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victim913

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Everything posted by victim913

  1. I am having a problem with the HALO mission. No matter where i try to land, when I fall to about 1000 feet I always get a message saying i went out of the AO. Area of Operation. I've tried landing far away from the motel, to be realistic. Out of sight of any enemy. Or if i just free fall as i am dropped without moving, I fail. If i try to land near us resupply (which kind of makes the drop pointless if i could have just driven there) or if I land on top of the motel FAIL. Why am I failing leaving areas? Also just for your info, The mission before that where you escape, They keep talking about peace. But almost every time it's spelled wrong. It's spelled piece. i know you always have one of the most professional work. So it's not a complaint. With the exception of a few of the triggered dialogues triggering early, (like talking about seeing enemy before you ever see them) it's all pretty good. Especially for how fast this came out after release.
  2. Has anyone else had this problem? I'm playing user created mission as delta and my guys keep dropping their backpacks and picking up launchers from the dead opfor? My machine gunner did so, which made him drop his machine gun(do to the fact that machine gun takes up primary and secondary slot) and so now he walks around with his handgun. It would be ok if they had no backpacks or machine guns. But I can't stop them. I am walking in formation and then i see #4 and #5 show "MOVE" status on their icon, so I turn and watch them run to a dead soldier and change weapons. I don't know if this is troubleshooting or something done on purpose or a user created misssion issue? Playing the DeltaForce mission from the SealTeamSix guy. Thanks
  3. I have a question if this is possible. i"m sure people would love to use it. Is there any way to somehow script a "floating" leader? Useful for mostly SP. It would work like this: you have your squad, you start out as the leader, but as you team switch to other units in your own squad, It changes your new unit to the leader. WHY: The idea is not to make the units leaders. It's more so that you still retain orders and controls that you would make as if you were still the leader. Example: Your squad is a normal 9-12 man squad. You send two units ahead as sniper and spotter. You want to be in control of the sniper as you scout ahead and you want the spotter to follow you. As the sniper you see an enemy patrol so you drop down prone, but your spotter is still standing up inviting death. He also has open fire orders and now you need him to hold fire. - Now if you switch to team leader in order to tell the two guys to go prone and hold fire, you sniper stands back up since you left his body and they both shoot before you getting a chance to push all kinds of numbers using BIS complicated order giving system. I will have to selct both units, scroll to hold fire, then select them again then push 7 then 8 (or whatever number is prone). Or the other way around. either way unless you are really fast they will either shoot as they go prone or not shoot as they stay standing as targets. That is a simple example buut it can be really really handy. Reason being, you ARE the squad leader. That is your job, team switching is to help when AI doesn't work perfectly. Just because you switch to your machine gunner physically shouldn't take away your leadership ability. It's kind of like being two people at once. Most times the squad leader is harmful when you team switch if you switch away from the leader, he starts giving orders contradicting what you want. If he sees enemies, he yells "open up" while you are trying to get you machine gunner in the right position because as AI he can't seem to stand perfectly behind the tree or rock. Another benefit is to allow you to control yourself, if you team switch and your leadership ability follows you. Then your original leader (you) won't work against you. He won't stand up when you had him prone, he won't shoot when you're trying to be sneaky, he won't start giving opposite orders, etc.. Anyway, that's my idea. I want to know if it's possible to somehow script it or something. I know some of you will say you can click on a map and tell them where to go and what to do. But we all know AI is not too bright. And telling them to be stealthy will take them forever to get to a location. And i'm sure there are more reasons some of you won't like this, but then don't use it. But for people like me who play nothing but SP and are tired doing things in ridiculous ways to make up for imperfections in AI ability would love this. And even if we use it and exploit it or "cheat". Who cares it's only SP so it only affects the user. -This second one I have been asking and never get anywhere. But does anyone have any idea how to set up different or new formations. I would like something that allows you to tell you units where to position, then stay that way. Kind of like a lock so they stay where you want them along with you as you advance instead of giving them regular formation orders. With these buidling and city environment know I might walk into a back yard and the rest of the squad walks around the entire structure instead of following me. Anyway, any ideas? Thanks
  4. victim913

    Stop The AI

    Well what about his original question? I have wanted this too. In helicopters you get where you want then you switch to gunner or whoever, then the helicopter raises back up to a higher altitude. I don't think dostop or anything like that will work or writing any code for that unit. You may not know what vehicle you want to go in or switching between two different apaches so that they are set up in certain positions. Is there a general kind of thing that you can script that lets your unit stay where it is after team switching. ESPECIALLY when you have a squad in stealth. It's no good to have a sniper team and you get in position and your AI spotter won't move where you want him, so you team switch and your original sniper unit stands up and starts shooting.
  5. I thought i just wrote that it is NOT mission specific. It is Delta specific (so far). I put them in my own mission and do the same thing. Maybe someone can get a delta operator (silenced) and put in the same init and see if they get a problem with it. I guess at this point i just want to know if ANY addons out there makes this even possible. I have never seen (But thanks for the help.
  6. I just tried it with a mission i created. It only happens with Delta Force so far. It may be related to the weapons they come with. I changed the weapons the units had. I had about 12 units all with custom loadouts. This time within the first 5 seconds while my units were getting into formation, my #8 icon changed to move while all the others were blank then it said ready then nothing. I restarted and every single time he moves on his own for a second. What he is doing, i found out, is that he keeps leaving one magazine round on the ground. After 3 seconds of getting into formation he leaves a 30rnd Stanag on the ground for no reason. And in the Delta mission you choose the loadouts of your units before you play. So I wonder if it has to do with their weapons. Cause it hasn't happened with units that have original loadouts. The weapons i use are BIS weapons though. not anyones addons. Oh, and I also tried it with and without the beta. This is his loadout, I don't see any problems with it. removeAllWeapons this; this addMagazine "HandGrenade_West"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "MAAWS_HEAT"; this addMagazine "MAAWS_HEDP"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addMagazine "17Rnd_9x19_glock17"; this addWeapon "SCAR_L_STD_Mk4CQT"; this addWeapon "MAAWS"; this addWeapon "glock17_EP1"; this addWeapon "NVGoggles"; this addWeapon "Binocular_Vector"; this addWeapon "ItemMap"; this addWeapon "ItemCompass"; this addWeapon "ItemWatch"; this addWeapon "ItemRadio"; this addWeapon "ItemGPS";
  7. Not to beat a dead horse here talking about the Simple Support Module. But I found when team switching removes the ability to use it. I know it works for everyone, so team switching to others shouldn't take away ability like command modules,etc. Anyway to get it to stay in the game. And it doesn't matter if it's a squad leader or just a private. If you die in MP do you get it back when respawn? Thanks
  8. No use for a Name- I do use modfolders and using modfolders would not help me in this issue or change anything. If i gave thme each a modfolder, it would be named after the pbo anyway. I download pretty much everything that comes out. I have all the major ones like , ace, cba, bwmod, hexagon,RTE, all islands, and a couple more in it's own @folder. I use a @X folder as my misc folder. All the addons that are only 1 or 2 pbos or any that don't need to constantly be monitored are in my @X folder. And a folder for addons i don't use at all. I have over 240 addon pbos in my misc folder i think it would be ridiculous to give each of them a seperate @mod folder. Especially since the shortcuts target line does not let you type every @ folder. But giving them their own folder still doesn't tell me what CEG.pbo is, or a2020_idfspf.pbo or loki_lk.pbo etc. Luckily most have names with authors name in it like HK or whatever. But creating every addon with an @ folder isn't what this is about. And i'm not "yelling" at you or even upset (for those of you who will read this all the wrong way). I find more and more, that i have to explain myself to the point of insanity because so many people just skim over my questions, and think that i didn't read something or do something right, even when it is in my message. The point is, i know where everything is and it works well for me. The issue I am having is not related to modfolders or readme's or because i don't know what i'm doing.:) See, still happy. But..... Can someone tell me what addons could be causing my weapon exchange issue? I don't have anything called GL4 or vfai. I'm not currently using ACE. But is there any addons that change ai behaviour that i can look for? Thanks
  9. I put this code in a unit: this setPos [4826.39, 4607.29, 0.48857]; this setDir 260.665; dostop this I set the direction but every single unit starts off facing that direction but one second into the game and they all turn and stare off in some other direction. Usually all facing the same direction. Anyway to get them to actually face the direction i set? Especially tanks, I set them under a camo net and then they always turn the gun and collapse the net. Thanks.
  10. what is GL4? or VFAI? I know i have a bunch of addons that i put into one folder, and that will take some work guessing which does what since many don't give discriptive names for the addons. I am, however, not using anything different than I have used before. And this is the first time it's happened. And the only addons i have are ogjects or units. MWMod is the biggest i'm using And is it just me or is their live minefields in Takistan? Near the northen airstrip where all those old fortifications are, there are small mine warning signs. I drove near them and just blew up. I didn't think it was from enemies. It happend again, but then when i tried driving through the fields nothing happened. Anyone know about that? Thanks
  11. Campain is great as always. I'm having an issue with the military offroad at the warehouse in the first mission. My guys can't sit in the gun positions for some reason. But i'll play around with it in the editor, but i this is the only time i have had the problem. Also you may want to tighten up the trigger for searching the warehouse. I have been outside of the perimeter and I call in saying i have searched the warehouse and my next task comes up. But I haven't even looked inside the walls or even come close to the walls and the trigger goes off. First i had started moving to the next task and started getting shot from the guys in the warehouse area, that i never bothered to look in, since the warehouse mission was already complete. Anyway, I know you like as much feedback as possible and you constantly fix little things like that, so it's not a complaint. Great job
  12. I have done it with no problem. I have that issue when i was using cobras. All the helicopters have "personal space" which does make them push away other helis. On the ground jets have space too which is configured a different way. Like try to taxi a harrier with another jet close to the taxi way. At about a whole jet length away, the taxi jet will stop because of the "personal space". Maybe it has to do with your line in the init. I used RTE and i folded the wings of two UH-1 like you are saying and i put them both out on an elevator. They both fit, but they do need to be a few feet away. Using the RTE helps because you can move them to the exact space and can see when they start to push away. And you asked why you can do certain thing on the ground but not on the carrier. I think it is because it treats the carrier as a building. Kind of like when you drive over the dam, and you keep hearing crashing noises.
  13. Don't exit the helicopter. The helicopter wants to take off after you get out. I don't know why it does this. But if you are forced out, get right back in, and make sure you tell your units to disembark before it lands, that way they start to get out at the soonest possible chance. and as long as you are in the helicopter it should stay on/near the ground. Unless it is scripted to do something else, that should work. Actually for this mission, you not being the leader, I don't thik you have a choice. Don't know why you are having that problem. Using difficulty settings like Veteran, regular, etc.... Have no affect on the game play like other games. If you use veteran, it just takes away things that YOU can do. It doesn't change AI at all or change anything about the mission. Only limiting things like 3rd person view, maps, recognition etc.. I have super AI on and the settings for AI alll the way up for OPFOR and BLUFOR. And I couldn't get my units to keep up with me. We get out of the helicopter and stay on the airstrip for awhile. I kill maybe one or two people while other groups are closer killing more, then when I don't see any close OPFOR,, i run towards the hangars. Once you get there you need to be careful because that is when the enemy armor/apc come out. Try to pick up any AT weapons from Dead guys, or just kind of get in a position where you can kill the troops without the apcs getting you. You pretty much need to make sure your group doesn't get killed. Kill anyone that your leader tells you too. If your veteran settings allow you to know who is the target, regular will show you. If not just make sure you provide cover for you guys if they are too aggresive. I survived with at least half of my squad left. In fact they were so slow that all the other task given to me we already completed. Once you get past the apc's we just walked around for about five minutes then we passed to next misssion.
  14. Your lucky so many people are helpful. It's common to get "search" responses. Especially with this question. Did you search? This question has been brought up a thousand times. Anyway, you aren't specific, and since there are many ways to do this, we need more info. And the other responses are helpful but you shouldn't need any script or typing commands for this to be done. Putting "CARELESS" is important on the waypoint or landing will be secondary. How did you get the troops in? You say you put a load of troops inside. Did you type "this getincargo" in all of their init? Or did you get them in with a waypoint? Or are they gouped with the helicopter and you checked off "incargo" in the special box? Also did you sync any of the waypoints together? the "getout"sync with the transport unload? Transport unload is for units like a helicopter to unload units that don't belong to it's group. It is for tranporting units from other groups. Unload is for units within the same group as the helicopter. The helicopter won't land unless it is specifically told to. It will land at a waypoint if it is on an H. So put an invisible H so it knows exactly where to land. It can still land without one, but it needs to know that something wants in or out. So you need to give the troops a "getout" command. Or the helicopter won't land. especially if you did not give the troops a "getin" waypoint. If they just started in the helicopter using script to put them in, then the helicopter has trouble identifying the it has units inside that don't belong to it. Giving troops a getin command and sync it with a load command for the helicopter will tell the helicopter it is carrying something for a purpose. Then sync the transport unload command with the getout command at the landing point on an H. Also one important part to remember, Where you put the "getout" command you might want to put the completion radius pretty big. Like 15 or somehting. With the helicopter taking fire and terrain, etc. It won't always land perfectly on the spot. And if the get out command is not within the completion radius the troops might stay inside. Anyway, hope this helped, Sometimes i can't stop typing:eek:
  15. This has happened to me a couple times when playing missions I've made. It usually happens when I have multiple squads. This is what happened just now. I was a squad leader, my units get attacked and I don't have a medic. I team switch to a squad leader that does have a medic and i order the medic to heal members of the other squad. I push "T", I find my original squad leader and team switch back to him. But when i go back to him I find he is no longer in a squad. He is by himself. And the #2 guy is now the squad leader for that squad. Any ideas what could be doing this?
  16. This may happen with others but, I have an empty ch47, with us soldiers around it. If it happens to get shot with a single bullet, it bounces up in the air 20ft and explodes. WTF! Actually it explodes cause i put health at 0. but with perfect health it still jumps up 30 feet and continues to keep bouncing until it settles down 15 seconds later.
  17. Ok i have some better specifics now. It happens in every created mission. I put empty vehciles in my mission. Aircraft specifically. If i go to get in the aircraft, or shoot it, it always jumps. Depending on where it is will change how big of a deal it is. It is like the vehicle is there but snapped to the ground. When I get in, the vehicle kind of bounces to snap on to the ground. Like the editor make it level out. Maybe a wheel or two are slightly underground, and when i get in, it readjusts. In land vehicles it resembles the shocks becoming active when the vehicle is too close to the ground. I hope that clarifies it. In the miision I have, I am using the Chinook from OA crash landed on a hill near some rocks. It's there just for looks, with units around it, trying to recreate a battle called "roberts ridge" I think. where Chinook crash landed and Rangers tried to survive, etc... But if the Chinook gets shot, it bounces like it wants to snap to the ground, and because it's on a hill, near rocks, the bounce is significant. It goes like 20 feet high and keeps bouncing until it settles, and with the rocks around it goes all over the place. I set "allowdamage false" so that at least it doesn't explode anymore. Is there any way i can get i to already be attached to the ground? I've tried setting heights and positions, but it always bouces. Even on flat surface. Thanks for any help.
  18. If you want to assign rank to vehicle crew,, you can just make it empty then put the right amount of crew members outside of it and give them "getin" commands. There probably is a way to do it with crewed vehicles by script or something, This is just the only way i know how. It took me forever to figure out rank and formation. I thought it would go according to selection order. But when i noticed that all the fire team leaders were always next to me instead of grouped with their team like it looks like in the editor I started playing around with it. I'm still trying to find a way to create different formations according to what I want instead of the regular ones. But I can't find where their locations are assigned or even where the pbo is.
  19. I would like to know as well. Never leave a man behind. I want my soldiers to carry dead out in a specific mission.
  20. victim913

    Wierd Problem

    It doesn't matter who is in cargo or not. Is everyone in the same group? Or is it two seperate groups? Without that info none of us can help you. If you have two groups like you should, you need the helicopter to "transport unload" and the group it is carrying needs a "get out" And you have your commands wrong. Transport unload won't kick you out. Transport unload means the vehicle is transporting some other groups units and it will unload them only if they have a "getout" command. It will pause at it's waypoint letting any other group that is in your vehicle have a chance to get out. But if the group inside does not have a get out, then the vehcile will move on. If you are part of the vehicle group, get out, will make everyone in that group get out including pilots and gunners. But if it is carrying another group in cargo, that group will stay inside. A group with an unload command will unload it's own units that are in cargo. Only leaving the driver and gunners in. But it won't unload any other groups in it's cargo. And the 20 seconds doesn't really mean that the command will go first then wait 20 seconds. Sometimes it goes after. And in a helicopter, making it wait doesn't make it wait on the helipad. It will land to do it's job (unload) then get back in the air to wait the 20 seconds. And most of the time if the group leader unloads, it won't wait for the rest of his group get out sometimes. Or will hover after the leader gets out and the rest of the units die jumping out, or get injured. Or it will get back in the air to finish waiting the 20 seconds. I don't know what you did, but i know what happened. You got out because of the get out command. No one else did because it got back in the air too fast and didn't give them a chance to get out. Now they would have to eject. Do you want the pilots to get out or just you and your group? I'll guess. Have the helicopter in it's own group, pick you up using the "load" command. It will arrive, then you select your units point at the helicopter and tell them to get in. The helicopter will then come down and allow everyone to get in. As long as you tell them to get in, it will wait for them all to get in before it takes off. Then your helicopter will move to the next waypoint, which should be a transport unload (unless you want them all to get out). Then while in the air moving the the unload spot, select your own units and tell them to disembark. Then when the helicopter lands, your units will get out immediately, and the helicopter will wait for them to get out. And as long as you are still inside, it should stay there until you get out. Once you get out the helicopter will get in the air and wait your 20 seconds. That's also a trick when you have missions where your units need to get out of a helicopter and it takes off before your units are out. Like if you play the Seal Team Six missions, It usually lands and pushes you out the lifts off as your units try to get out without breaking legs etc. Once it pushes you out, get back in. Then the helicopter won't take off until you get out. So get right back in and wait for your units to get out then you get out.
  21. Actually as far as rank, I disagree. If the tank crew have higher rank, they will stay in the front which will mean they will be first to engage. But setting carlesss will make them pretty much stay in the vehicles. I thought lock was more for you as the player. I think they can still get out when locked. The problem is, once the vehicle starts taking fire, they will almost always get out. Setting it as captive instead will mean it won't take fire, then set captive false later. Another thing you can try is having the troops seperate from the vehicles like liquidpinky said. Not being in the same group as a vehicle helps prevent getting run over a little. Also if you use rank as formation structure the vehciles will stop bouncing around. The problem is commanders and drivers are usually different ranks so the vehicle wants to be in 3 different places at once. Then when you have another vehicle with same rank, everytime you stop they keep trying to out manuever each other. having each vehicle in a column "file" and each having it's own ranks should fix that.
  22. I agree. I got it working for me, but beyond that I have no idea how to help you guys. So my advise is to ask the creator. You should be able to email him. I did a couple times and he always responded.
  23. Try to make sense of this, my wording may be a little confusing. I have had problems with this more when adding the pilot like you did. Picking a chopper with blufor instead of empty helps. Or create a waypoint for the pilot to get in. I don't know why, but that helps. I think without a load command it may not know that you are in a vehicle that can unload.It doesn't make sense but I have tried it before with land vehicles and changing that, and nothing else, fixed my problem. For your chopper, even as it is already , put invisible H, then you need to create a waypoint for your passengers to "get out" and sync the getout with the transport unload. and you may want to set the completion area on the get out to be pretty big to cover where the chopper may land. It doesn't always land on the spot perfectly. You might want to put a load waypoint for both units if you still have problems at this point, and sync them together. That should do it. but now you might have more problems. The chopper will touch down and once the leader gets out, the chopper will take off again, or hover really low while the other guys get out, falling to their deaths. So you might need to make him wait at the waypoint for while. or even make the pilot get out and get back in.
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