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Posts posted by mikeyb118

  1. Does anyone know how to make the "removeGroupClassesFunc" work? Below is what Im trying to use and it is not working.

    ]] call BIS_ACM_removeGroupClassesFunc;

    //Passing an empty types Array will completely disable the custom database and switch back to the default.

    [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc

    This command does not work for me either. I made an ACM with BIS_TK_INS and BIS_TK_GUE. I then tried to exclude all motorised units taken from the group list. It did not work and I am drowning under a sea of technicals.


  2. Put a waypoint nearby and use a script on completion.

    _Heli = _this select 0;
    _Hpad = _this select 1;
    _Heli domove [getpos _Hpad select 0, getpos _Hpad select 1, 80];
    while {(_Heli distance _Hpad) > 120} do
    _Heli flyInHeight 10;
    sleep 4;
    _Heli domove [getpos _Hpad select 0, getpos _Hpad select 1, (getpos _Hpad select 2) + 9];
    sleep 4;
    _Heli flyInHeight 0;
    sleep 1;
    _Heli domove [getpos _Hpad select 0, getpos _Hpad select 1, getpos _Hpad select 2];
    sleep 15;
    _Heli setfuel 0;

    null = [Heli, Hpad] execVM "script.sqf"

  3. Have a look at my example mission. The helicopter flies to the drop zone without using setpos. The descent is moderated by a script and the helicopter is kept on course by a domove order to an invisible helipad. An eject script is activated by a trigger placed just before the stopping point.

    Then I remove the invisible helipad and restrictions set on the helicopter's flight. Finally domove is used to fly the helicopter to an exit point where you can make a trigger to delete it from the mission.

  4. I use disableAI "MOVE" too much for setting AI units in defensive positions, primarily because I hate it when units wonder off. When I put medics in my static groups and allow them to move they go off alone, engage the enemy and die. So I use this script to keep the medic safe at his marker until his friends are hurt.

    _array = [p1, p2, p3, p4, p5, p6];
    while {alive Medic1} do {
    for [{_i=0}, {_i < count _array}, {_i=_i+1}] do {
    if (((damage (_array select _i)) > 0.1) and ((damage (_array select _i)) < 0.99)) then 
    	Medic1 enableAI "MOVE";
    	Medic1 setunitpos "MIDDLE";
    	sleep 30;
    	Medic1 domove (getMarkerPos "Medic1sp");
    	sleep 10;
    	Medic1 disableAI "MOVE";
    	Medic1 setunitpos "DOWN";
    	sleep 5;

    I want to create an ammunition "runner" script for a similar situation. The script should scan the selected units for magazines belonging to their primary weapon. When magazines run below a specified level, I want my runner to go to an ammunition box, take that type of magazine and then go to the unit that is running low to give or simulate giving some magazines. I've read through the wiki and a few threads but I still don't know how to approach this.