Jump to content

Cantora

Member
  • Content Count

    13
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Cantora

  • Rank
    Private First Class
  1. Sorry mate, I don't know about the NearestEnemy command? Do you mean finenearestenemy, or nearestobject? Else i hope someone else knows of it, as it sounds like it could be useful
  2. Hey Matt, thanks for your advice, with it I have managed to make this mostly work. But for some reason I can not set the trigger to anything but "none" Condition: ({alive _x && side _x == east} count thisList) < 50 Activation Player1 setcaptive false Now i just need to figure out how to set the trigger to be civilian detected by east so that he only gets caught when combining killing someone and being seen doing it. thanks very much for your assistance with this. I will play around with it a bit more
  3. Hey Matt, Thanks for the response but I apologies as i didn't make that requirement very clear. I wouldn't want it to be just a single person (general). I want to make sure that if he kills anyone within a specified radius his captive status goes away. I tried to script alive & side east is less than X number, but for some reason I could not get that to work. Any idea? And the enemies are in many different groups (lots of patrolling guards, etc). ---------- Post added at 06:18 PM ---------- Previous post was at 06:17 PM ---------- that's a real good link, Kylania. I think i'll use that script (for a different scenario) :) cheers!
  4. Cantora

    Stealth

    I recommend downloading ASR AI - it has some great configs for disabling the ability to radio between enemy groups, etc. http://www.armaholic.com/page.php?id=12105 It also lets you change the ability for enemy AI to see you while you're being stealthy. Its working really well for me during my night assult mission i'm working on.
  5. Hi Guys, I am looking to find out if there's a way to set it so the undercover agent is only recognised if he kills someone on the east team. I have a double agent trying to infiltrate a prison camp to set some explosives and only want to have him detected if two conditions are met simultaniously: that he kills someone AND is detected while doing it. e.g if he sneaks up behind someone and shoots them with a silenced pistol, killing them instantly, he doesn't get detected (ok not that a silenced pistol is really that quiet, but still) If not possible then at least having him get detected if he kills someone. The only thing I Could think of was to do a trigger to count how many east there are and if there is even 1 less than what has been counted then the trigger is activated, but i can't seem to get that to work either. Gah any ideas? Cheerz, c
  6. Cantora

    Using backpacks/rucksacks

    the ACE backpacks are different to the packs that come with the BAF addons, etc. They don't work the same way, which is why you can also use the "Removebackpack this" to remove the backpack from BAF so it doesn't overlap with the ACE one.
  7. Cantora

    USS Nimitz

    very nice! This is an absolutely fantastic addition to my missions. Love the easter-egg in the breifing room! TF2 FTW :) And re F/A18 would be a great addition for this
  8. Hey mate, Works beautifully. I have tested it on an ACE2 setup with Tanks/Choppers. The smoke popping from tanks is the big thing that helps test the framerate reduction. so far I have only noticed one thing that is a big of an issue: When using binoculars/scope and looking in to the air, the viewdistance jumps up to 4000-5000, which causes a fair bit of an fps lag spike when you zoom out. I don't script, unfortunately, so I don't know what i'd need to adjust to limit that to like 3000 or something, but it doesnt seem to be affected by any of the preset variables. Apart from that, it works very well. Without the script my framerate drops to 15-19fps. With it enabled it generally stays around the 30+ mark setup: C2D QX9650 @ 3.4Ghz 4G 1066Mhz DDR2 RAM Radeon 1G 5890 or something. Standard 7,200rpm HDD
  9. Cantora

    Unit intoa building

    I am trying to figure out how to randomly position units in a house automatically. Scenario - I want to randomly place units throughout an area of the city but have them automatically be inside random positions of a house. I can do it for individual units by placing this line in their init field: this setPos (nearestBuilding this buildingPos random 10 But that's a time consuming process when you want dozens of different types of units and i have to check the amount of pos within a building to stop my units going to nowheresville i thought the basics would be like this: {_x setPos (nearestBuilding this buildingPos random 10)} foreach thislist but yeah like that doesn't work. foreach group this works but again i have to check the pos of each building if i want them to maximise it's use. any ideas?
  10. Hey guys, I was playing with a mixture of NightTrian & Matt Rochelle's scripts to make a hybrid group HALO script that uses steerable parachutes. I have ended up with this: ;--------------------------------- ;----------Eject1.sqs------------- ;-------By Matt Rochelle---------- ;-------------V1.0---------------- ?!(isServer) : exit ; usage ; [nameofgroup,nameofplane] exec "nameofscript.sqs" _grp = _this select 0 _veh = _this select 1 _par = units _grp _i = 0 _j = count _par ~(random 3) #loo unassignvehicle (_par select _i) [_par select _i] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" _i=_i+1 ~.2 ?_j>_i:goto "loo" exit Matt's original script (which is awesome) uses (_par select _i) action ["EJECT",_veh] insead of my exec halo_init.sqs line. Now there are several problems with this which I have nooo idea how to fix.I am hoping someone might shed light on this? 1. Stagger disembarking. At the moment everyone jumps out at the exact same time. I am not sure how i create a staggered disembarkment. I thought just using the ~ to wait between checking would work but i see to have made certain aspects of the script redundant by changing that line. I am not much of a scripter at all (but i know basics so I knew how to change one line with another, etc) 2. Spreading out. Is there yn way to stop them from spreading out? 3. The pilot jumps out too. God knows why. He didn't before I changed the script! I could probably fix this a bit messily by giving the pilot a name and havng a trigger check whether he's in the vehicle or not and if he's not then re-assign him as the pilot, but i'd rather not have him jump out and back in again.
  11. Cantora

    RH MGS wp Pack for OA/CO

    Hey dude, really awesome work. The only bugs worth reporting are laser bugs. I tested out all the M4s and SCARs. All weapons that have a laser sight shoot the laser off at 90 degrees to the right. On top of this all M4s and SCARs that don't have a laser sight still shoot a laser off at 90 degrees to the right. I tested the XM8s,M14s and AKs. none of these have the issue (none have the laser sight) Cheerz, Cantora
  12. Cantora

    Using backpacks/rucksacks

    Hey Mate, Ace is much simpler. This is also a neat trick for pre-existing units with backpacks. I actually ALWAYS remove the backpack from a unit that has one preexisting and then replace it with an ACE backpack. Otherwise it's too complicated trying to figure out how to add stuff, etc! It is scarey to think ACE Modders have one way up on DEV :\ Remove backpack: removebackpack unit Unit can be the standard This, Player, UnitName, etc Adding ace backpack: this addweapon "ACE_Backpack_Name" There's a bucket load to choose from. For Example you can have a combination of: ACE_ + CharliePack_ or Rucksack_Molle + Brown, Wood, ACU, WMARPAT, DMARPAT, or even VTAC_RUSH72 for a blackops backpack Adding ammo, weapons: [this, "Weaponname", Qty] call ACE_fnc_PackWeapon; [this, "Ammoname", Qty] call ACE_fnc_PackMagazine; The heavier you are, the quicker you get exhausted - so don't fill up your backpack with 10KG of ammo! Here's an example of some of my loadouts i use: SD Unit with M4 - blackops this addWeapon "ACE_VTAC_RUSH72; [this, "15Rnd_9x19_uspsd", 4] call ACE_fnc_PackMagazine; [this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine; [this, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [this, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [this, "ACE_M84", 4] call ACE_fnc_PackMagazine; [this, "HandGrenade_west", 4] call ACE_fnc_PackMagazine; [this, "SmokeShell", 2] call ACE_fnc_PackMagazine; [this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine; [this, "ACE_25Rnd_1143x23_B_UMP45", 7] call ACE_fnc_PackMagazine; [this, "ACE_UMP45_SD", 1] call ACE_fnc_PackWeapon; EXPLOSIVES BACKPACK (M4 main weapon) this addweapon "ACE_Rucksack_MOLLE_DMARPAT"; [this, "ACE_epinephrine", 2] call ACE_fnc_PackMagazine; [this, "ACE_Bandage", 4] call ACE_fnc_PackMagazine; [this, "ACE_Morphine", 4] call ACE_fnc_PackMagazine; [this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine; [this, "ACE_M84", 4] call ACE_fnc_PackMagazine; [this, "ACE_M86PDM", 6] call ACE_fnc_PackMagazine; [this, "HandGrenade", 4] call ACE_fnc_PackMagazine; [this, "PipeBomb", 2] call ACE_fnc_PackMagazine; [this, "ACE_C4_M", 2] call ACE_fnc_PackMagazine; [this, "ACE_Claymore_M", 2] call ACE_fnc_PackMagazine; [this, "ACE_BBetty_M", 2] call ACE_fnc_PackMagazine; Desert Medic bag this addweapon "ACE_Rucksack_MOLLE_Brown_Medic"; [this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine; [this, "ACE_Bandage", 4] call ACE_fnc_PackMagazine; [this, "ACE_Morphine", 4] call ACE_fnc_PackMagazine; [this, "ACE_ACE_Tourniquet", 2] call ACE_fnc_PackMagazine; [this, "ACE_ACE_IV", 2] call ACE_fnc_PackMagazine; [this, "ACE_ACE_Plasma", 2] call ACE_fnc_PackMagazine; [this, "ACE_M84", 2] call ACE_fnc_PackMagazine; [this, "HandGrenade", 2] call ACE_fnc_PackMagazine; [this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine; And so on and so forth. To give you a glimpse of a completely rebuilt unit, her's my Mk17 SD Sniper with silenced USP, smoke and grenade. removeAllWeapons this; this addMagazine "ACE_Battery_Rangefinder"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "HandGrenade_West"; this addMagazine "SmokeShell"; this addMagazine "ACE_Bandage"; this addMagazine "ACE_Morphine"; this addMagazine "ACE_Epinephrine"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addWeapon "SCAR_H_LNG_Sniper_SD"; this addWeapon "ACE_CharliePack_WMARPAT"; this addWeapon "ACE_USPSD"; this addWeapon "NVGoggles"; this addWeapon "Binocular_Vector"; this addWeapon "ItemCompass"; this addWeapon "ItemMap"; this addWeapon "ItemWatch"; this addWeapon "ItemGPS"; this addWeapon "ACE_Earplugs"; this addWeapon "ACE_KeyCuffs"; this addWeapon "ACRE_PRC148_ID_2"; [this, "ACE_12Rnd_45ACP_USPSD", 4] call ACE_fnc_PackMagazine; [this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine; [this, "ACE_Bandage", 6] call ACE_fnc_PackMagazine; [this, "ACE_Morphine", 6] call ACE_fnc_PackMagazine; [this, "ACE_M84", 4] call ACE_fnc_PackMagazine; [this, "HandGrenade_west", 4] call ACE_fnc_PackMagazine; [this, "SmokeShell", 2] call ACE_fnc_PackMagazine; [this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine; [this, "RH_ctar21m", 1] call ACE_fnc_PackWeapon; [this, "ACE_20Rnd_762x51_S_SCAR", 4] call ACE_fnc_PackMagazine I hope this helps!! ---------- Post added at 07:01 PM ---------- Previous post was at 06:53 PM ---------- I also forgot - here's the list of backpacks for ACE. http://browser.dev-heaven.net/cfg_weapons/classlist just type in "Rucks" and it'll bring up the full class names
  13. I know this is dated a bit but I was just playing around with a mission and had all my units sitting in groups around a camp fire. Then I came on here looking for how to make a unit stay with his hands behind his head and saw this thread so I thought i'd post how my units stay sitting around a fire. REal basis - I have my units (4, 6, 8 whatever amount) sitting around a fire. I then make a 2x2 circle trigger activated by that side and place it over the units. In On Act: field I have: to re-enable the units I have another trigger which reverses the process (i.e ENABLEAI instead of DISABLE) and put the conditation as whatever my mission requires -someone has spotted an enemy or an officer approaches. Alternatively if you want different animations then just name your soldiers sitting around a fire and do individual animations for each but still have the global "thislist" reference to disableAI. cheerz Cantora
×