Jump to content

Splicer

Member
  • Content Count

    198
  • Joined

  • Last visited

  • Medals

Everything posted by Splicer

  1. I'll take a look at it later tonight or tomorrow morning. BYW, why haven't you upgraded to patch 1.05? Just curious... :D Best, Splicer.
  2. Gosh, I would like to know the answer to this too! I've tried so many times to get the darn planes taxi out of the hangars, but they always shift left and hit the inside of the hangar and that's it! So far I had to place the planes in front of the hangars. This allows them to taxi and take off like they're supposed to, yet it doesn't address the issue of them not being able to taxi out of the hangars. (Oh hey Rayers12) :D Best, Splicer.
  3. Hi armydude, You can try the doStop command or, like I do sometimes, use setFuel to zero and then when I want the plane to taxi and take off then I setFuel to one. There are several recent threads about this in this forum. Have you search the forum by the way? :D Best, Splicer.
  4. @ nettrucker, The code: wgrp1 = group this; If you place this code in the leader's init field, all units grouped/linked to the leader (using F2), they will be added automatically to the group. Right? In other words, there is no need to enter in the init of each unit the code: wgrp1 = group this; I just want to be sure I understand correctly this. Now that I'm at the early stages of the 1st mission I'm putting together, it could save me a lot of time down the road. :D Thanks much in advance. Best, Splicer.
  5. I strongly suggest not using any mods when trying scripts or mods. Otherwise you will never know that if something didn't work was because the script itself or conflict with another mod. :D Best, Splicer.
  6. How about using insurgents (warning: they must be set to be friendly) and, if you want the AI to look like a civilian, then change his appearance to a civ. I recall seeing a thread in this forum where enemy units were to be hidden/disguised as civs. That may do the trick. My 2 cents. Good luck! Splicer.
  7. @ xPaveway and nettrucker: Thanks for your ideas. Let me give you more info about what the end goal is. The chopper's coordinates of origin are of an invisible object's (in this case invisible H). The chopper goes to a waypoint at sea where "on Act" code is given to have a team ejected/dropped into the water. So far so good. Once this is done the chopper does go back on its own to the invisible object it took off from (no additional code used). And I noticed that once the chopper is back to where the invisible object is the chopper stays hovering. It is here, and without the need to use additional waypoints, that I wanted to have the chopper land and turn the engine off. But any additional code entered at the drop-off waypoint resulted in the observations mentioned above. What I also want to do - for missions I'm creating - is to use invisible objects @ airports, airstrips, or aircraft carriers where pilots on stand-by will receive an order (i.e., request air support), go and get into the chopper, take off to execute a task (e.g., attack, pick-up, etc.) and then go back home where the chopper is to land and turn off the engine where the pilots will leave the chopper and be on stand-by mode again. Am I overthinking this?
  8. Well... Another option could be the enableAttack command...
  9. Hi Rayers12, I think I found the answer for you: doStop (see http://community.bistudio.com/wiki/doStop). The wiki says: "Order the given unit(s) to stop (without radio messages). Stopped unit will not be able to move or fire. It may still change its orientation to follow a watched object, or its stance if deemed appropriate (e.g. under fire)." Try it out and let us know if it does the trick for you. :D Best, Splicer.
  10. Maybe a work around would be to let the weapons disappear and rearm your units once they get to shore? Just a thought. Best, Splicer.
  11. Hi everybody, In the mission I'm creating I am placing AI units across on the far East and West side of an island. In order to circumvent the 144-group limit I'm grouping manually some of those units using F2. When this is done you can see light blue lines going all across the big island. The problem is that when I preview the mission I find many of the group units all entangled at some odd place in the map (some alive and some dead). :Oo: I didn't expect the units to be placed somewhere else other than the place I manually place them. Could you tell me if this is a limitation of the game? Or is there anything else here playing a role that it's not obvious? Thanks much in advance. Splicer.
  12. Hi nettrucker. THANK YOU THANK YOU THANK YOU!!! You saved me a lot of further headaches! It hadn't even dawned on me that the units might still be called up back to formation. I will include your code in each one of them. THANKS A MILLION AGAIN!!!!! :notworthy: My best, Splicer.
  13. Mikey, Very clever approach! :notworthy: I still don't know why the choppers behave (or misbehave one could say) or don't obey some commands (e.g., land, engineOn). But I am pragmatic and stick to what works. So I'll be using your approach. Thanks much Mikey! VERY APPRECIATED! My best, Splicer.
  14. If you don't want to get into writing scripts I think your only option will be to use synchronized triggers or the like. My 2 cents. - Splicer.
  15. I like setting setfuel to zero and then switch it to 1 (full tank) when I want them to take off and do something. Again, this is my approach... :D Best, Splicer.
  16. How about using the forEachMemberTeam command instead? Splicer.
  17. Doh! How did I miss that? :banghead: Great catch HateDread! THANKS! Best, Splicer.
  18. Got it! THANKS!!!!!!! :D Splicer.
  19. I just tried it out and IT IS AWESOME!!!! WOW!!! Brilliant!!!!!!!!!! :notworthy: One question: If the invisible H were placed on land or a carrier, would the chopper land or just hover? I want it to land, but in the humble, notworthy example I created, the chopper does not land unless I switch to one of the playable units in my group. And then I (player) says "get into that chopper". Also, would you happen to know how to turn off the engine of a chopper? I've tried with the command "Chopper engineOn false" (without the quotation marks) and didn't work. Still, I am really impressed with this simulation/action you put together! Would you mind if I used it for my notworthy mission? Credit will be certainly given to you in the acknowledgments. :D My best, a very very very impressed Splicer. ---------- Post added at 10:40 PM ---------- Previous post was at 10:37 PM ---------- Excellent HateDread! Could you give me the exact command instruction (I've never used a wait command before) and where exactly you entered the code? :D Splicer.
  20. COOL!!! Thanks Mikey! I'll try it out and see how it works. :) Best, Splicer.
  21. Look forward to it. THANKS MIKEY! - Splicer.
  22. Hi mikeyb118, I tried to open the mission file (and placed the 2 scripts in the same directory) and I get this error message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.vops_c_guns Could you tell me how to access/open the mission? Thanks. Splicer.
  23. Hi Rayers12, What do you want to achieve? The units to just stay behind the border and not shoot, or just the former? Splicer.
  24. Hi Alpha13, I think this will help: http://community.bistudio.com/wiki/playMusic Good luck! Best, Splicer.
  25. Splicer

    Calling in Cobras

    Don't know. Give it a try an see what happens. Like you put it before, these scripts were written at graduate level and I am also in preschool at the moment. :) Let me know how it goes. I'm very curious to get it to work right. UPDATE: I'd like to mention that my approach has 2 problems: 1. The chopper won't go back to LZ1 unless, once int the water, I switch to one of the playable AI when I hear me (well... the player's voice) say "get on that chopper", so as soon as switch back to player THEN the chopper flies back home (LZ1). 2. AND EVEN THEN I have a another problem: The chopper won't land at LZ1, it stays hovering. And if I enter the code: Chopper land "LAND"; Then the @^#% pilot lands at the earliest possible place along the shore! :banghead: This game is FUN! But, oh boy, do you have to master programing AND BIS' commands to get things to work some times... :p Best, Splicer.
×