Jump to content

gruukh

Member
  • Content Count

    46
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by gruukh


  1. 19 hours ago, Alwarren said:

    Workshop version of FHQ EdenTT updated for patch 1.68. @gruukh let me know if this works for you. Thanks!

     

    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!!

    • Like 1

  2. 1 hour ago, marceldev89 said:

    Did you enable the "Infantry sea transport" setting for the ALiVE Virtual AI System module?

     

    You don't have to pre-place boats, they are created as needed. It should work for all factions as far as I can tell.

     

    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.


  3. 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...


  4. 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?


  5. 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.


  6. 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.


  7. 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?


  8. You can execute the script however you like and whenever you like. eg;

    init.sqf

    _nul=execVM "someScript.sqf";
    

    someScipt.sqf

    {
       switch (typeOf _x) do 
       {    
           case "I_soldier_F": 
           {
    		// code
           };
    
           case "I_Soldier_GL_F";
           {        
              // code
           };
       }
    } forEach allUnits;  
    

    And it's not working for you because you probably copy and pasted the snippet in the OP... which doesn't work... which is why this thread exists.

    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.


  9. 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.


  10. 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;


  11. 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,

    ["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", ""],

    [["tsk2b", "tsk2"], "Engage insurgent marksmen at small compound SSW of Sfaka, <marker name='ZULU'>Location Zulu</marker>.",

    "Engage Location 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]

    ][

    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;

    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?


  12. WY-55 - the version with weapons

    Need a bit more information, what kind of helicopter?

    ---------- Post added at 05:58 PM ---------- Previous post was at 05:56 PM ----------

    Using waypoints for stuff more complex than move or cycle can be a nightmare.

    Try getting used to a more scripted approach, as it's way better to control, commands like allowGetIn, orderGetIn and unassignVehicle are golden when doing stuff like multiple helo pick ups/insertions.

    Yeah, I'm starting to think that might be the approach I have to take.


  13. 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!

×