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peppy

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Posts posted by peppy


  1. titleText["Commander, select position for your troops to construct F.O.B.", "PLAIN"];

    onMapSingleClick "'_fob' setMarkerPos _pos; onMapSingleClick '';true;";

    for host try: You need to use a global variable (no underscore) in this case:


    onMapSingleClick
    {
    [color="Red"]fob[/color] setMarkerPos [color="red"]_pos[/color];
    };

    onMapSingleClick ""; // I found it best to have the map click clear out side the scope.

    Exit;
    [/Code]

    this is an example of mine, however I am not sure exactly how to solve your issue, but I thought this may help.

    [Code]
    titleText["Commander, select position for your troops to construct F.O.B.", "PLAIN"];
    GetClick = [color="SeaGreen"][b]true[/b][/color];
    onMapSingleClick
    {
    [color="Red"]MarkerNamex[/color] setMarkerPos [color="red"]_pos[/color];
    [color="red"]WayPName[/color] = WpSpoky addWaypoint [color="red"][_pos[/color], 0, AA];
    GetClick = [color="Red"]false[/color];
    };

    waitUntil{!GetClick};
    onMapSingleClick "";

    Exit;
    [/Code]


  2. Myke;1854206']Basically the Pilot will take a look at the landing zone for possible obstacles not visible when approaching directly. Also to be sure the LZ is save to land there. So it's not a bug but how it should be.

    Maybe fly a few rounds in the editor' date=' try a few direct landings and a few with a turn-in landing.[/quote']

    I am actually REALY good at piloting! in this game. as a fact piloting is essential in many of my missions. BUT Ai has to have the same discretion as I or similar, for example, near missing objects for that Drop In and Jump out landings.

    I am working on a script right now, but I am having a hard time getting the Turn and land ratios correct.

    I will update this if I come up with a successful solution as there does not seem to be any at this time, well none that I have found yet.

    According to Suma, if there's wind, AI will pilots will turn into it while landing. You could possibly take advantage of this and set the wind direction opposite of the direction you want them to land.

    Yes I have heard this as well, But I really don’t think it plays any roll in how the helo will land, for example, using WP's will cause the helo to land facing the next WP no matter the wind, However I am not using way points. I am using Direct Cords, such as [x, y, z].

    If you want something as exact as that your best bet may be to record the movement, doesn't sound like something you can effectively micromanage

    I don’t like OA, however isn’t that a feature of that release, and is it possible to do in ARMA II?, there is an issue with this as well, The helo will be landing in all kinds of situations, so one recorded landing will not actually work. At the moment I am trying to establish 6 Landing patterns that are selected depending on the situation and landing area.

    Thanks for the replies all, it does not seem to be any real definitive answers, and this answer is similar to what I have received on four other forums regarding the same question. I wonder why? As the missions use a helo landing script that does something quite similar and this is what I have been working on. A custom script based that is responsive, and actuate.

    Alternatively I could be asking, how a guy could rotate 4 marker zones around the helo no matter which direction it is facing so that they are always square to it.

    PS: it’s a BUG! Because its BUGing me :)


  3. I have been searching around and have found many scripts that land helos, but I have not found any that will allow adjustments to the Direction of witch the helo is facing on the landing.

    Typically the helo will turn, WHY!? I have no idea, as a fact I think it is kind of redundant, and really a pain in the ass.

    Can anyone post and idea, suggestion, link or information regarding this BUG~!.

    Thanks.


  4. This is a sample of the menu system only, I am posting it so that others who many want to use some of the scripting as reffrance are welcome.

    Thanks


    //=========================================================
    //=========================================================
    //==== ProJect Spooky =====
    //==== Created By: Peppy (Aka: Locks_g) =====
    //==== 2011. Vir .1 (Sample script) =====
    //=========================================================
    //=========================================================



    Caller = _This Select 0;
    _MenuIsMain = (_This Select 3) Select 1;
    _MenuSection = (_This Select 3) Select 2;
    _MenuIndexs = (_This Select 3) Select 3;
    _MenuSubSec = (_This Select 3) Select 4;
    _MenuSpecial = (_This Select 3) Select 5;

    _Clearner = [Caller] ExecVM "Clearner.sqf"; waitUntil {scriptDone _Clearner};

    If (( _MenuIsMain == 1 ) && ( _MenuSection == 0 ) && ( _MenuIndexs == 0 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {
    Hint "Main Menu";
    menuA = player addAction ["Spooky Services", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Main Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 0 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Main Options";
    men0 = caller addAction ["Spook land!", "MenuSysytem.sqf", [caller, 0,1,1,0,0],5]; // ------- done
    men1 = caller addAction ["Spook Recon ", "MenuSysytem.sqf", [caller, 0,1,2,0,0],4]; // ------- done
    men2 = caller addAction ["Spook Provide Ground Support", "MenuSysytem.sqf", [caller, 0,1,3,0,0],3];
    men3 = caller addAction ["Spook Provide Air Support", "MenuSysytem.sqf", [caller, 0,1,4,0,0],2];
    men4 = caller addAction ["Spook Bug Out!", "MenuSysytem.sqf", [caller, 0,1,5,0,0],1];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 1,0,0,0,0],6];
    };





    // ============================================================================= Spook Land Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 1 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Land Options";
    Men0 = caller addAction ["Spook Land At My location", "MenuSysytem.sqf", [caller, 0,1,1,1,0],5];
    Men1 = caller addAction ["Spook Land at Map Location", "MenuSysytem.sqf", [caller, 0,1,1,2,0],4];
    Men2 = caller addAction ["Spook Land!", "MenuSysytem.sqf", [caller, 0,1,1,3,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Spook Land My Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 1 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Land My Location";
    Men0 = caller addAction ["Spook Danger Close! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,1,0,0],6];
    };

    // ============================================================================= Spook Land Map Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 1 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Land Map Location";
    Men0 = caller addAction ["Spook Danger Close! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,1,0,0],6];
    };

    // ============================================================================= Spook Land ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 1 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Land";
    Men0 = caller addAction ["Spook Danger Close! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear! Land!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,1,0,0],6];
    };




    // ============================================================================= Spook Recon Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 2 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Recon Options";
    Men0 = caller addAction ["Spook Recon At My Position", "MenuSysytem.sqf", [caller, 0,1,2,1,0],5];
    Men1 = caller addAction ["Spook Recon At Map Position", "MenuSysytem.sqf", [caller, 0,1,2,2,0],4];
    Men2 = caller addAction ["Spook Recon Start to End", "MenuSysytem.sqf", [caller, 0,1,2,3,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Spook Recon My Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 2 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Recon My Location";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,2,0,0],6];
    };

    // ============================================================================= Spook Recon Map Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 2 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Recon Map Location";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,2,0,0],6];
    };

    // ============================================================================= Spook Recon SE ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 2 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Recon SE";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,2,0,0],6];
    };




    // ============================================================================= Spook Support Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Support Options";
    Men0 = caller addAction ["Spook Support Personal", "MenuSysytem.sqf", [caller, 0,1,3,1,0],5];
    Men1 = caller addAction ["Spook Support Equipment Transportation", "MenuSysytem.sqf", [caller, 0,1,3,2,0],4];
    Men2 = caller addAction ["Spook Support Medical Services", "MenuSysytem.sqf", [caller, 0,1,3,3,0],3];
    Men3 = caller addAction ["Spook Support Ammunition", "MenuSysytem.sqf", [caller, 0,1,3,4,0],2];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Spook Support Personal ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Support Personal";
    Men0 = caller addAction ["Spook Send Four Units", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Send Two Units", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,0,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 1 )) then {

    Hint "Spook Support Personal x4 AI";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,1,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 2 )) then {

    Hint "Spook Support Personal X2 AI";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,1,0],6];
    };


    // ============================================================================= Spook Support Transportation ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Support Transportation";
    Men1 = caller addAction ["Send Empty Transport", "MenuSysytem.sqf", [caller, 0,1,3,2,1],5];
    Men2 = caller addAction ["Send Transport with Personal", "MenuSysytem.sqf", [caller, 0,1,3,2,2],4];
    Men3 = caller addAction ["Send Transport with Personal And Ammo", "MenuSysytem.sqf", [caller, 0,1,3,2,3],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,0,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 1 )) then {

    Hint "Spook Support Transportation Empty";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,2,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 2 )) then {

    Hint "Spook Support Transportation Personal";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,2,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 3 )) then {

    Hint "Spook Support Transportation Personal and Ammo";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,2,0],6];
    };


    // ============================================================================= Spook Support Medical Services ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Support Medical Services";
    Men1 = caller addAction ["Send Medics Manual", "MenuSysytem.sqf", [caller, 0,1,3,3,1],5];
    Men2 = caller addAction ["Send Medics Semi-Auto", "MenuSysytem.sqf", [caller, 0,1,3,3,2],4];
    Men3 = caller addAction ["Send Medics Auto", "MenuSysytem.sqf", [caller, 0,1,3,3,3],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,0,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 1 )) then {

    Hint "Spook Support Medical Services Manual";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,3,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 2 )) then {

    Hint "Spook Support Medical Services Semi auto";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,3,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 3 )) then {

    Hint "Spook Support Medical Services Auto";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,3,0],6];
    };

    // ============================================================================= Spook Support Ammunition Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 4 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Support Ammunition Options";
    Men1 = caller addAction ["Send Ammunitions", "MenuSysytem.sqf", [caller, 0,1,3,4,1],5];
    Men2 = caller addAction ["Send Weapons and ammo", "MenuSysytem.sqf", [caller, 0,1,3,4,2],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,0,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 4 ) && ( _MenuSpecial == 1 )) then {

    Hint "Spook Support Ammunition";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,4,0],6];
    };

    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 3 ) && ( _MenuSubSec == 4 ) && ( _MenuSpecial == 2 )) then {

    Hint "Spook Support Ammunition And Weapons";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe and Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,3,4,0],6];
    };




    // ============================================================================= Spook Air Support Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 4 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Air Support Options";
    Men0 = caller addAction ["Spook Suport My location", "MenuSysytem.sqf", [caller, 0,1,4,1,0],5];
    Men1 = caller addAction ["Spook Suport Map Location", "MenuSysytem.sqf", [caller, 0,1,4,2,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Spook Air Support My Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 4 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Air Support My Location";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,4,0,0],6];
    };

    // ============================================================================= Spook Air Support Map Location ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 4 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook Air Support Map Location";
    Men0 = caller addAction ["Spook Danger Close!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],5];
    Men1 = caller addAction ["Spook Safe And Clear!", "MenuSysytem.sqf", [caller, 1,0,0,0,0],4];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,4,0,0],6];
    };





    // ============================================================================= Spook BugOut Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 5 ) && ( _MenuSubSec == 0 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook BugOut Main Options";
    Men1 = caller addAction ["Spook BugOut!", "MenuSysytem.sqf", [caller, 0,1,5,1,0],5];
    Men2 = caller addAction ["Spook BugOut 10!", "MenuSysytem.sqf", [caller, 0,1,5,2,0],4];
    Men3 = caller addAction ["Spook BugOut 20!", "MenuSysytem.sqf", [caller, 0,1,5,3,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,0,0,0],6];
    };

    // ============================================================================= Spook BugOut! Options ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 5 ) && ( _MenuSubSec == 1 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook BugOut! Options";
    Men0 = caller addAction ["Spook BugOut! To My Location", "MenuSysytem.sqf", [caller, 0,1,5,1,0],5];
    Men1 = caller addAction ["Spook BugOut! To Map Location", "MenuSysytem.sqf", [caller, 0,1,5,0,0],4];
    Men2 = caller addAction ["Spook Return To Base!", "MenuSysytem.sqf", [caller, 0,1,5,0,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,5,0,0],6];
    };

    // ============================================================================= Spook BugOut 10 ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 5 ) && ( _MenuSubSec == 2 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook BugOut 10! Options";
    Men0 = caller addAction ["Spook BugOut! To My Location", "MenuSysytem.sqf", [caller, 0,1,5,1,0],5];
    Men1 = caller addAction ["Spook BugOut! To Map Location", "MenuSysytem.sqf", [caller, 0,1,5,1,0],4];
    Men2 = caller addAction ["Spook Return To Base!", "MenuSysytem.sqf", [caller, 0,1,5,1,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,5,0,0],6];
    };

    // ============================================================================= Spook BugOut 20 ===================
    If (( _MenuIsMain == 0 ) && ( _MenuSection == 1 ) && ( _MenuIndexs == 5 ) && ( _MenuSubSec == 3 ) && ( _MenuSpecial == 0 )) then {

    Hint "Spook BugOut 20! Options";
    Men0 = caller addAction ["Spook BugOut! To My Location", "MenuSysytem.sqf", [caller, 0,1,5,1,0],5];
    Men1 = caller addAction ["Spook BugOut! To Map Location", "MenuSysytem.sqf", [caller, 0,1,5,1,0],4];
    Men2 = caller addAction ["Spook Return To Base!", "MenuSysytem.sqf", [caller, 0,1,5,1,0],3];

    MenuA = player addAction ["<t color = '#01DF01'>Back</t>", "MenuSysytem.sqf", [caller, 0,1,5,0,0],6];
    };

    [/Code]


  5. it is not a conversion at all, it is an extension of what is already available,

    I am starting with the Spook project as a pilot project, as well as a test base from some other things such as the spooky teams individual AI Reaction and Action Scripts.

    I am not going to explain to much further, I am however working on a complete information package that will make clear the direction of this project, and what it hopes to achieve, but it may take time.


  6. Here is a simple version of that file. I removed things not really needed for such a simple landing.

    It allows the user to set the direction at landing, as well as other settings.

    Usage is as follows:

    Trigger or radio:

    Null = [Helo_Name, Duration_of landing, End_Pos [x,y,z] Direction_end, velocity_end] ExecVM "scriptname.sqf";
    

    Action Menu:

    Menuname = player addAction ["Land", "scriptname.sqf", [Helo_Name, Duration_of landing, End_Pos [x,y,z] Direction_end, velocity_end],1];
    

    And the Simple script

    _heli = _this select 0;
    _duration = _this select 1;
    _posEnd = _this select 2;
    
    _dirEnd = if (count _this > 3) then {_this select 3} else {direction _heli};
    _velEnd = if (count _this > 4) then {_this select 4} else {velocity _heli};
    
    _timeNow = time;
    _timeFinal = _timeNow + _duration;
    
    //--- Start
    _posStart = getposasl _heli;
    	_posStartX = _posStart select 0;
    	_posStartY = _posStart select 1;
    	_posStartZ = _posStart select 2;
    
    _posEndX = _posEnd select 0;
    _posEndY = _posEnd select 1;
    _posEndZ = _posEnd select 2;
    
    
    _dirSTart = direction _heli;
    
    _velStart = velocity _heli;
    	_velStartX = _velStart select 0;
    	_velStartY = _velStart select 1;
    	_velStartZ = _velStart select 2;
    
    _velEndX = _velEnd select 0;
    _velEndY = _velEnd select 1;
    _velEndZ = _velEnd select 2;
    
    //--- Difference
    _posDiffX = (_posEndX - _posStartX) / _duration;
    _posDiffY = (_posEndY - _posStartY) / _duration;
    _posDiffZ = (_posEndZ - _posStartZ) / _duration;
    
    _dirDiff = (_dirStart - _dirEnd) / _duration;
    
    _velDiffX = (_velStartX - _velEndX) / _duration;
    _velDiffY = (_velStartY - _velEndY) / _duration;
    _velDiffZ = (_velStartZ - _velEndZ) / _duration;
    
    while {(time) <= _timeFinal} do {
    	_i = (time) - _timeNow;
    
    _heli setposASL [
    	_posStartX + _posDiffX * _i,
    	_posStartY + _posDiffY * _i,
    	_posStartZ + _posDiffZ * _i
    ];
    /*
    _heli setvelocity [
    	_posStartX - _posDiffX * _i,
    	_posStartY - _posDiffY * _i,
    	_posStartZ - _posDiffZ * _i
    ];
    */
    _heli setdir (_dirStart - _dirDiff * _i);
    };
    
    exit;
    

    Worked for me.


  7. This is one that I had. I am still adding of course, it’s a bare bone model.

    _heli = _this select 0;
    _duration = _this select 1;
    _dirEnd = _this select 2;
    _Heliz = _This Select 3;
    _Helip = GetPos _Heli Select 2;
    _dirSTart = direction _heli;
    _dirDiff = (_dirStart - _dirEnd) / _duration;
    
    dOsTOP _heli;
    Sleep 5;
    
    _timeNow = time;
    _timeFinal = _timeNow + _duration;
    
    while {(time) <= _timeFinal} do {
    
    	_i = (time) - _timeNow;
    
    	_heli setdir (_dirStart - _dirDiff * _i);
    
    	hint str [_i,_dirDiff];
    
    sleep 0.01; //--- Wait for next frame
    
    while {_Helip > _Heliz} do {_Helip = _Helip -1; _Heli Flyinheight _Helip;};
    
    };
    
    
    
    Sleep 2;  // -- Enabeling Timer will stop the helo befor Decent Or Remove for a rolling landing (More Relistic.).
    
    
    while {_Helip > _Heliz} do {_Helip = _Helip -1; _Heli Flyinheight _Helip;}; 
    
    waitUntil {position _heli _Helip == _Heliz};
    
    _Heli action ["engineOff", _Heli];
    
    exit
    

    lol I don’t even know if it works any more, But I will work on it and post something here if I can do anything more.

    I know of one in the missions folder called "heliLanding.sqf" I am going to analyze that one bit, until can find an alternative.

    any help welcome :)


  8. Roger that I will consider providing more detail the grater the interests, Right now I am looking to increase the immersion to a point that might be implemented as an expansion pack, one built solely by the gamers who script it.

    I am looking to get some help by peeps interested in assisting in the project, dubbed “Spookyâ€, or the “Spooky’sâ€.

    Its creation is much more detailed than a few scripts, and should take a few more than a few good scripters new and old to accomplish. Intel is available as well as discussion regarding the details to peeps that may be interested in learning more.

    The code is great, it is very flexible at times, and most people can script using it, so I think it is best for all of us put it all together as one solid package for real for both ARMA II the base, and OA the extension.

    I personally don’t care for anything special I just have in mind something that I believe is worth it, rather than all of use compiling scripts that are not completely intended to work with each other, Thus scripting efficiently, and effectively causing a grater effectiveness thus immersion, interaction, and of course fun.

    For example: you see a baseball, But you can’t really do anything with it, well how about pick it up and keep it for use as a distraction latter, or find a bud and pass it to each other a bit. These things are possible with the current game engine and scripting.

    Eventuality most if not all scripts developed in the “Spook†project will be useable in the following forms.

    Functions,

    Modules,

    Game Logics,

    Scripts,

    Units,

    Equipment,

    Objects,

    Vehicles,

    The end user should not have to manually edit files for it to function, but still have the option for complete customization as most if not all customization options are intended to be available at any time during game play, by dialog or map clicks..

    It’s a Script Project. “Spooky†right now, is still under development its self, I am trying to develop a data base of all the Variables and values that are to be common amongst all the scripts included, I would guess this data base should grow substantially as more scripts are developed.

    Here’s what I am kind of looking for in the long term, sooner stuff follows.

    If it is Gravity, all your scripting covers (Forces, Volumes, Weights, and Velocities, etc.).

    If it is Object Interaction, all your scripting would be Object based (Moving, Lifting, Pushing, Pulling, etc.)

    If it is Player Based, Your scripting will cover things like Player - AI and player - player interactions. (includes AI)

    If it is Action Based, your scripting would cover things from animation, to menu systems and UI, and GUI (input systems)

    As I said, I am working on organizing the information, I just wanted to get the word out, and I am always looking for help in this part of the project as well.

    This is the first for me, and all I am saying is that I am willing to be a part of a project that will make this game the simulator it was intended to be. If we can add it, we should be able to interact with it. I guess I should mention some of the scripts that I have a mind, for some reading past this point may be redundant for a few this is just for you.

    The Lander II script (a Complex Location and Land script, under construction now.)

    TumbleWeed Script (A script that created a bounce and tumble effect for objects placed, or spawned).

    PurePhsiqs Script (A script that gives objects physics, Tree can blow over.)

    ObjHunter Script (Object manipulation script that provides manipulation options to the player, depending on the objects class, Drink, sit, use, open, close, lift, throw, and so on..)

    TheSpok Script (A top secret tool used by the Spooky’s only!. CLASSIFIED!)

    That is just a few but considering it may take many to accomplish one makes for many more then what is listed here.

    The Project “Spookyâ€, one I am eager to get started on, so I am. At the moment I am working on some landing scripts, there quit complicated at this time, as I am still re-learning the scripting. The landing scripts are as follows.

    1. CallSpooky (Spawns the Spooky Crew, Gunners, Medics, and Operations lead, and crew) these teams are always on the spooky. So a player can only get four support members if requested.)

    2. Cleaner (It runs checks to see if something has been created by any of the spooky scripts, and deletes what is not needed before reinitializing anything needed, markers, way points, and objects)

    3. Land0 (Is meant to be 3D controller that is 2d at the moment for the spooky and its landings and take offs. I am working on this one right now. It will allow the following adjustable settings, Landing Height, for landing on building tops, Direction of approach, Direction on Landing, Direction of Takeoff. I am hoping to add setting for setting Actual speed of egress and regress. The settings can be made adjustable by dialog or maps click such as click A and click B, equals setting.)

    4. Land1 (It creates a visual reference overlay of all action zones for spook team, each member has its own zone, they have to react individually, complete independent, unless grouped. The should have responses that will cause one or more to back the other depending on the situation, thus they MUST have situational awareness, I have a good Idea on this, if you’re interested. Additionally, they must react with first counter measures, if it is suppression so be it, and THEN cover, smoke is what I am thinking, that each have one, and not all use it, a random selection of the AI in the action. Also they will have custom equipment, such as machine gunners, and sharp shooter, so these too must act there position, such as a sniper will support a call that has some distance, where a machine gunner will address closer threats, leaving the Sniper to do whatever it was meant to do. YOU will need this script and all the others to work with, so depending on the response, I will do what is needed then. The script also sets all triggers and their actions.)

    5. Land2 ( this is the Ejector. it is what controls the AI team members after spooky has touched down, it sends them to their assigned zone, and also sets there initial state, which is YELLOW, and "AWARE". The Pilot is set numb, and the copilot sits as watch, two gunners are in and HOT all times. May change that depending on situation, I am thinking there may need to be about 6 landing patterns, like football plays. On the other hand, we will also be using the same AI for the bad guys, so they too will have plays, this is what brings emersion, the events around you, and there ways. We are going to use some Brain playïŠ)

    Needing to be done or started:

    Zone actions and responses, (CLEAR, Aware, under fire, taking fire, HIT, ABORT!)

    Class type action and response, (OBSERV, Notify, Defend Self, Defend Team, Defend Spook, Defend Player, Cover, SMOKE,) – (Special responses: Assist, Join, Defend Mate, these would include medical actions such as drag and lift, Gunners will not apply meds. Medics will)

    Special Notes on medics.

    Medics must have the following ability’s:

    A. To heal team mates, (Remember there not grouped!)

    B. To heal self,

    C. Join Player (IF there are injured)

    D. Work independent from player, but under radio control. (Auto Heal players Team)

    E. Work Automatically (Search and Heal any in zone, players team is priority! IF no hurt team members)

    F. Have Specialized Action AI and Cover AI.

    Situational wariness: Dubbed “LadyListerâ€

    LadyLister is the Spookys AI. It has to know everything about the spooky dynamically, meaning it can’t know everything; it has to know everything about what it has to know.

    Example of Spooky Helo AI

    a. To report targets by map updates and messages to the caller.

    b. To have reactive awareness, (shots fired, spook will seek alternative route.

    c. To select the appropriate landing patterns and play for the current situation.

    d. To ABORT when is okay to., To Move when NEED to.

    i. Special not on this one, It will move away from the zone if the AI decide its clear enough for it to, meaning it will not be leaving the team exposed, meaning the AI would give OK only after Team has cover, where it will return only after the zone is clear.

    e. To Retain map click information, (Example If you select a place on the map that the AI will send support for the Spook, That location is cleared after a short time, BUT the AI knows it’s still there. The Spooky map clicks can look congested if there not cleared. But don’t worry that is what the cleaner is for ïŠ

    f. Special Control Scripts control Spooky in all advanced movements depending on awareness scripts, this includes the FlyMap scripts that will allow spook to fly nap of the earth, and accomplish ant pop up stops.

    i. HOT In, HOT out, Easy In, Easy Out, MedVac, and others.

    g. To Use “Spook†the weapon effectively, and efficiently (preservation)

    I am sorry for not providing a clear read, I am working on putting it all together for just that purpose.


    Elements include:

    One Chalk MH-60s with a crew of four.
    Chalk Guard Team, a Team of four solders each Independent of Each other and the Chalk.
    Medic Team, a Team consisting of one medic, and his Backup.
    A fast Action Team Independent but grouped.

    Available Mission Types:
    Transportation of Ammunitions.
    Transpiration of Reinforcements.
    Medical Service.
    Air Recon Services.
    Hot Extraction. (When Selecting, Chalk Land! & Chunk Bug – Out!

    Available Basic Chalk Controls: via Radio

    Chalk Deploys Spook (Top Secret at the moment! – Not included yet..)

    Chalk Moves to Players Selected location. (See Notes)

    Chalk Land My Location.
    Land At My location
    Danger Close! Land!
    Safe & Clear! Land!
    Land at Map Location
    Danger Close! Land!
    Safe & Clear! Land!
    Land

    Chalk Air Recon & Land.
    Recon Start & End
    At My Position
    At Map Position

    Chalk Provide Support.
    Ammunition & Personal
    Ammunitions
    Personal
    Four men
    Two men
    Ammunition & Personal
    Equipment Transportation
    Empty Transport
    Transport with Personal
    Transport with Personal & Ammo
    Medical Services
    Medics Manual
    Medics Semi-Auto
    Medics Auto

    Chalk Hover.
    Set Hover Height
    At My Position
    At Map Position
    Hover 10.
    Auto Hover

    Chalk Bug Out!.
    Chalk Bug Out 10
    Chalk Bug Out 20
    Chalk Bug Out!

    Addition options: See Special.

    All Advanced options:

    Chalk Moves to player or map location and adds radio communications that include the following.

    Chalk Land my Location.
    Sub-Command = Land at My location
    Sub-Command = Danger Close! Land!
    -Chalk will Land lights off, and hot.
    Sub-Command = Safe & Clear! Land!
    -Chalk will land Normal.
    Sub-Command = Land at Map Location
    Sub-Command = Danger Close! Land!
    -Chalk will Land lights off, and hot.
    Sub-Command = Safe & Clear! Land!
    -Chalk will land Normal.
    Sub-Command = Land.
    -Chalk will land immediately.

    Chalk Air Recon & Land.
    Sub-command = Recon Start & End.
    -Player will define the radius of the chalks circle by selecting two points on the map, one the start, or center, and two the end, the Distance between Start and End is the outer radius, given it is not less the 100.
    Sub-Command = At My Pos.
    -Chalk will Recon 100m default or player defined radius above players location.
    Sub-Command = At Map Pos.
    -Chalk will Recon 100m default or player defined radius at players selected map location.
    Chalk Provide Support.
    Sub-Command = Ammunition & Personal.
    Sub-Command = Ammunitions.
    -Chalk will land leaving an Ammunitions crate behind.
    Sub-Command = Personal. * (See Special.)
    Sub-Command = Four Man.
    -Chalk will deliver a four man team. (Default .Hpp file)
    Sub-Command = Two Man.
    -Chalk will deliver a two man team. (Default .Hpp file)
    Sub-Command = Ammunition & Personal.
    -Chalk will deliver the (default) team, and ammunitions crate.
    Sub-Command = Equipment Transportation.
    Sub-Command = Empty Transport.
    -Provides Predefined Vehicles or Available vehicles. (via .hpp file.)
    Sub-Command = Transport with Personal.
    -Same as above but Delivers Default Crew for Vehicle Type.
    Sub-Command = Transport with Personal & Ammo.
    -Same as above but Vehicle has modified ammo and weapons aboard.

    Sub-Command = Medical Services * (See Special.)
    Sub-Command = Medics Manual.
    -Medic Joins Players team for as long as there are wounded.
    Sub-Command = Medics Semi-Auto.
    -Medic will be assigned a Team, where the player will control them externally.
    Sub-Command = Medics Auto.
    -Medic automatically heals any wounded soldiers in players group.

    Chalk Hover.
    Sub-Command = Hover At Set Height
    -Player will define the “height†of the chalks Hover by selecting two points on the map, one the start, and two the end, the Distance between Start and End is the Height, given it is not less then 1.
    Sub-Command = At My Position.
    -Chalk will Hover at 20 (default) or Player defined height at players location.
    Sub-Command = At Map Position.
    -Player will define the position of the chalks hover by selecting a point on the map.
    Sub-Command = Chalk Hover 10.
    -Chalk will drop to 10 at current location immediately (May crash if not clear).
    Sub-Command = Auto Hover.
    -Leaves the Chalk hovering until give addition orders.
    Chalk Bug Out!
    Sub-Command = Chalk Bug Out 10
    -Chalk will Move to Random Position for 10 min.
    Sub-Command = Chalk Bug Out 20
    -Chalk will Move to random Position for 20 min.
    Sub–Command = Chalk Bug Out!
    -Chalk will return to base.

    Special [Personal]:

    Once Personal is on the ground and near the player the following options will be made available to the player.

    Team-Name Join My Team.
    The Requested Team will join the players Team.
    Team-Name under My Orders.
    The Requested Team will be assigned a Team under the player’s control.
    Team-Name Independent of Me.
    The Requested Team will work under scripting that includes routines for.
    Defend Players Team.
    Ai Team will Follow Defend scripts when player has contact.
    Cover and Stealth.
    Ai Team will Cover when player team is not under fire but has contact.
    Responsive action as per player’s action.
    Stance.
    Copy Stance Auto, Semi, or None. (via .hpp file.)
    Formation.
    Copy Formation, Independent, Situational. (via .hpp file.)
    Combat Status.
    Copy Combat, Full Combat, Auto Combat. (Via hpp. File.)
    Behavior.
    Copy Behavior, Auto Behavior, Situational Behavior. (via .hpp file.)
    Position.
    Distance Far, Distance Mid, Distance Near, Independent (via .hpp file.)


    Special [Medics]:

    Once Medics are on the ground and near the player the following options will be made available to the player.

    Medic Join My Team.
    The Requested Team will join the players Team.
    Medic under My Orders.
    The Requested Team will be assigned a Team under the player’s control.
    Medic Independent of Me.
    The Requested Medic will work under scripting that includes routines for.
    Checking for injured on players team.
    Move to and heal AI and player.
    Semi Responsive action.
    Automatic situational responses.
    Board Chalk when no longer needed.


    The End!..

    Whooo.


    Sorry if I have forgotten anything, work in progress but this is the intention. :)
    [/Code]

    I will leave it at that that is allot of information already lol..

    Thanks I will check for y our reply..


  9. ya that is what I have tried, and it works to a degree, I need a sure fire way, The helo will take off again, only it should move on one of the following commands or events,

    a, it has been instructed to “cancel landingâ€, or any other command that requires it to lift off, (note that the helo is to have “Engines†on all times, so I am using "GET OUT" rather than "LAND".

    b. the helo is under fire and receiving damage.

    The helo has to stay in the event,

    a. a unit of the helo team is hit, and alive.

    b. It has been instructed to by a special command "Land!" that is a menu option for the player, forcing the helo to remain until it is critical, at which time crew bail ship.

    I have the menu systems and most of the events down, for scripting.

    This helo lander script that should be called "LanderII" is going to be a little more complicated then what I am covering here, that stuff I got, it’s sometimes the simple things that become complicated.

    And with that I am looking to get some help who may be interested in assisting its creation, Much more detailed than a few scripts, and should take a few more than a few good scripters new and old to complete. Intel is available as well as discussion regarding the details to peeps that may be interested in learning more about the project, dubbed “Spookyâ€, or the “Spooky’sâ€.

    For myself, I am an old schooled, and have not kept up with the script, so I am learning as I go, please excuse my so many questions, as I am sure there will be plenty more, But a positive side is that I am sure the threads should provide some detailed information and samples of the scripts being developed and used, so that others may learn and take part if interested.

    But all in all, it is not going to be that bad!

    I guess I could mention some of the scripts that I have a mind for, as reading past this point may be redundant for a few, you may want to skip to the next.

    The Lander II script

    TumbleWeed Script (A script that created a bounce and tumble effect for objects placed, or spawned).

    PurePhsiqs Script (A script that gives objects physics, Tree can blow over.)

    ObjHunter Script (Object manipulation script that provides manipulation options to the player, depending on the objects class, Drink, sit, use, open, close, lift, throw, and so on..)

    TheSpok Script (A top secret tool used by the Spooky’s only!. CLASSIFIED!)

    That is just a few but many as each may consist of many scripts to accomplish, so as you can see it is indeed a massive project, one I am eager to get started on so I am.

    Cheers appreciated!.


  10. Okay your help made a difference the helo now follows the WP as needed, Thanks allot man.

    However I would like to create a Landing Pad at the landing wp. I was trying this but it any working, it creates the Landing Pad but at the last Wp.

    If ( AA == 3 ) then 
    	{
    		WPName setWaypointType "HOLD";
    		 _WPName setWaypointStatements["true", "Spook land ""GET OUT"""];
    		hint "land"; 
    		_zPos = _pos
    		SpokLz = "HeliH" createVehicle _pos;
    	};
    [/Code]
    
    Sorry yall, this script is getting confusing, but I am trying to get it organized, your help is completely welcome and appreciated.
    This is the working script.
    [Code]
    //----------[[ Test Script for MapClick Landing. 		]] ----------
    //----------[[ Created by: Locks_g HcE "Cc-Systems Scripts"	]] ----------
    //----------[[ Project: Spooky.                                                          	]] ----------
    //------------------------------------------------------------------------------------------
    //------ Use: Null = ExecVM "Scriptname.sqf"; in trigger or Init.  -------------
    
    private ["_Message1","_MarkName","_WPName","_WPNamez","_Cleaner","_CallSpook1"];
    caller = _this select 0;
    
    // --------------- Remove or comment the following for testing.
    
    _Cleaner = [Caller] ExecVM "cleaner.sqf";
    waitUntil {scriptDone _Cleaner};
    
    _CallSpook1 = [Caller] ExecVM "CallSpook.sqf";
    waitUntil {scriptDone _CallSpook1};
    
    // --------------- keep the following for testing.
    
    A=0;
    AA = 0;
    
    B = 0;
    WpSpoky = group Spook; 
    
    openMap True; 
    
    while {visibleMap} do {
    	GetClick = true;
    
    	_MarkName = format ["%1%2", "_Mark",A];
    	MarkNamez = str _MarkName;
    	_WPName = format ["%1%2", "_WP",A];
    	_WPNamez = str _WPName;
    
    	_MarkName = createMarker[MarkNamez,[10,10,10]];
    	_MarkName setMarkerShape "ICON";
    	MarkNamez setMarkerType "DOT";
    
    	If ( A == 0 ) then {MarkNamez setMarkerColor "ColorBlue"};
    	If ( A == 1 ) then {MarkNamez setMarkerColor "ColorGreen"};
    	If ( A == 2 ) then {MarkNamez setMarkerColor "ColorYellow"};
    	If ( A == 3 ) then {MarkNamez setMarkerColor "ColorRed"};
    	If ( A == 4 ) then {MarkNamez setMarkerColor "ColorYellow"};
    	If ( A == 5 ) then {MarkNamez setMarkerColor "ColorGreen"};
    
    	// ---------  Debug Intel
    	//Message0 =[ _MarkName ,MarkNamez, _WPName, _WPNamez, _A];
    	//Hint str Message0;
    
    	If ( A == 0 ) then {_Message1 = format ["%1", "Please place THE STARTIING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 1 ) then {_Message1 = format ["%1", "Please place 4 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 2 ) then {_Message1 = format ["%1", "Please place 3 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 3 ) then {_Message1 = format ["%1", "Please place THE LANDING Point."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 4 ) then {_Message1 = format ["%1", "Please place 1 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 5 ) then {_Message1 = format ["%1", "Please place THE ENDING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( A == 6 ) then {_Message1 = format ["%1", "Next click will close map!"]; titletext [_Message1,"PLAIN DOWN"]}; 
    
    	AA = A;
    
    onMapSingleClick 
    {
    
    	MarkNamez setMarkerPos _pos;
    	_WPName = WpSpoky addWaypoint [_pos, 0];
    	If ( AA == 0 ) then {_WPName setWaypointType "MOVE"};
    	If ( AA == 1 ) then {_WPName setWaypointType "MOVE"};
    	If ( AA == 2 ) then {_WPName setWaypointType "MOVE"};
    	If ( AA == 3 ) then {_WPName setWaypointType "MOVE"};
    	If ( AA == 4 ) then {_WPName setWaypointType "MOVE"; _WPName setWaypointStatements["true", "Spook land ""GET OUT"""]};
    	If ( AA == 5 ) then {_WPName setWaypointType "MOVE"};
    
    	DoStop Spook;
    	GetClick = false;
    };
    
    waitUntil{!GetClick};
    onMapSingleClick "";
    A = A + 1;	
    B = B + 1;
    If (A >5) then {openMap False;};
    };
    
    waitUntil{!visibleMap};
    Spook Flyinheight 80; 
    [sokPi1] DoMove Position Spook;
    sleep 3;
    
    waitUntil {Spook distance (position _WP4)  < 100};
    Spook Land "GET OUT";
    
    waitUntil {position Spook select 2 < 1};
    Spooky Land "NONE";
    Spook Flyinheight 1; 
    DoStop Spook;
    
    exit;
    

    Now I am trying to get it to Stop and hold at the Landing WP or WP3, until it received a domove, right now. it will land and then off it go's, I understand this as being the fact that there are additional Waypoints after the land WP.

    I am also trying to delete the crew and Helo at last WP. I was trying the following.


    waitUntil {Spook distance (position _WP5) < 100};
    { deleteVehicle _x } forEach (crew Spook); deleteVehicle Spook;
    [/Code]


  11. Thanks, I am betting that dbl "'s and missing DoMove are culprits here, I will try an post results, thanks.

    ---------- Post added at 08:28 PM ---------- Previous post was at 07:08 PM ----------

    Okay now I am confused lol

    Here is what I am finding.

    A, the names are given coreclty, however I am noticaing a issue with the following.

    	_MarkName = format ["%1%2", "_Mark",_A];
    	Hint _MarkName; sleep .1;
    	_MarkNamez = str _MarkName;
    	Hint _MarkNamez; sleep .1;
    	_WPName = format ["%1%2", "_WP",_A];
    	Hint _WPName; sleep .1;
    	_WPNamez = str _WPName;
    	Hint _WPNamez; sleep .1;
    
    	_MarkName = createMarker[_MarkNamez,[10,10,10]];
    	_MarkName setMarkerShape "ICON";
    	_MarkNamez setMarkerType "DOT";
    
    	GetClick = true;
    
    onMapSingleClick 
    {
    	_MarkNamez setMarkerPos _pos;   // <-------------------------- Not moving to POS, sits in spawn pos. Name = ""_Mark#""
    	_WPName = _WpSpoky addWaypoint [_pos, 10,_A];
    	If ( _A == 0 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 1 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 2 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 3 ) then {_WPName setWaypointType "CYCLE"; _WPName setWaypointStatements ["This", "Spook Land 'GET OUT",""];};
    	If ( _A == 4 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 5 ) then {_WPName setWaypointType "MOVE"};
    
    	GetClick = false;
    };
    
    [/Code]
    
    this is not the whole script, just where I am finding the issue..[color=Silver]
    [size=1]---------- Post added at 08:30 PM ---------- Previous post was at 08:28 PM ----------[/size]
    [/color]makes me wonder if the same thing is happening with the way points, are they even spawning?[color=Silver]
    [size=1]---------- Post added at 08:41 PM ---------- Previous post was at 08:30 PM ----------[/size]
    [/color]okay this is the whole script, I dont think it is creating Waypoints, it is creatting the markerz, but they can not be setposed?
    And helo cant find WP0 even with a DoMove??
    The scripts:
    [Code]
    //----------[[ Test Script for MapClick Landing. 		]] ----------
    //----------[[ Created by: Locks_g HcE "Cc-Systems Scripts"	]] ----------
    //----------[[ Project: Spooky.                                                          	]] ----------
    //------------------------------------------------------------------------------------------
    //------ Use: Null = ExecVM "Scriptname.sqf"; in trigger or Init.  -------------
    
    caller = _this select 0; 
    
    _A= 0;
    _pilot = driver Spook;
    _WpSpoky = group Spook;
    
    _CallSpook1 = [caller] ExecVM "CallSpook.sqf";
    waitUntil {scriptDone _CallSpook1};
    
    openMap True; 
    
    while {visibleMap} do {
    _i = 10;
    	GetClick = true;
    	Hint _MarkName; sleep 1;
    	_MarkName = format ["%1%2", "_Mark",_A];
    	Hint _MarkName; sleep .1;
    	_MarkNamez = str _MarkName;
    	Hint _MarkNamez; sleep .1;
    	_WPName = format ["%1%2", "_WP",_A];
    	Hint _WPName; sleep .1;
    	_WPNamez = str _WPName;
    	Hint _WPNamez; sleep .1;
    
    	If ( _A == 0 ) then {_Message1 = format ["%1", "Please place THE STARTIING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 1 ) then {_Message1 = format ["%1", "Please place 4 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 2 ) then {_Message1 = format ["%1", "Please place 3 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 3 ) then {_Message1 = format ["%1", "Please place THE LANDING Point."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 4) then {_Message1 = format ["%1", "Please place 1 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 5 ) then {_Message1 = format ["%1", "Please place THE ENDING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    
    	_MarkName = createMarker[_MarkNamez,[10,10,10]];
    	_MarkName setMarkerShape "ICON";
    	_MarkNamez setMarkerType "DOT";
    
    	If ( _A == 0 ) then {_MarkName setMarkerColor "ColorBlue"};
    	If ( _A == 1 ) then {_MarkNamez setMarkerColor "ColorGreen"};
    	If ( _A == 2 ) then {_MarkNamez setMarkerColor "ColorYellow"};
    	If ( _A == 3 ) then {_MarkNamez setMarkerColor "ColorRed"};
    	If ( _A == 4 ) then {_MarkNamez setMarkerColor "ColorYellow"};
    	If ( _A == 5 ) then {_MarkNamez setMarkerColor "ColorGreen"};
    
    onMapSingleClick 
    {
    	_MarkName setMarkerPos _pos;
    	_WPName = _WpSpoky addWaypoint [_pos, 10,_A];
    	If ( _A == 0 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 1 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 2 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 3 ) then {_WPName setWaypointType "CYCLE"; _WPName setWaypointStatements ["This", "Spook Land 'GET OUT",""];};
    	If ( _A == 4 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 5 ) then {_WPName setWaypointType "MOVE"};
    
    	GetClick = false;
    };
    
    waitUntil{!GetClick};
    onMapSingleClick "";
    titletext ["","PLAIN DOWN"];
    _A= _A + 1;
    
    If (_A >5) then 
    	{
    		openMap False;
    	};
    };
    
    waitUntil{!visibleMap};
    Spook Flyinheight 80; 
    //Spook DoMove GetPos _WP0;
    sleep 3; 
    
    _WpSpoky setCurrentWaypoint [_WpSpoky, 0];
    
    
    exit;
    [/Code]
    
    [color=Silver]
    [size=1]---------- Post added at 08:45 PM ---------- Previous post was at 08:41 PM ----------[/size]
    [/color]lol so confused now
     :)[color=Silver]
    [size=1]---------- Post added at 09:36 PM ---------- Previous post was at 08:45 PM ----------[/size]
    [/color]Cant get it working even with exisiting arrays?
    Dnot sure how to convert an array entry to a string, I am getting this error, "Error Type any, Expected string." says it is at the CreateMarker.
    [code]
    caller = _this select 0; 
    
    _A= 0;
    _pilot = driver Spook;
    _WpSpoky = group Spook;
    
    _CallSpook1 = [caller] ExecVM "CallSpook.sqf";
    waitUntil {scriptDone _CallSpook1};
    
    openMap True; 
    
    _MarkerNam = 	[_Mark0, _Mark1, _Mark2, _Mark3, _Mark4, _Mark5];
    _MarkerNamx = 	["Start", "Move1", "Move2", "Land", "Move4", "Exit"];
    
    _WpNam = 	[_Wp0, _Wp1, _Wp2, _Wp3, _Wp4, _Wp5];
    _WpNamx = 	["_Wayp0", "_Wayp1", "_Wayp2", "_Wayp3", "_Wayp4", "_Wayp5"];
    
    while {visibleMap} do {
    _i = 10;
    
    GetClick = true;
    
    onMapSingleClick 
    {
    	_MarkerName = _MarkerNam Select _A;
    	_MarkerNamex = _MarkerNamx Select _A;
    
    	_WpName  = _WpNam Select _A;
    	_WpNamex  = _WpNamx Select _A;
    
    	_MarkerName = createMarker[_MarkerNamex,[10,10,10]];
    	//_MarkerName setMarkerShape "ICON";
    	//_MarkerName setMarkerType "DOT";
    
    	_MarkerNamex setMarkerPos (_pos);
    	GetClick = false;
    };
    
    

    ---------- Post added at 09:50 PM ---------- Previous post was at 09:36 PM ----------

    Okay relay why is this proving to be a total pain in the ass, All I am looking to do here, is create new way-points for every map-click, and assign them to a helo to follow, where it will land on a wp like wp 3 for example.

    Any ideas on how this can be done Little more efficiently.


  12. Ya roger that, actually I was using the marker and Do move at first, but I am trying to work around an issue I am running in to, I would like to be able to turn the lights on or off at any time, but I have noticed that if the behavior is changed while the helo is en-route that it fails to run the commands in the onAct: box of the waypoint Or fails to execute any further commands.

    I should explain a short bit about the scenario, first the commands are given by menu options and script commands, I chose for helo to land, Pick the landing point, and it moves to that point, where at all times I have the option to light on, light off, I choose either one and helo STOPS with a DoMove, Or moves to next WP and stops with waypoints. The light option runs an outside script, the landing and point selection is done in "LandMapPos.sqf", and the lighton is done it "lights.sqf".

    I think that is the issue although I don’t know how to get around it, and it being that I am running a script before the original script is completed, there for it is not register the next way points commands, until it is its self-reinitialized.

    I guess the resolution would be the ability to run a script in conjunction with another so that they work together rather than one at a time.

    Like a Do while thing.

    Example, the 3rd way-point has the "Land "Get Out"; But if I change the behavior or anything of the pilot before it reaches the WP it fails to run the land get out, And just sits there. I have even tried placing a distance trigger, but still no go.

    It is erking me, I don’t know of any other way to do it.

    Sample test script included:

    need "null = [0] ExecVM "LandMapPos.sqf";" in Inti of player.

    Save sqf with name "LandMapPos.sqf".

    isLand = _this select 0;
    
    _CalPos = (position player) ;
    _CalPosx = (_CalPos Select 0) -20 ;
    _CalPosy = (_CalPos Select 1) -40; 
    
    If (isLand  == 0 ) then
    {
    Spook = createVehicle ["MH60S",[_CalPosx, _CalPosy], [], 0, "FLY"];
    	Spook engineon true;
    	Spook Flyinheight 22;
    
    SokPi1 = createGroup (west);
    	"USMC_Soldier_Pilot" createUnit [Position Spook, SokPi1];
    	(units SokPi1 select 0) moveInDriver Spook;
    
    
    _WpSpoky = group Spook;
    
    _LandMapPos = createMarker["LandingZone",[10,10,10]];
    _LandMapPos setMarkerShape "ELLIPSE";
    "LandingZone" setMarkerColor "ColorGreen";
    "LandingZone" setMarkerBrush "BORDER";
    "LandingZone" setMarkerSize [20, 20];
    
    openMap True; 
    Hint "Select a landing loc that is a more then 30m from you";
    onMapSingleClick{"LandingZone" setMarkerPos _pos;};
    
    waitUntil {!visibleMap};
    openMap False;
    
    Hint "Switch the Lights ON and OFF to see effect";
    
          	Menex2 = player addAction ["Spooky Lights OFF!!", "lights.sqf", [1],1];
    Menex3 = player addAction ["Spooky Lights ON!", "lights.sqf", [2],1];
    
    _Landat = GetMarkerPos "LandingZone";
    SpokLz = "HeliH" createVehicle(_Landat);
    
    onMapSingleClick"";
    SokPi1 setBehaviour "SAFE";
    
    Spook Flyinheight 80;
    
    _waypoint1 = _WpSpoky addwaypoint [_Landat, 20,1];
    _waypoint1 setwaypointtype "MOVE";
    _waypoint1 setWaypointStatements ["","Spook land ""GET OUT"""];
    
    sleep 5;
    Hint "DID it land?";
    
    waitUntil {position Spook select 2 < 4};
    Spook Land "GET OUT";
    Spook Flyinheight 1; 	
    };
    
    exit;
    [/Code]
    
    save as "[b]Lights.sqf[/b]".
     [Code]
    _islight = (_this select 3) Select 0;
    If ( _islight  == 1 ) Then {SokPi1 setBehaviour "COMBAT";} else {SokPi1 setBehaviour "SAFE";};
    exit;
    [/Code]
    you need to declare the marker in an outer scope, else your marker name will only be in the while loop and not carried over to the next outer scope, in this case before  and after the while loop:
    Just add this in top of script.
    _A= 0;
    _pilot = driver Spook;
    _WpSpoky = group Spook;
    _MarkName = "";
    Also would be easier to just create the wp in the script and or just use domove getMArkerPos _MarkName
    OR
    domove getWPPos _wp2
    Rogr,
    [code]
    Message0 =[ _MarkName ,MarkNamez, _WPName, _WPNamez, _A ];
    Hint str Message0;
    

    Is returning

    ""Mark0"", ""Mark0"", "WP0", ""WP0"", "0"

    But it should be returning

    "Mark0", ""Mark0"", "WP0", ""WP0"", "0"

    For some reason the first ""Mark0"" is wrong, it should be Single "'s, but it returns double "'s?

    _MarkName = format ["%1%2", "Mark",_A];
    _MarkNamez = str _MarkName;
    
    _WPName = format ["%1%2", "WP",_A];
    _WPNamez = str _WPName;
    
    [/Code]
    
    Differances from above script in spoiler.
    [code]
    caller = _this select 0; 
    
    _A= 0;
    _pilot = driver Spook;
    _WpSpoky = group Spook;
    _MarkName = "";
    _MarkNamez = "";
    _WPName = "";
    _WPNamez = "";
    
    _CallSpook1 = [caller] ExecVM "CallSpook.sqf";
    waitUntil {scriptDone _CallSpook1};
    
    openMap True; 
    
    while {visibleMap} do {
    

    ---------- Post added at 06:44 AM ---------- Previous post was at 06:18 AM ----------

    so I cant get it to goto first WP, and it stops if I change behavour. ???


  13. OK thanks, is using an Array with DoMove better then creating new way-points for each array pos, or is there any real difference other then WP vs. Marker?

    ---------- Post added at 11:26 PM ---------- Previous post was at 11:25 PM ----------

    See: http://forums.bistudio.com/showthread.php?p=1850432#post1850432

    It is a sample of the script I was trying to use the arrays in, I am sure you will understand once viewing it.


  14. This is a example of a script I am working on, so far all is well, but for some reason the helo will not follow the waypoints, any idea why, I am missing it.

    //----------[[ Test Script for MapClick Landing. 		]] ----------
    //----------[[ Created by: Locks_g HcE "Cc-Systems Scripts"	]] ----------
    //----------[[ Project: Spooky.                                                          	]] ----------
    //------------------------------------------------------------------------------------------
    //------ Use: Null = ExecVM "Scriptname.sqf"; in trigger or Init.  -------------
    
    _A= 0;
    _pilot = driver Spook;
    _WpSpoky = group Spook;
    
    openMap True; 
    //Hint "Select up to 5 approch points.";
    
    If ( _Behve  == 1 ) Then {_pilot setBehaviour "COMBAT";} else {_pilot setBehaviour "SAFE";};
    
    while {visibleMap} do {
    _i = 10;
    	GetClick = true;
    
    	_MarkName = format ["%1%2", "Mark",_A];
    	//Hint _MarkName;
    
    	MarkNamez = str _MarkName;
    	//Hint MarkNamez;
    
    	_WPName = format ["%1%2", "WP",_A];
    	//Hint _WPName;
    
    	_WPNamez = str _WPName;
    	//Hint _WPNamez;
    
    	_MarkName = createMarker[MarkNamez,[10,10,10]];
    	_MarkName setMarkerShape "ICON";
    	MarkNamez setMarkerType "DOT";
    
    	If ( _A == 0 ) then {MarkNamez setMarkerColor "ColorBlue"};
    	If ( _A == 1 ) then {MarkNamez setMarkerColor "ColorGreen"};
    	If ( _A == 2 ) then {MarkNamez setMarkerColor "ColorYellow"};
    	If ( _A == 3 ) then {MarkNamez setMarkerColor "ColorRed"};
    	If ( _A == 4 ) then {MarkNamez setMarkerColor "ColorYellow"};
    	If ( _A == 5 ) then {MarkNamez setMarkerColor "ColorGreen"};
    
    	// ---------  Debug Intel
    	Message0 =[ _MarkName ,MarkNamez, _WPName, _WPNamez, _A ];
    	Hint str Message0;
    
    	If ( _A == 0 ) then {_Message1 = format ["%1", "Please place THE STARTIING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 1 ) then {_Message1 = format ["%1", "Please place 4 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 2 ) then {_Message1 = format ["%1", "Please place 3 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 3 ) then {_Message1 = format ["%1", "Please place THE LANDING Point."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 4 ) then {_Message1 = format ["%1", "Please place 1 Way Points, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 5 ) then {_Message1 = format ["%1", "Please place THE ENDING Point, Or close map."]; titletext [_Message1,"PLAIN DOWN"]};
    	If ( _A == 6 ) then { _Message1 = format ["%1", "Next click will close map!"]; titletext [_Message1,"PLAIN DOWN"]}; 
    
    onMapSingleClick 
    {
    	_WPName = _WpSpoky addWaypoint [_pos, 10,_A];
    	If ( _A == 0 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 1 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 2 ) then {_WPName setWaypointType "MOVE"};
    	If ( _A == 3 ) then {_WPName setWaypointType "CYCLE"; _WPName setWaypointStatements ["This && A < 3;", "Spook Land 'GET OUT",""];};
    	If ( _A == 4 ) then {_WPName setWaypointType "CYCLE"};
    	If ( _A == 5 ) then {_WPName setWaypointType "HOLD"};
    
    	MarkNamez setMarkerPos _pos;
    	GetClick = false;
    };
    
    waitUntil{!GetClick};
    onMapSingleClick "";
    _A= _A + 1;
    
    If (_A >5) then 
    	{
    		openMap False;
    	};
    };
    
    waitUntil{!visibleMap};
    Spook Flyinheight 100; 
    _pilot DoMove Position Spook;
    [sokPi1] DoMove Position Spook;
    
    _Message1 = format ["%1", "Sending Route intel now."]; titletext [_Message1,"PLAIN DOWN"];
    sleep 3; 
    
    _WpSpoky setCurrentWaypoint [_WpSpoky, 1];
    
    If ( _isReconActiv == 1 ) exitWith
    {
    _WpSpoky setCurrentWaypoint [_WpSpoky, 5];
    
    DoStop Spook;
    sleep 2; 
    Spook Flyinheight 20; 
    //SokPi1 setBehaviour "SAFE";
    
    men6 = caller addAction ["Back", "mainmenu.sqf", [caller],6];
    };
    
    exit;
    
    

    ---------- Post added at 11:23 PM ---------- Previous post was at 11:21 PM ----------

    PS: I have it removing all the way points upon script exit, however I do not have it in this sample.


  15. Is _route defined, I don't see it in the code posted ie _route = [];

    yes it was, but I removed that because I did not see any reason to create the Array beforehand, or should it be, and if it was it would be privet only any way?

    You need to use a global variable; the code in the event handler runs in a different context to the script so you can't exchange information through local variables.

    Such as this? route = [];

    route = [];

    onMapSingleClick {MarkNamez setMarkerPos _pos;_posarray set [0, _pos]; route = route + _posarray};

    I have a question here, in the posarray is the "0" an index, and it should append to what ever else was added before it correct. The mapclicks are 5 in total, so 5 values are going to be passed to the route array.

    PS: thanks for the help peeps.

    ---------- Post added at 08:50 PM ---------- Previous post was at 08:44 PM ----------

    PS: sbsmac Lub'n Squint! Use it for error cheeking, is faster then looking for lines of script, thanks guy grate work!.


  16. In a loop till = 5;

    _A = _A + 1;
    _MarkName = format ["%1%2", "Mark",_A];
    MarkNamez = str _MarkName;
    
    onMapSingleClick {MarkNamez setMarkerPos _pos; _routez = _routez +[_pos];

    On the exit of the loop.

    _route = {GetMarkerPos _x} count _routez;
    

    But nothing is added, or I am not retrieving it properly.

    the _routez is for a marker list created my the mapclick, and the _route is the to be the array of the locations of the markers listed in _routez.

    The names are being created by a script.

    Could I just do something like this?

    onMapSingleClick {MarkNamez setMarkerPos _pos; _route = _route +[_pos];

    cant get it working.


  17. I have noticed that If you change the behavior of a vehicle as it is in between waypoints it will fail to execute the commands in the onAct: box.

    I am wondering are there alternatives to changing this, so that no matter the behavioral change that the command is rendered, or are there any alternatives to turning vehicle lights on and off, while AI are aboard and in control.

    I have tried the SetBehavior, and LightOn action.

    Behavior causes failure to run commands in onAct: box.

    LightOn will not work while ai on board.

    So any ideas? I am looking to effect the lights of the vehicle no matter the circumstance other than critical damage.

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