    reinforceGUE1_pilot_group_wp1 setWaypointCombatMode "YELLOW";
    reinforceGUE1_pilot_group_wp1 setWaypointFormation "WEDGE";
    reinforceGUE1_pilot_group_wp1 setWaypointSpeed "NORMAL";
    reinforceGUE1_pilot_group_wp1 setWaypointBehaviour "CARELESS";
    
    reinforceGUE1_pilot_group_wp2 = reinforceGUE1_pilot_group addWaypoint [position reinforceGUE1_marker_2,0];
    reinforceGUE1_pilot_group_wp2 setWaypointType "UNLOAD";
    reinforceGUE1_pilot_group_wp2 setWaypointCombatMode "YELLOW";
    reinforceGUE1_pilot_group_wp2 setWaypointFormation "WEDGE";
    reinforceGUE1_pilot_group_wp2 setWaypointSpeed "NORMAL";
    reinforceGUE1_pilot_group_wp2 setWaypointBehaviour "CARELESS";
    
    waitUntil{(getPosATL reinforceGUE1_pilot) select 2 < 0.5};
    doStop reinforceGUE1_pilot;
    
    reinforceGUE1_soldier_group_wp1 = reinforceGUE1_soldier_group addWaypoint [position reinforceGUE1_marker_2,0];
    reinforceGUE1_soldier_group_wp1 setWaypointType "SAD";
    reinforceGUE1_soldier_group_wp1 setWaypointCombatMode "RED";
    reinforceGUE1_soldier_group_wp1 setWaypointFormation "WEDGE";
    reinforceGUE1_soldier_group_wp1 setWaypointSpeed "NORMAL";
    reinforceGUE1_soldier_group_wp1 setWaypointBehaviour "AWARE";
    reinforceGUE1_soldier_group_wp1 setWaypointCompletionRadius 0;
    
    reinforceGUE1_pilot_group_wp3 = reinforceGUE1_pilot_group addWaypoint [getMarkerPos "reinforceGUE1_marker_1",0];
    reinforceGUE1_pilot_group_wp3 setWaypointType "MOVE";
    reinforceGUE1_pilot_group_wp3 setWaypointCombatMode "YELLOW";
    reinforceGUE1_pilot_group_wp3 setWaypointSpeed "FULL";
    reinforceGUE1_pilot_group_wp3 setWaypointBehaviour "CARELESS";
    reinforceGUE1_pilot_group_wp3 setWaypointStatements ["true", "deleteVehicle reinforceGUE1_helo; deleteVehicle reinforceGUE1_pilot; hint ''"];
    
    }
    else {sleep 100;
    start = 1; 
    hint ""};

    It's not finished, but I was just trying to get the darn soldiers to spawn first. You can take most out and they still do not spawn.

    EDIT: Yeah, I just tried again. I took everything out but the creation of the groups, helo and soldiers. Still no soldiers.

    ---------- Post added at 05:15 PM ---------- Previous post was at 04:47 PM ----------

    OK, this has to be a BIS problem. How can this NOT work? (OR, what the hell am I missing?)

    if (start == 1) then {
    
           start = 0;
    
    reinforceGUE1_pilot_group = createGroup east;
    reinforceGUE1_soldier_group = createGroup east;
    
    reinforceGUE1_helo = createVehicle ["UH1H_TK_GUE_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    
    reinforceGUE1_helo addEventHandler ["killed", "terminate script; hint ''; terminate null0; start = 1"];
    
    reinforceGUE1_pilot = reinforceGUE1_pilot_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_pilot moveInDriver reinforceGUE1_helo;
    
    reinforceGUE1_soldier2 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier2 moveInTurret [reinforceGUE1_helo,[0]];
    
    reinforceGUE1_soldier3 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_MG_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier3 moveInTurret [reinforceGUE1_helo,[1]];
    
    reinforceGUE1_soldier4 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier4 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier5 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AAT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier5 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier6 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier6 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier7 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier7 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_helo flyInHeight 100;
    
    }

    Like I said, the helo spawns (and I have the helo set to NONE 'cus it just crashes into the ground with no pilot).


  11. do you have an east soldier placed on the map already? if not you need to do so or createcenter east first. http://community.bistudio.com/wiki/createCenter

    Yes, there are already east soldiers on the map, but I do not have a centerEast. I will add that. (Be back in a little while.)

    EDIT: Ooops, I mean createCenter.

    EDIT: Well, from the Wiki, it shoulld be created by default. The mission is done, Just 2 markers and some east and west units to test a Seized By BLUFOR trigger, with the trigger starting the helo reinforce script. I put in a radio trigger just to test, so I could 'activate' the hello right away.

    EDIT. BTW... actually, I did this pretty early yesterday, and worked on it all night, and now today. Ghost, you want to look at the whole thing, I will give it to you.


  12. Man, I swear. What I am doing wrong, I have no idea.

    I wrote a little mission last night for someone. In it, with it, is a script for creating a helo group to reinforce. For some silly reason, not matter what I try, I cannot get the darn thing to create the soldiers. Here is the beginning...

    if (reinforceGUE1_start == 1) then {
    
    reinforceGUE1_start = 0;
    
    reinforceGUE1_pilot_group = createGroup east;
    reinforceGUE1_soldier_group = createGroup east;
    
    reinforceGUE1_helo = createVehicle ["UH1H_TK_GUE_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    
    reinforceGUE1_helo addEventHandler ["killed", "terminate script; hint ''; terminate null0; reinforceGUE1_start = 1"];
    
    reinforceGUE1_pilot = reinforceGUE1_pilot_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_pilot moveInDriver reinforceGUE1_helo;
    
    reinforceGUE1_soldier2 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier2 moveInTurret [reinforceGUE1_helo,[0]];
    
    reinforceGUE1_soldier3 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_MG_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier3 moveInTurret [reinforceGUE1_helo,[1]];
    
    reinforceGUE1_soldier4 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier4 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier5 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AAT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier5 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier6 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_AT_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier6 moveInCargo reinforceGUE1_helo;
    
    reinforceGUE1_soldier7 = reinforceGUE1_soldier_group createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "reinforceGUE1_marker_1", [], 0, "NONE"];
    reinforceGUE1_soldier7 moveInCargo reinforceGUE1_helo;

    Now, I have changed things a few times, trying to get it to work, so hopefully, there is nothing 'wrong' with the above. Anyway, why will it not create?


  13. Go to basics. If you have an overview, etc, take all out, including the init. Just take all out and see if it starts.

    Anyway, if you get it to start (in the editor, or however), then add a script/addon one at a time.

    The rpt gives you no clues, I guess, if it is not even loading?

    Also, since you are (seemingly) sure that the patch broke your mission, I guess you have tried reinstalling Arma (?) to the state when the mission was working? Depending on how much time and work was put into the mission, it may be a lot quicker and easier to try that first. (You can do this on another machine. It does not have to be the server.)

    EDIT:

    Annd, if you are fortunate enough to get it to work, whether you reinstall, or not, at least use the -showScriptErrors to help determine if there was something already going on (or, even before you patched, if you reinstall).

    Oh, yeah, as Grimes mentioned, there was no kind of error message at all when trying to load in the editor?

    EDIT: For your and zargabad benefit, you may want to combine the other thread that was started, 'cus in here you say you can load, then its said that the mission cannot load, and the other thread contradicts that, too. Anyway, just a suggestion.

    And from what little I have read, it seems to be a mission problem, not a patch problem. But, hey, who am I, right? :)


  14. Hi, Marshall,

    Try this... make a new mission, with just a troop and a SOM. In the SOM, name it SOM. Sync the troop to the SOM. In the init, put...

    this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Alpha", ["Alpha"], "H.Q.", ["HQ"]], "600", "true", "600", "0.4", [700, 3000]]];

    See what happens. ... BTW, if you do not know, the SOM troops for missions will be Arma 2 models, not OA. (You have prob noticed that, already.)

    Also, if you want a little more action, you can sync an ACM (Ambient Combat Manager) module to your leader, too. Now, you can customize that. However, some of the BIS OA cfg files are messed up, but you should not notice errors, unless you are actually looking for them. So, do not worry about that.

    Anyway, try the first suggestion, and report back.

    NOTE: With your time settings, make sure you wait long enough for the SecOp to start working (in case it does 'time' correctly).

    And, here ya go.

    I have an SecOp mission if you want it, just let me know what missions you want from the 'choices' available.


  15. Try the wiki for EJECT and getOut commands, and name each group (in the wiki, too, IE, in leader init box... NameOfGroup = group this). Then at the waypoint where you want a certain group to get out, command them to with 'whatever' comand and group name, for that waypoint.

    NOTE: I have had no success with any of 'those' commands to get AI out (of a helo) on a little demo I made. :confused:


  16. Yea, kylania, that is what I was doing, 'manually' ejecting him. I will go try that command.

    Thank you. :)

    BTW, if you want to correct the errors, please, do. Or, just tell me in PM.

    EDIT: Hmmm... there are no errors in the mission. (Just that one sleep in the trigger I forgot to take out, which I just did.) Well, the commandGetOut did not work. I'm stumped, and frustrated, man :mad:


  17. OK, without using a script, how in the heck do I get darn AI out of my helo?

    I have tried everything in this thread, and many others. NO GO I have tried every variation of getOut and EJECT that I can find, and tried many I just (tried to intelligently) made up. I tried leaveVehicle, can't remember everything.

    Here is the mission if 'you' want to take a look. It is just a little demo I did for someone.

    The group name is SF_1. The Player is TL_1 (in a 'lil bird). He picks up SF_Medic_1 that joins. He picks up SF_MG_1 that joins.


  18. [LOL]clan Killer Bee, I made something for you yesterday. Sorry I did not post it for you sooner.

    If you want the helo flying at start, just set it to fly, and move in the pilot and player.

    Anyway, when I read your thread, I was not sure what you were doing, so I threw this together.

    EDIT: (I tried your mission.) [LOL]clan Killer Bee, you are not going to get it to start from where you placed the helo. The game world has 'boundaries'. You are out of them, apparently. Now, you can keep it far out if you move it higher. If you want it way far out (for some reason), just play around with the start spot, to see where it will move from. I got it to start from way far out, I just moved it higher. But, yes, as mentioned, you are 'off the grid'.

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