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nomadd

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Everything posted by nomadd

  1. I removed CUP dependency from test mission. Also added some videos to show what the scripts do edit: fixed upload to most current version
  2. Mr. H , thanks for the heads up, I actually saw this in ACE and was trying to make something for vanilla. I don't use ACE nor any of the people I play with I think I fixed it. Makes no sense but that is Arma. If I have the units join the players group the AI units will stay in their assigned seat, even in an empty vehicle. I have no clue why grouping the AI makes a difference but it does. I also cleaned up a few things. I got rid of the loops I had been using to check units seat position and now using EH instead I also changed the Hostage untie animation for the player and the unit to make it look alittle more realistic made some other minor code changes I tested it on hosted and dedicated and everything seems to be working correctly. I have to travel (RL stuff) will deal with any issues when I get back
  3. Well I thought I had taken care of an annoyance with the AI getting in vehicles, but found it is back. AI will get into assigned seat, using assignascargoindex [veh, x], moveincargo [veh,x] , then immediately switch to drivers seat. I have found no way to stop the AI from changing seats, I have disabled everything but still the AI will change seats. This only seems to happen with empty vehicles and then it can vary from vehicle to vehicle . So I have a brute force method of checking the seat position of the unit. If unit is in wrong seat, will move the unit out of the vehicle and back to the correct seat, problem is unit starts blinking from the movement between the seats ,as soon as another unit or player gets in the drivers seat the problem goes away. I may try and create an invisible unit and place it in the drivers seat, load the unit into the vehicle then delete the invisible driver It is not a mission breaking problem but just looks silly to be escorting a prisoner, load them in a vehicle and they jump behind the wheel to drive.
  4. Wow, that was a fast update. If i find anything I will let you know. Thanks
  5. Had a chance to try this out on dedicated with some friends. Ran into a few problems but did some testing and think I figured out what is causing them. 1: Fastroping will completely bug out on dedicated, if you try and use any helo with units in FFV positions, including gunner seats. Units will stand up in the helo but then just lock in that position. I tested this with CUP helos and the default BIS helos with FFV. Didn't not have any problems with any type of helo with just landing, ie CUP or BIS. Also did not have any problems with fastroping with any type of helo as long as it did not have FFV positions. 2: First player that gets in the helo gets the actions, no one else gets them. I want to limit who can call/access the helo. Mainly to team leader and FAC. So I tried to set "RYD_HAS_whenInside = false;" and then limit who can control helo with the variables you created "unit1 setVariable ["RYD_HAS_canCall",false]; and unit1 setVariable ["RYD_HAS_canCall",true]; " Problem is outside the helo, support menu is accessible , inside the helo support menu goes away. Maybe apply the actions to all players that get in the helo. Whoever uses the actions first gets to order the helo. I can still control who can call the helo with the variables. Ran into a problem playing on my server with a new player to arma , he jumped in the helo and got the actions . luckily we had voice comms and I was able to explain to him what to do. Any of the other guys playing would have been fine, they knew what to do. First problem is mission breaking. second problem is just an inconvenience.
  6. My game drive , not only for ARMA is an SSD. It was fine. Was my drive with operating system.Since I had to do a drive swap and pretty much full wipe , I went ahead and took the time to throw a testing server back up. I have HAS 1.4 in about 4-5 of my missions. Local hosted everything seems to be working fine. Will try with some friends on dedicated and see what happens
  7. Way to go, on getting 1.4 out. Once I fix my computer.(HD failure). I will be back to Arma
  8. Will try it out this weekend Thanks again for making this. It is extremely useful
  9. Wow Rydygier you are a machine making changes that fast. I was able to test (not fully) the HAS 1.4 wip1 and looks like you fixed the errors with naming the units. The variable is an excellent idea you had. That way as a mission designer I can basically turn HAS on and off during the mission. I really haven't found anything major, ie script errors in the .rpt. One thing I did notice. One test was just with AI, I ordered them on the helo. I was probably standing(in game) 15-20 meters away from the helo and got the action for "Transport to another location". Maybe need a check in the addaction to make sure unit(caller) is in the helo before they can get the "Transport to another location".
  10. Thanks for the quick update. I will test this out as soon as I can.
  11. Been playing around with the script version and mod version of this. It is a wonderful addition to the community and very much appreciated. Thanks for all your hard work. Few things I have noticed in multiplayer. using RYD_HAS_STT = []; in multiplayer is a problem. Say you have 10 playableunits named s1-s10 and all 10 are in game no problem, but if only 5 slots have players and you disable the AI in the lobby. Your script throws errors looking for units that are not there. The mod version does not have this problem ( I know they are two different threads so will try and keep anything about the mod out of this one.) if you only name one unit in RYD_HAS_STT = []; So only one person can control the helo. Fastroping will eject the unit named in RYD_HAS_STT = []; but not any other units in the cargo. Same with landing. Even if you turn off the auto-disembark feature. If the unit(player) that is named in RYD_HAS_STT = []; gets out of the helo. The helo will immediately take off even if other units are still in the cargo area. Not sure how to work around this. I tired different ways to check for alive or !isnull units and add them to the [newUnit1,newUnit2,newUnit3] call RYD_HAS_NewUnits; but with no success. Also need a way to grab JIP and add them unless your can change the way the RYD_HAS_STT = []; array works. Maybe name the group that is being transported or possible add a variable to each unit to be transported. Couple of quality of life features, not necessary but just suggestions -ability to cancel an order while you are flying. Ex: you pick a destination but half way there you decide to change it -ability to tell the pilot either landing (insertion) or fast-rope (insertion) when you choose a destination. Right now is it hard coded in the userconfig to one or the other -ability to set up more that one helo for fast roping, this way can have different helos to choose from and the rope attachments points will be correct even if they are different helos. RYD_HAS_RopeAttachPoints = [ //[-1,0,0], //[1,0,0] ]; maybe something like RYD_HAS_RopeAttachPoints = [ ["CUP_Uh60_Base",[1.47,1.93,-0.47],[-1.47,1.93,-0.47]], or even the name of the helo [Helo1,[1.47,1.93,-0.47],[-1.47,1.93,-0.47]], ]; -option in the config to lock out not just the pilot seat, which i believe is done but also the gunner seats if there are any. The reason is playing with other humans, they love to get in the gunner seats during flight but once the AI is out of the gunner seat and switches to a cargo seat the AI will never get back in the gunners seat. So you get dropped off do your mission call helo for a extraction while taking fire and helo comes in sans gunners because the AI gunners are still sitting in the cargo area.
  12. ah I completely missed the CBA function at the end. Shouldn't look at things when I am tired.
  13. @Lucky44 It may be easier , if it is just a few things, to use the EH "arsenal closed" and remove items from players inventory. They can see it in arsenal but once they leave arsenal, what ever items you choose will be deleted from their inventory. I have some MP missions with the option of no NV. Found it is just easier to delete the NV goggles from inventory. BIS page https://community.bistudio.com/wiki/BIS_fnc_addScriptedEventHandler BIS example [ missionNamespace, "arsenalOpened", { hint "Player opened the Arsenal"; //Hint message to the player when he opens the Arsenal }] call BIS_fnc_addScriptedEventHandler; I run it from initplayerlocal. Works great on hosted but to be honest have not tried it on dedicated
  14. may or may not be the problem but it looks like you are missing a closing bracket { _x addMPEventHandler [ "MPHit", { "popup first condition EH before CBA" remoteExec ["systemChat"]; (_this select 0) animateSource ["terc",1]; [ //whats this ? { (_this select 0) animateSource ["terc",0]; "popup first condition EH in CBA" remoteExec ["systemChat"]; }, _this, 2 + (random 3)] call CBA_fnc_waitAndExecute; } ] } forEach _targets;
  15. maybe this will help https://community.bistudio.com/wiki/setMarkerAlpha depending on what you are doing there is also a setMarkerAlphaLocal
  16. @johnKalo If you look into the mission I linked. I play around with the audiocoef and camouflagecoef. I actually have them set in the paramaters so you can change them before each mission. It was more for testing purposes but you can make the mission easier or harder depending on where you set them.
  17. https://www.dropbox.com/s/rp13gysmzr8o6k1/Operation%20SnakeBite[VCOM].Altis.7z?dl=0 Well I had the time so linked it now. Couple of things, I don't have a briefing of any type.The guys I make missions for never read the briefing so I stopped making them. Mission is simple, destroy some stolen missiles and take out a Cartel Boss, then evac. Goto map in game and look at the tasks. Also play this from the MP lobby, in the parameters you can change quite a few things like AI hearing and vision also the turn the lights of the town off and on. The lights make a big difference in how tough it is to not get detected. I have played this with a few friends and the AI seem to play nice being a stealth mission, but it is not perfect. You are welcome to tear it apart and see if anything helps you out. -no mods should be required -dont use ASR or VCOM. I have the script version of VCOM in the mission just for testing purposes (it can be turned off/on in the parameters) default is off -dont play this with friendly AI in your squad, they will blow the mission, it is designed for human players -if the AI see you alarm will sound and reinforcements will come -if the AI see a dead body, in the mission you have to hide dead bodies, alarm will sound and reinforcements will come (this is changeable in the parameters) -if you or any player is unsuppressed, alarm will sound and reinforcements will come -if the AI fires a weapon, alarm will sound and reinforcements will come -if anyone throws a grenade,smoke or sets off an explosive, alarm will sound and reinforcements will come -if you shoot an AI and do not kill it...guess what if the reinforcements show up it is pretty much over in the MP parameters is one called "debug", enable it and you can teleport around and be invulnerable also will enable some radio triggers that can make you setcaptive, destory missiles, kill HVT ect, I use it to check AI patrols and mission flow. if you have any questions feel free to ask, my scripting is a learn as i go , so I know there are more elegant/better ways to do some of the things I have done. last thing any script I am using the original author is listed in the script. I haven't released this to steam or anywhere else so haven't made a readme giving credit to my sources
  18. @JohnKalo I have made a couple of stealth missions and the AI is a pain in the backside. Couple of things I have found don't group enemy AI units together, they have some weird hive mind thing going, but even singles can still react if an AI unit is killed even though they did not see it or hear it. Also I tend not to use any type of AI mods when doing a stealth mission, ie ASR,VCOM etc. I will try and link a mission I made in my dropbox. You are welcome to tear into it and see if anything I have done helps you out. I am using scripts from other authors and alot of scripting I came up with, some of it is more brute force to make the AI behave correctly. It is "hollywood" stealth, basically if you have a suppressor AI can't hear you, I know this is not realistic but makes for a fun mission. It has only been tested on hosted server with friends, not sure how it will play on a dedicated (i am pretty sure things will break).
  19. Thanks to both of you, I will give it a go after work.
  20. @HazJ I may have missed something, but I was following the readme in v2.1 /////// //Explosive Breaching //By: Millenwise (beno_83au) /////// //Use and abuse as required. Please just give credit to those deserving. /////// //Credit also to zorilya, who's code for aligning a bomb against a Explosive was offered up for use (in one of his replies in this video): //https://www.youtube.com/watch?v=c2kxwrcmB3g&t=3s /////// MIL_ExplosiveBreaching is a set of scripts that allows designated players to breach urban walls, fences and building doors using vanilla Explosive Charges. Features: - Easy-to-use GUI system for managing breaching charges. - Uses explosive charges as breaching charges. - Optional Red/Green indicator on each charge to indicate a player's safe distance from a charge. - Specific players can be used as designated breachers. - All players (including non-breachers) can see effects/features of the system. - Disorientating effects for anyone, human or AI, caught by the explosive breach. - Single/Multiple charges can be used together. ***Mission makers*** - Two variables to check if a unit's lifeState == "INCAPACITATED" have been added to account for conflicts with other lifeState checks that may be in use on other scripts. - e.g. Running custom revive scripts when lifeState == "INCAPACITATED". - In this case, it would be wrong to run the custom revive if a player was a bit too close to the breaching charge and got knocked out. - When being affected by breaching, a unit's lifeState will return "INCAPACITATED" for a few seconds. - This system makes use of publicVariables to return if a unit has been scripted into being unconscious. - The variables are: - MIL_ExplosiveBreaching_Stunned_Player & MIL_ExplosiveBreaching_Stunned_AI. - Each variable is a 4 index array: - _array select 0/1/2/3 will return number of unconscious units for BLUFOR/OPFOR/INDI/CIV Example: - If a BluFor player stands too close to a door on breaching, and there's 2 AI OpFor on the other side and close enough to get knocked down the returns would be: - MIL_ExplosiveBreaching_Stunned_Player - [1,0,0,0]; - MIL_ExplosiveBreaching_Stunned_AI ----- [0,2,0,0]; - This might take some tweaking, but suits my purpose for what this breaching function was originally being made for, and so that's where it stands for now unless someone needs it changed/improved. To use: - Copy the folder MIL_ExplosiveBreaching to your mission folder. - Anyone assigned as a breacher will require Explosive Charges ("DemoCharge_Remote_Mag") to breach. - For MP use: - In your initServer.sqf add: nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; - In your initPlayerLocal.sqf add: nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; - _indicator - boolean (optional - default: true) - true - a safe distance indicator will spawn with the charge - false - no safe distance indicator will spawn - For SP use: - In your init.sqf add: nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; - initialiseClient.sqf is used to designate who can breach, so use a true/false gate to set specific breachers. Example: //This will set any group leaders as breachers if (player == (leader (group player))) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; //This will set player4/8/12 as breachers _allBreachers = ["player4","player8","player12"]; if !(_allBreachers find (str player)) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; I can blame the rum being consumed but I didn't see any thing about description.ext
  21. @beno_83au Been using your script in quite a few of my mission but just tried it and it is not working. I am not sure if the lastest update from BIS broke something or not. I am getting this error with the v2.1 Resource MIL_ExplosiveBreaching_Dialog not found I tried to roll back to 2.0 and it does not seem to load. I also tried one of the demo mission from the v2.0 and nothing works with the breaching Great script btw. The group I play with loves it.
  22. Thanks for this Gunter. Will be trying it out. The old helo script I have been using as gotten very hit or miss with it working. I do have a question. When using the helo to do an insertion can it be set to kick players and AI (everyone not part of the crew) out on landing and automatically RTB, Edit: Nevermind I just tried it out. Works beautifully. Nicely done
  23. @pierremgi Thanks, I will try that out as soon as I can. I have never seen "#explosion" before, didn't realize that was even a thing. I have been out of arma for about a year. I will try and do some research.
  24. Leopard20 Well the good news is I dont think my problem with AIO had anything to do with your mod. I started to notice some other glitches, then arma began crashing for no apparent reason. I went into Steam and did a verify local game files. It didn't go well, so ended up removing Arma3 and letting Steam reinstall it. Problems have gone away. Last test I just did with AIO, AI is responding to all commands. No idea what happened to my Arma3 files. Sorry to have bothered you, problem appears to have been on my end the whole time. Nomad
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