charon productions
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Everything posted by charon productions
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help with Waypoint script
charon productions replied to Szadowsz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Szadowsz: And that has to be done with scripted waypoints? Or any method would suffice? I mean it`s actually pretty easy to do it. If you delete it anyway mid-air, it doesn`t matter where you do it, only important thing is that it`s far enough from the player. So try. EDIT: kylania had the solution while i was typing hehe -
addmagazine and weapon config
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey, i haven`t worked with custom magazines and ammo since OFP. I remember that at the time it was possible to add any custom magazine to any weapon once it has been defined in CfgMagazines. I have a hard time doing that in Arma2. So is it necessary to ALSO define a new weapon in cfgWeapons that contains the custom magazines in to be able to use ??? Search is difficult with these searchterms to yield the answer to this, any thought would be appreciated. Charon EDIT: Nevermind i simply declared the vehicle and weapons config additionally and now it works. -
addmagazine and weapon config
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@nuxil: Look at it like that. I would not post here if i had not intensively used the search. That`s the whole point of people helping each other in the forum. And i DID post the solution: Thanks for your posted approach, i was however looking for a way to use the already assigned weapons, as the hard-coded script was just looking for the onboard weapons and would not find additionally assigned ones. So i added a config that extended the magazine declarations for the onboard weapons by the custom magazine in cfgweapons as well as the turret section of cfgvehicles. -
A.I recruiting help
charon productions replied to muttly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try hiresoldier = player addaction ["Hire Soldiers", "hire.sqs"] -
Variable reference for unnamed unit
charon productions replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay now i have named all unnamed units by script command setvehiclevarname , but still cant get a pointer from the listbox string to the actual unit that would have the type object. I got the error that it is a string or sometimes a number and not an object, i used : and this is how i named the unnamed units (i name them with themselves, just to get them named): I don`t get any errors when i name units in the Editor regularly, but using setvehiclevarname creates problems. Can anyone help me? -
Variable reference for unnamed unit
charon productions posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Search has yielded a few old topics and the suggestions made there don`t work for me. My problem: I have unnamed units that i have to leave unnamed I write the string of the unit`s variable into a listbox I read the listbox out Convert the string to code and want to get a pointer to that unit again. IF i used arrays there would be an unpleasant lag, because there is hundreds of elements in the arrays already. I have tried : which should work but it doesn`t. _unit stays empty. Also if i use unit as (global variable) without underscore. I guess the problem is that the engine does not accept a command line like : _unit = 0 1-1-3W; Is there any workaround someone can think of other than arrays to get a pointer to that unit again? Has anyone succesfully done something similar? -
know type of dead soldier
charon productions replied to kaiowa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Killed units pretty almost instantaneously loose all reference to the living unit. In many cases you will just get the modelname instead of the pointer to the unit. -
Nou's Forward Observer Script v0.5
charon productions replied to noubernou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In your comment section you wrote: This is how to find it out: returns true if the artillery is initialized. or maybe like you did it Keep it up, AI FO is a great thing !!! EDIT: I personally like dynamic war missions and just let them play against each other like playing chess with myself hehe. So another idea would be counter-artillery tactics where free available batteries can try to engage the enemy artillery or some units are sent out to kill the enemy spotter. Many possibilities to enhance your great script. -
Nou's Forward Observer Script v0.5
charon productions replied to noubernou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ingame Ai detection is a horror indeed. Have you experimented with the reveal command and then just prioritizing targets per script depending on their range? If that doesnt work you could use the ingame allunits array and check for EDIT: Just looked at your script . The way you do it just works great. I had thought you were looking for more of an AI-like enemy detection where the spotter needs to be aware of the enemies. -
Created group unable to mount transport
charon productions posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If i join a group that i created with creategroup and createunit i can not mount any vehicle. What could be the reason for that? I was trying to find out for hours why a created group would not getin a transport by getin-waypoint (you can only moveincargo), so i made the player a member of the group. It is likely that the inability to board a transport goes for all units of that group. returns false for the player.I have no idea what could cause that. Anyone an idea? EDIT: gets the created units into the transport and also the player can mount it. But that is a workaround. The getin-waypoint should work too. But nothing new that scripted stuff doesnt behave like editor-placed stuff. -
"Script-lag"?
charon productions replied to dmarkwick's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah i have a hard time with that too. In a big battle, a simple "10 line camera script" that follows a unit can lag up to 5 seconds in some cases. A priority handle would be really helpful for very important time-critical scripts. At least it`s up to the developer then to decide about FPS issues. I am also under the impression that this script cueing system has some bug in it like DMarkwick notioned that unnecessarily clogs up scripts in queues. -
Getting Mi-8 weapon info/stats
charon productions replied to JDog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is already verified and a known issue since Arma1: http://forums.bistudio.com/showpost.php?p=1139487&postcount=10 http://forums.bistudio.com/showpost.php?p=1439438&postcount=15 -
Getting Mi-8 weapon info/stats
charon productions replied to JDog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@JDog: If you find a way, let me know ;) The problem is that this weapon is assigned to a 2nd turret that you can`t access with script commands. This goes for tanks as well with the commander`s MG. Hopefully BI will have mercy and give us a command like this in the next patches. -
Variable reference for unnamed unit
charon productions replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It would be an enormous effort to re-organize/re-write many scripts that i already have that add units to the listboxes and give names to them at these points. The appilcation that i write is just to monitor troops, i don`t wanna interfere with mission makers naming preferences. I kind of like these generic names in a way too. -
How to make AI aircraft attack buildings or even soldiers?
charon productions replied to MadMantiz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@MadMantiz: If you still look for a way to make your AI fire at buildings, here is an invisible targets addon that i have made: http://rapidshare.com/files/283153691/CHN_InvTar.rar.html There is many other like that out there too, from the Arma1 times, not sure if they are compatible with Arma2, that`s why i simply made my own ones. Hope this helps. Simply put them right next or on to the building to be destroyed and select the opposite side of the attacking aircraft. Choose Armor to have the aircraft fire missilesand rockets at it or MAN to simulate infantry targets. That makes them engage the house with machine guns. -
How to make AI aircraft attack buildings or even soldiers?
charon productions replied to MadMantiz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried that yourself? I am pretty sure it won`t work, because buildings have no side. The pilot AI won`t consider it an enemy. -
FSM - units _x ....woes
charon productions replied to xx-Jaguar-xx's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It could be the scope of _currgrps maybe being a local variable? -
can we change red/white/green dots on units?
charon productions replied to lonck's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you talking about the in-game vehicle/soldier map markers? If so, they are hard-coded and can`t be modified unfortunately. -
Making AI blind
charon productions replied to santafee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried setting the enemies to "careless" for that moment? But that would make them shoulder their weapons. Just guessing, might still let them detect you, but not react to you. -
Sniper AI
charon productions replied to calo_mir's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@spirit6: Sounds really good, looking forward to it! So you override "AUTOAIM" and assign the targets from the neartargets array? Doubtful to get the snipers to engage targets in their sniper-related range though without tweaking the config, if that even works. And still the building geo-LOD problem exists if they lay prone on a roof, they think there is a wall in front of them which prevents them from making the shoot in many cases. -
map drawLine [position1, position2, color]
charon productions replied to spirit6's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Interesting that it works in VBS-1 and not in Arma 1 or 2. Okay my mistake, you searched for it already in Arma2. Hmmm, the syntax really adheres to the wiki example. Strange?! I wonder where to waypoints.hpp gets included? So one could confirm what type the _map variable is. I have the gut feeling that the RscmapControl needs to be of a specific type or style to enable these map drawing commands. The Editor-addon config contains: The UI-addon config contains the definition: The only deviating definition to the standard RscMapControl is the icon camera: But no different type definition than in the standard RscMapControl. -
Camera script not working properly
charon productions replied to dea†h's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I can recommend you to watch for typos in variable names since you are a beginner. The error is in the line : It needs to be an underscore before the word camera and not a hyphen(minus) Hope that fixes it for you! Regards, Charon -
map drawLine [position1, position2, color]
charon productions replied to spirit6's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have also not managed to get this to work! No matter what positions (3D or screen coordinates) i try (just in case the wiki info is eroneous). I do use the correct map control designator that works with other commands related to that map control. It still seems bugged and the last time i tried was 3 years ago lol. Google and forum search just results in reports of people with the same problem. This command is in the official command set since Arma V1.00 (!) without actually working ??? Or is anyone out there to enlighten us on how to correctly use the command to get any result? -
question about the guard towers
charon productions replied to kidnapster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haven`t tested that in Arma2 extensively, but in Arma 1 and OFP it was also necessary to the unit in the guard tower, because they would otherwise under certain conditions try to run and fall from the tower. -
Sniper AI
charon productions replied to calo_mir's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Sniper-AI is definitely something that BI should hard-code. Too bad they haven`t done it in Arma2. I also noticed that on doing some tests, the sniper-AI won`t fire at targets more far away than approx. 450m, even though there is a perfect clear shot possible and even if you reveal the target to the sniper and set his skill to 1 and rank to colonel ?! If someone still wants to have a go at scripting it, the http://community.bistudio.com/wiki/findNearestEnemy will be better suited than nearestobject, because nearestobject creates enormous lag.