Jump to content

gruukh

Member
  • Content Count

    46
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by gruukh

  1. I'm trying to work out how to get a trigger to detect if one or more explosive charges are placed within it. The charges only need to be placed - they will be detonated later in the mission. Does anybody have any idea how I might accomplish this? I'm using the Explosive Charge. EDIT: I've looked into using eventhandlers instead. I have this in the init line of a vehicle: this addEventHandler ["FiredNear", {_this execVM "charge1.sqf"}] and this is the contents of charge1.sqf: //this addEventHandler ["firednear",{_this execvm "satchel.sqf"}] _unitfirednear = _this select 0; _ammo = _this select 4; _valid = ["DemoCharge_Remote_Mag"]; if (!(_ammo in _valid)) then { hint "1 charge placed"; }; } This works insofar as it displays the hint. However, i want to limit the distance to 2m between firer and target. I tried adding: _distance = _this select 2; and also updating the hint condition to read: if (!(_ammo in _valid)) AND (!(_distance == 2)) then { hint "1 charge placed"; }; but all that did was break the script...anybody with more scripting talent than me able to help?
  2. I've just found this function and started using it - and it is amazing. Thanks Grumpy for making this. I have one question - is it possible to limit the weapons available? For example, if I only want CSAT weapons, or only bombs/guns available. I've read through the read and notes but not seen anything that indicates this is possible. Cheers,
  3. gruukh

    FHQ TaskTracker

    I have updated and tested, and can confirm that I can see briefings / tasks created with the plugin in existing missions, and I can also create new task and briefing entries and groups. Confirmed that entries appear in game and that marker functionality for tasks is working. Thanks very much for getting this fixed!!
  4. Just got around to testing with the correct wording (CBA_fnc_addEventHandler) and the result is the same as before. No hint is displayed; when I check the public variable value in the script (CaptiveFreed) it has not changed. Any other suggestions I can try?
  5. Yep, I ticked the infantry sea transport setting. Upon further testing, I've found it works fine for NATO Pacific. I also saw it working once for Gendarmerie. Yet to be able to get it to work for AAF/Syndikat, have not tried any CSAT factions yet.
  6. Stoked about the infantry sea transport feature! I've been playing around with the most recent version of ALiVE but have not been able to get virtual infantry entities to use boats though. The closest I have gotten is when a bunch of Syndikat started swimming to their objective... Is it necessary to pre-place boats? Are there limits on which factions work with this feature?
  7. gruukh

    FHQ TaskTracker

    Thanks Alwarren. As an FYI, I also tested with a clean configuration of Arma 3, with the only mod being FHQ Eden TT. Had the same issues as my previous post.
  8. gruukh

    FHQ TaskTracker

    Since update 1.68, I am unable to use the Eden plug in to generate new briefings or tasks, and briefings/tasks previously made using the plug in don't show up. I get these errors: Error in expression <['addCategory', _this] call FHQ_fnc_tteEditBriefing;> Error position: <FHQ_fnc_tteEditBriefing;> Error Undefined variable in expression: fhq_fnc_tteeditbriefing and for tasks: Error in expression <['addTG', _this] call FHQ_fnc_tteEditTasks;> Error position: <FHQ_fnc_tteEditTasks;> Error Undefined variable in expression: fhq_fnc_tteedittasks Has anyone else seen this / know of a fix? I am speculating that it has something to do with a change made in the latest update...
  9. That sound you hear is me slapping my own head repeatedly. Thanks commy.
  10. Hi all, Can anybody provide guidelines / instructions on how to use the "ace_captiveStatusChanged" event listener from the captives framework? I want to be able to determine when two AI units are freed by players from handcuffs and trigger a task notification. I have the following in the init of each captive AI unit: ["ace_captiveStatusChanged",{ _this execVM "scripts\captiveFreed.sqf" }] call CBA_fnc_EventHandler; And the following captiveFreed.sqf script: //Captive Freed script //Set variables called in script _captive = _this select 0; //Captive Variable _state = _this select 1; //True or False _cuffed = _this select 2; //Set Handcuffed _valid = ["unit01","unit02"];//Array listing captive names valid for triggering eventhandler //Code below determines if a captive has been released ("ace_captiveStatusChanged") and executes a command if it has if (_captive in _valid) then { if (_state == false) then { if (_cuffed == "SetHandcuffed") then { hint "Captive Freed"; CaptiveFreed = CaptiveFreed +1 }; }; }; However, when testing (in editor, using the ace interaction menu Free Prisoner, nothing happens (no hint shows up). I've tried putting gibberish into the above script to see if the EH is even firing, but see no script errors. Anybody able to point me in the right direction?
  11. I've searched with a number of keywords in this thread, and googled till my skinny little fingers were worn down to nubs, but have not found the answer that I'm seeking. What I am trying to do is have a FiredNear EH go off when a satchel (M183) charge is placed in a trigger area near a target. I can get this to work in vanilla ARMA, but not in ACE. I am guessing that in ACE the satchel will never trigger a FiredNear EH because it is placed through the interaction menu, but I don't know where to proceed from there. Can anyone help? PS I have implemented a workaround which is a trigger configured as such: Activation: BLUFOR Present Condition: this && count (nearestObjects [[1514.224,1075.530],["ACE_Explosives_Place_SatchelCharge"],3]) > 0 On Act: hint to indicate it works (in the actual mission, this would be code to set a task to succeeded) On Deact: hint to indicate it isn't (in case a player picks up the satchel charge etc, this would set the task back to created or assigned) This is not ideal though, I am fairly sure it won't cover all circumstances properly, whereas code that detects a charge being placed would.
  12. h - this worked - thanks very much! Far more efficient than dropping down a bunch of game logics!
  13. I'm trying to get a trigger to activate when the number of wind turbines in an area drops below a specified number because they have been destroyed. I'm getting what seems to be a weird response. The settings I have in the trigger (for testing) are: Type: None Activation: None Condition: count (nearestObjects [[4258.56,20665.285],["Land_wpp_Turbine_V1_F"],200]) < 7 On Act: hint "Joe Hockey Smiles" (Joe Hockey was an Aus politician with a partisan hatred of wind turbines, FYI). I get no response at all if I destroy one or more wind turbines within 200m of the specified position. However, if I set the condition to count (nearestObjects [[4258.56,20665.285],["Land_wpp_Turbine_V1_F"],200]) < 8 it DOES get activated. Can anybody explain why this is and/or advise me as to how I can get this trigger to activate if the number of alive turbines falls below 7?
  14. Seems obvious when I think about it now! Will give it a shot and see if it works.
  15. In the interim, I worked out a clunkier solution. I took the game logic approach from this thread: https://forums.bistudio.com/topic/188273-lack-of-map-object-interactionids-in-eden/ Set a game logic near each turbine (turbine1, turbine2, etc) which would assign a virtual name (t1, t2, etc) to each turbine. Then a trigger with this condition: ({alive _x} count [t1,t2,t3,t4,t5,t6,t7]) < 7; And now there's a big smile on Joe Hockey's dial. Seriously, if anyone comes up with a better way of doing this I would love to know. And mods, I put this thread in the wrong section. Sorry about that.
  16. Yeah, you'll have to piece together a few different entries to get it done, but I can say from personal experience that it worked for me when I had the same question. PM me if you need help.
  17. This thread here has everything you need with respect to what you want to do. https://forums.bistudio.com/topic/188273-lack-of-map-object-interactionids-in-eden/
  18. Thanks RT, much appreciated.
  19. There's a reason why it's not working but it has nothing to do with copy/pasting the script at the start of this thread. I wrote my own which looks similar to what you've pasted in, but I get an error that typeOf is expecting a string not an array.
  20. RangerThunder are you able to post the working script and details of how you are calling it? I'm trying to do something very similar both as a script called from init.sqf and as a function called per unit. It isn't working for me...
  21. gruukh

    FHQ TaskTracker

    OK, I was able to get it working by adding an entry for task waypoint description, as follows: [ Fixer, ["tskf1","Board the aircraft and get airborne","Get airborne","BOARD",FIXER11,"assigned"], Hercules, ["tskh1","Board the aircraft and get airborne","Get airborne","BOARD",HERCULES11,"assigned"], resistance, ["tsk2", "Engage and defeat flanking insurgent teams preventing SF callsign Clipper from extracting", "Engage Insurgent Positions", ""], [["tsk2a", "tsk2"], "Engage insurgent team near the summit of Agela hill, <marker name='WHISKEY'>Location Whiskey</marker>.", "Engage Location Whiskey", "ENGAGE", getMarkerPos "WHISKEY"], [["tsk2b", "tsk2"], "Engage insurgent marksmen at small compound SSW of Sfaka, <marker name='ZULU'>Location Zulu</marker>.", "Engage Location Zulu", "ENGAGE", getMarkerPos "ZULU"], ["tsk3","Provide overwatch for SF callsign Clipper as they move to <marker name='ECHO'>extract</marker>.","Provide overwatch","OVERWATCH",getMarkerPos "SF-2-1-B-CLIPPER"] ] call FHQ_TT_addTasks; All good now.
  22. gruukh

    FHQ TaskTracker

    Arma 3, and yeah, I was fairly sure the syntax of the script was correct. I will launch without any mods and try it with a test mission tonight.
  23. gruukh

    FHQ TaskTracker

    Hopefully a bit clearer now...this is a copy/paste from mission init.sqf. It's the child tasks of tsk2 (tsk2a & 2b) that i am having the issue with. [ Fixer, ["tskf1","Board the aircraft and get airborne","Get airborne","BOARD",FIXER11,"assigned"], Hercules, ["tskh1","Board the aircraft and get airborne","Get airborne","BOARD",HERCULES11,"assigned"], resistance, ["tsk2", "Engage and defeat flanking insurgent teams preventing SF callsign Clipper from extracting", "Engage Insurgent Positions", ""], [["tsk2a", "tsk2"], "Engage insurgent team near the summit of Agela hill, <marker name='WHISKEY'>Location Whiskey</marker>.", "Engage Location Whiskey", getMarkerPos "WHISKEY"], [["tsk2b", "tsk2"], "Engage insurgent marksmen at small compound SSW of Sfaka, <marker name='ZULU'>Location Zulu</marker>.", "Engage Location Zulu", getMarkerPos "ZULU"], ["tsk3","Provide overwatch for SF callsign Clipper as they move to <marker name='ECHO'>extract</marker>.","Provide overwatch","OVERWATCH",getMarkerPos "SF-2-1-B-CLIPPER"] ] call FHQ_TT_addTasks;
  24. gruukh

    FHQ TaskTracker

    I absolutely love this script - makes briefings and tasks a pleasure to do. I am having one issue though - when using child tasks I can't add a target to them using getMarkerPos. Has anybody encountered/resolved this? Script looks like the following: Fixer and Hercules are group names. When i add the getMarkerPos "WHISKEY" etc to init.sqf i get the child tasks listed as tsk2a and tsk2b with no long description. Any ideas anyone?
  25. I know this subject has been done to death in various threads, but i have a set up i haven't seen addressed in any of them, and i've searched around about this to the point where i'm starting to talk gibberish to myself out of frustration. I'm making a mission where the heli crew has to: 1) board the helicopter 2) pick up some infantry 3) deliver them to a hot LZ 4) provide CAS after dropping troops off The mission i'm making has the heli crew and infantry as playable units in three different groups - snipers, mortar team and heli crew. Each group leader has waypoints to ensure they carry out their tasks in the absence of player control. The problem i am having is as follows: When the heli crew is AI controlled, they WILL NOT land. They just hover mindlessly. Until I shoot them down out of frustration. I have set their waypoints as follows: 1) GET IN NEAREST on empty helicopter (because if i set it to GET IN, even with correct waypoint placement right on the helicopter, they run round like idiots) 2) LOAD waypoint placed over an invisible Helipad and waypoint set to Never fire, Full Speed, Careless. This is sync'd to a GET IN waypoint from each of the infantry unit leaders. 3) TRANSPORT UNLOAD waypoint placed over an invisible Helipad at the destination, sync'd to GET OUT waypoints for each of the infantry unit group leaders. 4) SEEK AND DESTROY waypoint set to CAS area with Open Fire, Full Speed, Combat behaviours set. I've used the above settings to do helicopter pickups before, and so have plenty of other people from what i can tell. Don't know why it doesn't work now. I thought it might be something to do with a mod, so i tried it out running A3 without mods. No dice - they still hover. I created a test mission and set up the above waypoints free of other mission config and clutter. Same deal. I've tried creating a helicopter unit instead of pilots on the ground, but that seems equally convinced that the ground is lava, and also refuses to land. The only way I can get it to land is by making a MOVE waypoint with <heli name> land "GET IN" in the waypoint's On Act. That only works if the unit spawns as a heli, not as a pilot. Does anybody have any suggestions for me?
×