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Posts posted by Rockhount
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Nope. No plans to do that now or in the future. But its open source under the MIT license, so everyone who wants can do that.
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You have to type the classname of the static weapon & backpack as script parameters, so you can choose whatever you want. Try it.
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Story
This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun.
Content
It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat.
Purpose
The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting.
Download
ArmaHolic
Credits
Script & Media: Rockhount
Examples
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf";
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf";
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf";
All 3 examples are possible, because there is no limit for the amount of parameters.
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Story
This is a script that I wrote a few weeks ago for a friend. It's supposed to simplify the loading of cargo onto vehicles by the player. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun.
Content
It is a single ~140Code-Line-Big Script to enable the Player to attach objects with other objects via the action menu in a simple way.
Purpose
The aim of this script is to make it easier to implement a universal script, which enables the player to attach objects in a specific manner.
Download
ArmaHolic
Credits
Script & Media: Rockhount
Examples
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Story
This is a script that I wrote years ago for a event mission. It's supposed to simplify the command to an AI for shooting at an specified area with the artillery. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun.
Content
It is a single ~100Code-Line-Big Script to let an AI controlled artillery shoot at a single destination.
Purpose
The aim of this script is to make it easier to implement an artillery.
Download
ArmaHolic
Credits
Script & Media: Rockhount
Examples
- 2
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So you could debug a packed pbo with a dedicated enviroment?
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If it is, then in wich way is it multiplayer compatible (currently)?
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Is it possible to use this tool for the running scripts from Client, HeadlessClient & Dedicated Server at the same time, while it all runs in a Multiplayer Session on the same machine through localhost?
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On 30.12.2016 at 6:29 AM, davidoss said:Thanks for this great bit of code.
On some vehicles while mounting it generate an error about line 81:
Error in expression <l_var_Cargo]; _Local_var_Ropes pushBack _Local_var_Rope; ropeUnwind [_Local_var_> Error position: <_Local_var_Rope; ropeUnwind [_Local_var_> Error Undefined variable in expression: _local_var_rope
Then it cut the ropes and heli fly away, vehicle stays.
Looks like ropecreate problem.
Provide an example mission with no mods, so I can help you. If you use broken mods, then you should report this to the mod author, so they can fix their config entries.
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25 minutes ago, IndeedPete said:I suppose it's written with multiplayer / dedicated servers in mind?
No half things.
And before I forget:
@BI developers: We need a script command, to have a helicoper hovering exactly over a position! The only currently working solution is a very 'dirty' one. You have to 'jog' the helicopter there using setVelocity. Otherwise these stupid AI pilots would never hover exactly over a position. And, don't get me started on accuracy of waypoints and the doMove command. Even the old ArmA II cheat with HeliH and landing command doesn't work anymore.
Example for the new command: PilotAI1 hoverOver [[1,2,0], 50, 345];
PilotAI1 = The Pilot (Unit, Aircraft)
[1,2,0] = The Position to exactly(+-0,5m) hover over(Object, 2DPosition, 3DPosition)
50 = The altitude
345 = The direction'Hovering exactly over a position' would mean that the 2D distance between the center of the aircraft and the given position would not be greater than 0,5 meters. Without such command, for beginners it will always remain difficult to write any script for air freight activities.
And an exitLoopStep command to stop the execution of the current code of the current loop step inside the for, forEach or count loop and move forward to the next step. On count it should return false.
And an exitSQF command to exit the whole SQF-Script regardless of the current scope.- 1
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Story
A few weeks ago a buddy asked me to write a script for a helicopter to lift and transport cargo, the 'Helikopterfrachttransportskript', that finally provides the desired solution. At first I thought that there would be something out there already. However, according to his research there are no scripts or tutorials that let you have an AI helicopter reliably hovering over a cargo in ArmA 3 (having it meter-precise is imperative). This hovering and the whole process of picking up and setting down the cargo was supposed to look more realistic than just an attachTo. And so this script was written. It provides a precise hovering over the cargo, great looking attachment of the sling rope and picking up of the cargo as well as putting the load down in the same way at the target position. There are several routine integrated to avoid script errors in cases of explosions or deaths of the vehicle or AI. A description can be found inside the SQF file, how to execute the script. Have fun.
Content
It is a single ~250Code-Line-Big Script to let an AI controlled helicopter lift diferrent freight goods to a single destination.
Purpose
The aim of this script is to make it easier to lift freight goods from A to B without having to have a player pilot.
Download
ArmaHolic
Credits
Script & Media: Rockhount
Translation: Dorsal
Examples
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You have to be very careful with this script. If a Trigger/Condition on the Dedicated/HC depends on Units/Vehicles, which are not local on the Dedicated/HC, then those Triggers/Conditions will not work, because the Units/Vehicles will be frozen on the Dedicated/HC.
Rockhount
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Here is a fixed version of your script. It should have more performance and less errors.
Rockhount
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@ChrisB76
176.57.129.95/public/AiA/AllInArmaTerrainPack_2014_09_07.7z
176.57.129.95/public/AiA/AllInArmaTerrainPack_2014_10_18_Patch.7z
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With all three servers I can offer 1500Mbit/s to help and everyone can add 250Mbit/s with a google account. So do we need more? ArmAholic had only 1100Mbit/s until last week.
Edit:
I have been working on a very simple JavaScript solution to offer Load-Balancing over multiple servers, where I have no root access (Google Drive for example).
Here is an example:
http://176.57.129.95/public/A3Maps/test.html
At a new release, I could expand this script easily for more servers, which could be brought by other users. So it could became even better, than a bittorrent solution.
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Look at this post #1392. There should be enough hosts already. The problem are the old and broken links in the first post, which hasn't been updated.
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That's not the problem. I'm helping Alduric with my 1Gb/s Server since the beginning. Actually, the traffic-peak is not higher than 200Mb/s.
Here are some links from an additional 1Gb/s(shared) FTP Server:
Download Full v1.4
Full pack pack - v1.4
https://a194087.jupiter.1blu.de//data/public/5507ba3abf79479891587555d12c895a.php?lang=en
https://drive.google.com/file/d/0BzlE537K9_JISGRqeXRDajBkUWs/edit?usp=sharing
Download in parts v1.4
Part #1 - v1.4
https://a194087.jupiter.1blu.de//data/public/bcbef9951057ec5372a0c0e2b6e3fe43.php?lang=en
https://drive.google.com/file/d/0BzlE537K9_JIYWRfOU1ucjU5Tzg/edit?usp=sharing
Part #2 - v1.4
https://a194087.jupiter.1blu.de//data/public/4900a3b40b01ceae05f731ec259333f9.php?lang=en
https://drive.google.com/file/d/0BzlE537K9_JIRk5Ic2JUc2xsb2s/edit?usp=sharing
Part #3 - v1.4
https://a194087.jupiter.1blu.de//data/public/5bec761b30a1c4763e12117f01adfbd2.php?lang=en
https://drive.google.com/file/d/0BzlE537K9_JIV0JsYlhjWXE2MTA/edit?usp=sharing
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Here is another Downloadserver, but this time with smaller files (~10%smaller):
A3MP Full v1.1 (4GB)
A3MP Patch v1.1 (200MB)
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After I had a lot of problems with the download at armaholic, I downloaded it to my own ftp server:
Part1 Part2 Part3
They are the untouched files from the torrent source and don't have any error. I hope that Alduric will allow this.
Edit: Is no longer necessary - Armaholic works again
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There is a bunch of config classes, which has been removed since the beta and doesn't exist in your list. Maybe you should integrate those into your list too. -
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Latest ChangeText.txt... 30Rnd_65x39_case_mag [u]30Rnd_65x39_caseless_mag [/u] ...
There is a typing error. There shouldn't be a blank character after the classname.
Here is the updated ChangeText.txt
LMG_Mk200_ARCO_F LMG_Mk200_MRCO_F LMG_Mk200_ARCO_pointer_F LMG_Mk200_pointer_F MH9_Base_F Heli_Light_01_base_F B_MH9_F B_Heli_Light_01_F AH9_Base_F Heli_Light_01_armed_base_F B_AH9_F B_Heli_Light_01_armed_F Rubber_duck_base Rubber_duck_base_F B_Assaultboat B_Boat_Transport_01_F O_Assaultboat O_Boat_Transport_01_F Rescue_duck_base Rescue_duck_base_F Speedboat_Base Boat_Armed_01_base_F Speedboat_minigun_Base Boat_Armed_01_minigun_base_F B_SpeedBoat B_Boat_Armed_01_minigun_F O_SpeedBoat O_Boat_Armed_01_hmg_F Hunter_Base MRAP_01_base_F Hunter_RCWS_Base MRAP_01_gmg_base_F Hunter_HMG_Base MRAP_01_hmg_base_F B_Hunter_F B_MRAP_01_F B_Hunter_RCWS_F B_MRAP_01_gmg_F B_Hunter_HMG_F B_MRAP_01_hmg_F Ifrit_Base MRAP_02_base_F Ifrit_MG_Base MRAP_02_hmg_base_F Ifrit_GMG_Base MRAP_02_gmg_base_F O_Ifrit_F O_MRAP_02_F O_Ifrit_MG_F O_MRAP_02_hmg_F O_Ifrit_GMG_F O_MRAP_02_gmg_F Offroad_Base Offroad_01_base_F c_offroad C_Offroad_01_F Quadbike_Base_F Quadbike_01_base_F B_Quadbike_F B_Quadbike_01_F O_Quadbike_F O_Quadbike_01_F Mk6_Mortar_Base Mortar_01_base_F B_Mk6 B_Mortar_01_F O_Mk6 O_Mortar_01_F B_Mk6Mortar_Support B_Mortar_01_support_F B_Mk6Mortar_Wpn B_Mortar_01_weapon_F O_Ka60_F O_Heli_Light_02_F O_Ka60_Unarmed_F O_Heli_Light_02_unarmed_F A3_Boat_F_Assault_Boat A3_Boat_F_Boat_Armed_01 A3_Boat_F_Speedboat A3_Boat_F_Boat_Transport_01 A3_Air_F_MH9 A3_Air_F_Heli_Light_01 A3_Air_F_Ka60 A3_Air_F_Heli_Light_02 A3_Soft_F_Galkin A3_Soft_F_MRAP_02 A3_Soft_F_Ifrit A3_Soft_F_MRAP_02 a3_soft_f_hunter A3_Soft_F_MRAP_01 A3_Soft_F_Offroad A3_Soft_F_Offroad_01 A3_Static_F_Mk6 A3_Static_F_Mortar_01 30Rnd_65x39_case_mag 30Rnd_65x39_caseless_mag 30Rnd_65x39_case_mag_Tracer 30Rnd_65x39_caseless_mag_Tracer 20Rnd_762x45_Mag 20Rnd_762x51_Mag arifle_SDAR_ACOg_F arifle_SDAR_ACO_grn_F arifle_SDAR_ACO_F arifle_SDAR_ACO_red_F arifle_SDAR_ARCO_point_F arifle_SDAR_ARCO_pointer_F arifle_SDAR_Nstalker_point_F arifle_SDAR_Nstalker_pointer_F srifle_EBR_MRCO_point_F srifle_EBR_MRCO_pointer_F srifle_EBR_ARCO_point_F srifle_EBR_ARCO_pointer_F arifle_TRG20_ACOg_F arifle_TRG20_ACO_F arifle_TRG20_ACOg_point_F arifle_TRG20_ACO_pointer_F arifle_TRG20_ACOg_flash_snds_F arifle_TRG20_ACO_flash_F arifle_TRG21_ACOg_point_F arifle_TRG21_ACO_pointer_F arifle_TRG21_GL_ACOg_point_F arifle_TRG21_GL_ACO_pointer_F arifle_Mk20C_ACOg_F arifle_Mk20C_ACO_F arifle_Mk20_ACOG_F arifle_Mk20_MRCO_F arifle_Mk20_GL_ACOG_point_F arifle_Mk20_GL_MRCO_pointer_F arifle_Mk20_GL_ACOgrn_F arifle_Mk20_GL_ACO_F srifle_EBR_ACOg_point_F srifle_EBR_ACO_pointer_F srifle_EBR_Mark_F srifle_EBR_MRCO_pointer_F arifle_Khaybar_C_ACOg_point_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_C_ACOg_F arifle_Katiba_C_ACO_F arifle_Khaybar_ACOg_point_F arifle_Katiba_ACO_pointer_F arifle_Khaybar_ARCO_point_F arifle_Katiba_ARCO_pointer_F arifle_Khaybar_ACOg_F arifle_Khaybar_ACO_F arifle_Khaybar_GL_ACOg_point_F arifle_Katiba_GL_ACO_pointer_F arifle_MX_point_F arifle_MX_pointer_F arifle_MX_Holo_point_F arifle_MX_Holo_pointer_F arifle_MX_Hamr_point_F arifle_MX_Hamr_pointer_F arifle_MX_ACO_point_F arifle_MX_ACO_pointer_F arifle_MX_GL_ACO_point_F arifle_MX_GL_ACO_pointer_F arifle_MX_GL_Hamr_point_F arifle_MX_GL_Hamr_pointer_F arifle_MXC_Holo_point_F arifle_MXC_Holo_pointer_F arifle_MX_SW_Hamr_point_F arifle_MX_SW_Hamr_pointer_F arifle_MXM_Hamr_point_F arifle_MXM_Hamr_pointer_F arifle_TRG20_ACO_point_F arifle_TRG20_ACO_pointer_F arifle_TRG21_ACO_point_F arifle_TRG21_ACO_pointer_F arifle_TRG21_ARCO_point_F arifle_TRG21_ARCO_pointer_F arifle_TRG21_GL_ACO_point_F arifle_TRG21_GL_ACO_pointer_F arifle_Khaybar_C_Nstalker_point_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_C_ACOg_flash_snds_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_C_ACOg_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_COWS_point_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_Hamr_point_F arifle_Katiba_C_Hamr_pointer_F arifle_Khaybar_Nstalker_point_F arifle_Katiba_C_ACO_pointer_F arifle_Khaybar_TWS_F arifle_Katiba_F arifle_Khaybar_GL_COWS_point_F arifle_Katiba_GL_ACO_pointer_F arifle_Khaybar_GL_Nstalker_point_F arifle_Katiba_GL_ACO_pointer_F arifle_MXC_Holo_point_snds_F arifle_MXC_Holo_pointer_snds_F arifle_MXC_ACOg_point_F arifle_MXC_ACO_pointer_F arifle_MXC_COWS_point_F arifle_MXC_Hamr_pointer_F arifle_MX_ACOg_point_F arifle_MX_ACO_pointer_F arifle_MX_GL_ACOg_point_F arifle_MX_GL_ACO_pointer_F arifle_MX_GL_COWS_point_F arifle_MX_GL_Hamr_pointer_F removeItemFromPrimaryWeapon removePrimaryWeaponItem
ArmA 3 Script HandleAutoDeploy
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Let me guess. You ran the script twice. From the description inside the SQF: "The backpacks of all existing units get scanned 10 seconds after this script has been called. If the backpack can be find in the script parameters, then the unit gets a loop as long as he lives." That means: Run the script only once for all units. You can pass infinite number of "[BackpackClassName,StaticWeaponClassName]" parameters as Arrays in one call, as you want. There is no scenario, where it's needed to call/run this script more than once.
Examples:
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf";
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf";
nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf";
All 3 examples are possible, because there is no limit for the amount of parameters.