xALIENAx
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Posts posted by xALIENAx
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Now I understand, what you mean. Hmm. Not impossible, but also not easy. Hmm again. Still better to use external spawner with such limitations set to this purpose. HAC anyway can't take into account when planning strategy units only cached in some array, they must be "phisically" present on map with position (crucial) and so on. Such cached groups may be only in reasonable way considered in caculations of morale and change defend/attack mode and this is not enough, I think...If i understand what your getting at you're talking about Spawning in 'reinforcements' from an array (script) and having HAC assume command?
If so, i don't think it would be worth the work to be quite honest, given the number of variables in play with something like this. The only feisable way to use this would be for trigger condition to spawn them, And at that would probably be best left to the mission maker to do that anyways since you really have to account for the Player's intention and context of the mission.
Also, I've enjoyed playin' around with this just getting back into mission making and it really does add a nice level of depth to the combat and make the AI behave much better. Nice Addon mate :)
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Hey guys, Loving the latest stable, Fixed alot of the old things that bugged me last time i played with ACE :)
That all said, I have a question regarding the Exchangeable Armament System in single player missions; and cant find any info/topics about this.
okay, here goes. I place the Module in the editor near the runway and use "This SetVariable ["NoHangar, True]". EAS trailer appears as normal. I read in the doccumentation that the aircraft must be empty of weapons to rearm a plane,
So i tried first setting this vehicle's ammo to 0 in the editor, There is no option to acess the EAS no matter how i position the plane.
then, I put the plane's ammo back to full in the editor, took off and flew around Takistan unloading all my ammo, landed and attempted to use it again. No joy, there is no option in the self interaction, interaction, or scroll wheel menu, despite trying many different positions around the trailer
Forgive me if im missing something extremely obvious here, I havent made ACE missions in a long time.
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I just really hope they fix they annoying AI bugs with stance and behavior after initial contact, IE if contact is broken the AI should (unless scripted or set up via way points or something to do other wise) peruse the contact for a bit, then return, and slowly move back to a looser "Careless" idle stance
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and insteresting note, unlike the UAV you can simply synch the ULB module to player and AH6x and the player can acess the ULB anywhere without a vehicle. (make sure to set the AH6x Blufor and FLYING (not empty)
Edit: Also if you want to Avoid the AH6x being detected by hostiles you can increase it's altitude by using
this FlyInHeight 000;
In the init of the ah6x Set the 000 to any number you like (height in meters). when you give it a move order via the map, it will climb to the asigned altitude. :)
Also, when using the ULB module, you can put the player in an AH64 or AH1z and when he switches the ULB mode he can target weapons from long range from the chopper. (the UAV becomes a designator for the Attack choper)
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Do you Have an AI in the chopper with you? That can bug re-arming.
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Lookin good. Id really like to take a crack at making it functional when its done :)
Given a bit of time i could probly write up some kind of system Using the Radars as control stations And linking them to Shilka/tunguska for AA defense networks :)
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dyuhh no module in the editor.
This is why i should stick to coding instead of mission making LOL
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Okay again Noob mission maker here.. In my Mission folder i have "spawns.sqf"
[getMarkerPos aSpawnPos, West, 5] call BIS_fnc_spawnGroup; [getMarkerPos bSpawnPos, West, 5] call BIS_fnc_spawnGroup; [getMarkerPos cSpawnPos, West, 5] call BIS_fnc_spawnGroup;
This should create 3 Groups of 5 Random West Units At each marker.
I then Have this in my trigger in game:
_this = execVM "spawns.sqf";
The trigger activates but i get no units.
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FSM= Good for repeated frequent use (such as creating town defenders when x condition is met)
SQF= Scripts you only want activated ocasionaly. Really you can use either in alot of situations, I personally prefer to stick to SQF for the most part it keeps the script side cleaner and easier to debug imho (since you know exactly why a script would be running)
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Why did you decide to leave your cave and enter civilization? : PYou have to admit it's kind of true. Look what "appealing to the mass market" has done to battlefield! I'm not going to get on an elitist high-horse here, but the mere complexity of ArmA is one of it's best features, as it allows the End user to create anything from a simple TDM/Zerg attack to a very complex simulated combat engagement. Lets keep fingers crossed it stays that way. BIS is one of the only developers i still have any faith in.
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deleteVehicle is a global command working on all clients.a simple script would ensure proper deletion of all units.
Thanks for clearing that up.. Like I said im not the server/Map maker soo i wasnt sure about the network side of things :)
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Yes that could be the case, If say i spawn a group using BIS_fnc_spawnGroup how would i make sure they are deleted after they are all dead ?Also would it help if i delete old trigger that are not needed anymore ?
Anytime you can Get rid of anything un-needed that helps (even kill (stop) scripts no longer needed). I believe if you execute spawngroup remotely you must define that group for collection. Im mostly a coder not a mission maker so i'll have to look into that before i can say for sure what the limitations of garbage collector are...
The best way to do it in general is to work the mission so that any post init units (spawned units) are spawned from a module local to the server (nothing exectued client side, Plus you can define all your Groups in the module. its alot cleaner way to do things)
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Well you do it this way
radarname attachTo [object,[0,0,1]];
[0,0,1] Are XYZ cooordinates relative to the object you are attaching to, and it does accept Decimals, so you have to play with it, Even rotate the unit as needed but you can get it to settle in there nicely if you play with it for a while. When Attaching, yes it will ignore terrain to an extent, however it will still colide with buildings. Careful attaching and placement tho will get it to sit right and not look corney :)
Edit: On a seetp hill you can insert a 3rd Object (like a block of concrete) and attach it to this conglomeration and make it appear as tho one end is supported by the block :)
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Nice scripts Buddy!
I especially Like the chopper script.. Its a nice way to do a "defend the area for x amount of time" kind of mission. I tweaked it a bit for MP and had C130's dropping crud loads of guys Against our Opfor fire team at intreval (Condition of no Opfor Present resulted in another wave of enemy troops)
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IS it just me or are the radars sitting at a jaunty angle in the pictures ?Depending on where you place them (where they make sence in a given situation) it can be quite diffacult to find a good place (large enough level area). one good trick is to find a Small Level Area and place a small Object then AttachTo the radar onto it (hiding the small object under it)
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Do you have any Players on the Other side? (possibility of escaping server side collection if local to a client's machine?)
UPSMON is normally pretty good about cleaning up so i didnt think that would be an issue. Only thing i can think of other then Un-collected units is maybe poor mission design (storing and checking a crud load of variables no longer needed?). I know DOMINATION has an issue due to it's complexity where an eventual server reset is almost inevitable (atleast the version we were using)
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Mission 1 SP is DONE. Now working on Mission 2
Also Mission 3 Is going to be changed due to the fact that it is somewhat impractical in actual Practice. (there will still be snipers involved tho)
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ODEN;1948969']What will you actually do with this kind of information?/confuzzledOden
Perhaps hes deciding rather to invest in OA or not?
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sniperName setPos ((position this nearestObject 123191) buildingPos 2)
will place the snipername unit in the tower in the south airbase in takistan.
press the id button on right side in editor and zoom in on the location to find the id of your tower of choise.
He's Already using SetPos to put Unitname into the tower, He was asking if the unti could be SPAWNED in the tower from the get go.
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Are you by chance spawning Aditional Groups into the Mission Outside of Module use? (IE Bis_Func or CreateVehicle)? I have seen units become De-grouped and wander resulting in a failure to be collected. Espicially if these Units Are synched in JIP it can be a problem (global Vs Local). I'm not a Server expert but In my scriptig projects i have been asked to spawn enemys from a Module local to the SERVER for that reason.
Edit: Since i dont have the full details on the configuration of your server, Modules & arrays, and scripts that are creating units i can only take a guess.
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In my experience the easiest way to do that would be to Set up your trigger/Script to spawn him at a marker near by then use the SetPos to move him to the tower. (just spawn him in advance of the player being in line of sight so it doesnt look wierd)
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That sorted it. Apparently i was too tired to notice that :P
I swear i checked the script up and down like 20 times before asking lol
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Yea, haha... in testing I've even been like "oh crap, did I just fire the wrong charge!?"Make sure to read!

Been there. We used to us an artillery interface for our Clan that invloved a FDC vehicle and you had to manually enter data from a Forward observer to create a fire solution then the gunners dialed in the Elevation and Azimut of thier guns based on that. More then once i borked up at the FDC and ended up putting steel on friendlies
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Player operated SCUD nukes confirmed. they will be in the release.
Sniper Support
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Also, When Using reveal in this manner, it's important to keep in mind the position of your sniper and spotter units and his Line-of Sight. Don't expect him to make god-Shots between tiney Gaps in a platform or something. If the spotter cant see him and the sniper can't hit him reasonably well, REVEAL won't help!