mikeyb118
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Everything posted by mikeyb118
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Artillery Computer and AI
mikeyb118 replied to x_ringo_x's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of course, but it's utility is very often requested. I'm looking at it from the demand aspect. -
Artillery Computer and AI
mikeyb118 replied to x_ringo_x's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The ECHO fire director works very well, I've been using it for a couple of weeks now. I'm suprised that it is not more popular. -
AI Driving, how to park exactly on a specified location
mikeyb118 replied to RazorX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's why you use it with a trigger as a gate to make the vehicle stop as it moves to it's next waypoint or marker. I've done it with a helicopter in a helocast scenario, it should be simpler with a wheeled vehicle. -
AI Driving, how to park exactly on a specified location
mikeyb118 replied to RazorX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could use a trigger with a forcespeed command or an adjusted waypoint. "(vehicle _unit) forcespeed 0" -
Ambient Combat Module
mikeyb118 replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types -
HOw to get a chopper to land and turn engine off?
mikeyb118 replied to Splicer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 { sleep5; }; _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" -
Issue with putting a group of troops in a chopper
mikeyb118 replied to skooma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try it without naming the squadleader and without _playerGrp = group player. http://community.bistudio.com/wiki/moveInCargo Read the notes at the bottom, use "{_x assignAsCargo chopper} forEach units group this" with your moveInCargo command. -
Helicopter Ocean Insertion
mikeyb118 replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try moving the Helipad up and down but you will also need to change the values in the descent script. On the subject of credit the eject script is not mine. I picked it up in Rommel's thread. But I have no problem with sharing my ideas. http://forums.bistudio.com/showthread.php?t=76848 You could place the helipad just below the ship's deck, that might force the helicopter into landing. -
Helicopter Ocean Insertion
mikeyb118 replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://rapidshare.com/files/334961065/Seadrop2.Chernarus.zip.html Tested with a mod free arma 2. -
Helicopter Ocean Insertion
mikeyb118 replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh I'm running vopsound 2.1. I'll see if I can upload it again :) -
Helicopter Ocean Insertion
mikeyb118 replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Helicopter Ocean Insertion
mikeyb118 replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I hope this helps http://www.filefront.com/15342551/Seadrop2.Chernarus.zip -
Script for a Medic in a static Group
mikeyb118 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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"; } else { 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.