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gruukh

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Everything posted by gruukh

  1. WY-55 - the version with weapons ---------- Post added at 05:58 PM ---------- Previous post was at 05:56 PM ---------- Yeah, I'm starting to think that might be the approach I have to take.
  2. Thanks Axelius. I may end up having to go to spawning the heli directly. What really gets to me is that this was working up until a week or so ago - now it doesn't work (at least not reliably). Will try messing about with allowfleeing 0, disabling autotarget etc - anything that turns the AI from a lily-livered, hovering coward into an actual helicopter pilot who isn't scared of the big bad ground!
  3. That works, if i set the helicopter waypoint as MOVE. But if i set it to what i need it to be, which is LOAD, sync'd to a GET IN from an infantry group, it just hovers at 50 or so metres. ---------- Post added at 10:00 PM ---------- Previous post was at 09:56 PM ---------- i must not have placed the invisible hpad properly; after some mucking about, it know works. Trying it with the "GET IN" parameter and then hopefully it'll work on dedi server. Thanks Beerkan! ---------- Post added at 10:18 PM ---------- Previous post was at 10:00 PM ---------- OK i spoke too soon. As soon as i sync an infantry GET IN waypoint to the pilot's LOAD waypoint, it goes back to hovering like an idiot. Strange thing is it worked the first time. Every subsequent time, it doesn't. Really don't understand why something so simple has to be so hard!
  4. If it's in a folder named functions in your mission folder, code should be as follows: class CfgFunctions { class TAG { class MyMission { class showOSD { file = "functions\fn_showOSD.sqf"; }; }; }; };
  5. i'm not sure how this will play with VAS as I almost never use it, but I have the following in my description.ext: class CfgFunctions{ class new { class loadout { class StdLoadout { file = "scripts\loadout.sqf" }; class SniperLoadout { file = "scripts\loadout1.sqf" }; }; }; My loadout.sqf is like this (loadout1.sqf is similar, different weapons): waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addweapon "arifle_MXC_Holo_pointer_snds_F"; _unit addPrimaryWeaponItem "UU_TSS_H_Optic"; _unit addWeapon "launch_NLAW_F"; _unit addmagazine "16Rnd_9x21_Mag"; _unit addweapon "hgun_P07_snds_F"; _unit addMagazines ["30Rnd_65x39_caseless_mag",4]; _unit addMagazines ["16Rnd_9x21_Mag",2]; _unit addMagazines ["HandGrenade",2]; _unit addItem "NVGoggles"; _unit assignItem "NVGoggles"; removeBackpack _unit; _unit addBackpack "B_AssaultPack_blk"; backpa = unitBackpack _unit; clearMagazineCargo backpa; backpa addmagazineCargoGlobal ["30Rnd_65x39_caseless_mag",2]; backpa addMagazineCargoGlobal ["DemoCharge_Remote_Mag",1]; backpa addMagazineCargoGlobal ["NLAW_F",1]; backpa addItemCargoGlobal ["FirstAidKit",2]; And i have the following in the init lines of each unit: nul = [this] call new_fnc_StdLoadout; OR nul = [this] call new_fnc_SniperLoadout; depending on the unit type. I noticed that you have [color=#3E3E3E]this addeventhandler ["respawn","_this call new_fnc_officerSetup'"];[/color] in the init line, i think it should be: [color=#3E3E3E]this addeventhandler ["respawn","_this call new_fnc_officerSetup"];[/color] Typo perhaps. I rarely include respawn so not of much help there sorry mate, but I think what you have will work. Hope this helps. I can post a download link to the mission if you need it when I get home - let me know.
  6. I was having the same kind of trouble with a COOP mission intended for dedicated servers. Was tearing out what little hair I had left until I came across Magirot's code above, which worked an absolute treat. Mate, you are a legend!!
  7. I had a similar issue recently - turned out to be a mod still listed in mission.sqm that had no content in the mission. Open mission.sqm in notepad++ and have a look in the AddOns section for any mods listed there that are invalid. May be the cause.
  8. Check this thread - it has the answer you need. http://forums.bistudio.com/showthread.php?149803-IFrit-classname-changed-in-Dev-update
  9. This is probably a bit ambitious to ask given the game is still an alpha, but does anybody know of a way to emulate or enable interior lighting of buildings. I'd like to have a degree of realism/immersion for a night mission i am making.
  10. Yeah from looking at the arrays for A2 + OA maps, it looks laborious. Where do you find the information to populate the array - is it the ID of each building on the map?
  11. Shall do. Will do a fresh install/setup and try it. ---------- Post added at 09:27 PM ---------- Previous post was at 09:13 PM ---------- OK, saw it working now. It's an awesome addon! Am I correct in saying that adapting the MP script to Stratis would require adding an array with all of the lighting locations, as you have done for zargabad, shapur, etc?
  12. I thought that may be the case - I seem to recall reading MP lights were hardcoded. I'll try SP anyways, see how it goes. If you get around to doing an MP version for Stratis, let me know, would be awesome! EDIT: Ran it with SP and get a hint saying TPW Houselights 1.08 0 Lightable houses. Not sure why it doesn't work for me, but I only make COOP missions at this stage so not too worried about it.
  13. tpw, I tried running the script but A3 hung when i ran it in the editor. I have the mod running via a launcher, and correctly edited/repacked the pbo so the paths to the scripts were correct (I'm using the MP version BTW, it's a COOP mission). As an FYI, to run it I placed a gamelogic and put nul=[this] execVM "tpw_houselights_1081mp\tpw_houselights.sqf" to call it. I couldn't figure out if this is the right way to call it; my Arma coding skills are strictly of the script kiddie variety... I think I'm doing something wrong here, but I don't know what exactly. Did you get it working with the SP or MP version?
  14. That sounds good mate, I'll give that one a crack and let you know how it goes.
  15. mineActive worked for me. http://forums.bistudio.com/showthread.php?148472-How-do-I-set-a-trigger-to-detect-if-one-or-more-naval-mines-have-been-deactivated
  16. That worked when I put a hint "disarmed" in the Activation field - I can link it to a Task Module easy enough, just gotta test putting a few mine names in an array. Thanks for your help!!
  17. Hey all, I'm creating a mission which requires a couple of divers to disarm some naval mines, kind of similar to the SCUBA showcase. I'm looking for a simple way to have a trigger detect when the mines are deactivated and set the assigned task to succeeded. I can't see any commands to script this so far - has anyone got any ideas?
  18. Yeah I saw that command but couldnt figure out how to use it to set a trigger off when the mines are inactive. My scripting skills are more script kiddie than script genius, it has to be said! :confused:
  19. Don't suppose anyone has been able to figure out how to set the current task as active and change the waypoint indicator?
  20. Hi, This is an awesome script. I'm having the same issue as Lupin in the post above, the current task has to be set manually. Here's a sample of one of the scripts that I am calling from a trigger: Cheers
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