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djdodo

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About djdodo

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  1. djdodo

    United States Air Force( 2015)

    Hi, what are the exact class names of the new bombs in the loadout? I try to use these in NeKy's Bombing Run Script. Tried USAF_MK84, but this doesn't work. Greets, Dodo
  2. Hi, thanks for the script. The custom loadout will not be the mass. I'll also try to keep my script universal. For example I did not care for the flashlight.... lol I'l try putting this code in my triggers radius 650m with activation set to BLUEFOR present: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; Would this work? And what about the loadout for the night? Will the flashlight be automatically added if spawn is at night? Or should I adapt your script for my units? That means: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit1 exec "ConfigAI.sqf" _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _Unit2 exec "ConfigAI.sqf" _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; with the script changed to first line _unit = _this select 0; And deleted the loops for allUnits and the Uniform config. Greets, Dodo
  3. Hi, I'm not using AI mods. I read, that the AI is disabled, when there are too many AI-Units on the map, or better to say if the percentage of computing power for each AI is too low. But I think nowadays with actual hardware there can't be an issue with computing power... I'll try using the module for Disabling/Enabling AI with trigger set to 650m distance. When Bluefor is present within this trigger, AI is re-enabled. Otherwise I really neet to make spawn triggers. But that means I can't use custom-made groups (loadout etc.). It's a whole lotta code to write... Greets, Dodo
  4. Oh my Gosh! I just read, that some people also experience this problem, "When there are too many units on the map". Damn! I filled Stratis with enemies. I don't like missions, where you are not allowed to leave an area, or if you are allowed you find an empty island. I want to have Stratis filled with every soldier, tank, roadblock, simply a military island! Is there any other way (e.g. a mod that makes AI work) than spawning in these units afterwards? Greets, Dodo
  5. Hi, I had to realize, that in my mission enemy soldiers are always fleeing instead of shooting at me. Only vehicles do their job. No matter what type of soldier it is. I even can put myself in front of them, and the are running away! WTF? I will try denying all unit to flee via init.sqf, but that should not be the solution for all times. Do you have any ideas? Greets, Dodo
  6. djdodo

    Trigger deactivation

    What do you mean? I don't want to delete the trigger. I want it to activate on the way back...
  7. Hi, i have my Win and Loose triggers set in the location where the extraction point is. But on my way to the objective I also comt to that location. So how do I set the trigger to activated when I really extract? I tried: I set a "present" trigger named tr001 to the objective just outside the win and loose triggers I set a variable "destoyed" when the objective is complete (static object which I can't really destroy, the submarine) In the win trigger "player present" condition : "this && !isNil {destroyed} && TriggerActivated tr001;" In the loose trigger "player present" condition: "this && isNil {destroyed} && TriggerActivated tr001;" So if I pass the win/loose triggers, their "this"-Condition comes true and it seems that this condition stays true, because just when I enter tr001-area I get the loose-condition. Greets, Dodo
  8. So the SDV is Variable Name _vehicle or is _vehicle automatically because it is its waypoint? And when I want the SDV to wait for the player to return from his mission, I need to make a wait waypoint long enough for the player to exit and the next move again with the code above, right?
  9. Hi, I want to make a waypoint "Get In" with the SDV. But even when I sync the players "Get In" to the SDVs "Load" waypoint, the SDV does not move to its next waypoint. I saw a tutorial on yt, but I can't find it anymore. Only old ones with old editor and menus.... What am I doing wrong? Greets, Dodo
  10. Yeah, found this already. I added SetCenterOfMass and SetMass to the script. Works for me.
  11. But how can I place an explosive underwater?
  12. djdodo

    Alarm Rot Jet / Helicopter

    I did find a solution. I need to place the aircraft and set the name to e.g. "plane1". And in the init-Field plane1 setfuel 0; And by trigger activation plane1 setfuel 1; Works for me.
  13. Hi! Im trying to do a SEAL mission which needs me to destroy a submarine towed in the harbor. First I can't place explosives in the water, second is that HMS Proteus can't be destroyed. I wonder why there is no destruction possibilty, although you can adjust the health in the editor and set the "Allow"-option. Is there any mod for underwater explosives and a destructable submarine? Greets, Dodo
  14. Hi, I tried to create a patrol route for an Ifrit. But at the crossing it tries tu turn in the direction that I want it to, but then nothing. When changeing the vehicle type to Quadbike, it works. The crossing is a 45 degree, so a very tight turning is required. How do I make this work? I simply want some Ifrits patrol a road back and forth with an U-turn at each end.... Greets, Dodo
  15. Hi! I'm trying to create a reusable trigger like that: When player is detected by Opfor launch the Helo, send it to kill the player. Thats the simple desciption of what I'd like to do. I inserted a trigger which sets variable "Found" to true if BLUFOR is detected by OPFOR. I inserted a waypoint for each of these units of type "Hold" even tried "Loiter". Waypoint Condition is "Found". Second waypoint is "Seek and Destroy" Jets start circling on the ground, then take-off even if I'm not detected. Helos do nothing.... How do I create a scenario like that? Greets, Dodo
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