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yoannis1995

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Everything posted by yoannis1995

  1. yoannis1995

    Lost mission after update

    Ok thanks mate :) tried to convert a mission but still have some troubles with a mag apparently...
  2. Hi everyone ! I've got a pretty annoying problem! I lost all the mission I was making in the editor after the BETA update... :'( Any solution to get them back ?
  3. yoannis1995

    Lost mission after update

    Ohh yeah them back :) thanks mate ! :) Will they work in the beta if I just copy them in the new mission folder ?
  4. yoannis1995

    Where's the BETA

    Hi ! Ok today it's the 25th and the beta is supposed to be out but I don't have it. No updates on steam and most of the people seem to have it now. So what's the problem with me ?! :p How can I get the beta ?
  5. yoannis1995

    Where's the BETA

    Too long... :P How is that possible that some people have it and others not yet ?
  6. yoannis1995

    Boat get stuck

    Thanks mate ! Works really well !
  7. Hi everyone ! In my mission, I want 2 speedboats to come and extract the player and his team so I did that but the problem is that each time, the boats go to far on the beach and get stuck... So I tried to limit their speed and make them stop a bit further in the sea but every time I order my team to get in the boats, they come on the beach... :( What can I do to fix that ?
  8. Yeah i wanted hostile civilians as well so i took some opfor basic soldiers, removed all their equipments, gears and items and then you're free to add what you want :-) including civilian clothes for exemple!
  9. yoannis1995

    Ground Transport

    Hello, I don't know if I'm in the right section for the suggestions ?! But anyway, I've noticed that we can use the air transport module with ground vehicules like the Hunters so as it's already working, I think a good feature would be to add a ground transport option in the support modules. It shouldn't be hard as it's already working well ! :) Thanks and great job on the alpha already !! :)
  10. Hi, As the title says it, I want to make diver getting changed when they get out of the water. I tried to use this script that I put in a trigger: this addUniform "U_B_CombatUniform_mcam_vest"; this addVest "V_HarnessO_brn"; this addHeadgear "H_MilCap_mcamo"; But I would like to put the clothes in the bag so the player can change his clothes when he wants and maybe an animation for the AI ?! And what can I do to make them keep their current minutions and items in their vest when they change it ?! Ahh and by the way, is anyone having troubles with the "H_Booniehat_mcamo" and other bonnie or is it just me (the model appears white with no texture on it in game)?
  11. yoannis1995

    Diver getting changed

    Any ideas ?!
  12. yoannis1995

    Add NVG and suppressor

    Ok thanks guys ! :) It's because my divers won't stay in the water, so they needed one for the mission once they're on the ground.
  13. Hi, I'm not sure it's the right place to post but I try. I'm trying to find the name of moves/animations like one used when IA surrender or hands tied behind head/back ?! I've researched quite a lot about that but I couldn't find anything, even on animation viewer... Thanks :)
  14. yoannis1995

    Animation surrender/tied

    Thanks guys, I'll try them. @kylania: ahh yes that would be nice, thanks :)
  15. Hi, I'm trying to make an IA throw a flashbang to a specific position and it works but it doesn't work :/ Here is my script. "fire_flash.sqf": _soldier = _this select 0; _cible = _this select 1; _soldier addMagazine "ACE_Flashbang"; _soldier doWatch _cible; sleep 2; tab_fumis = ["ACE_Flashbang","Smokeshell"]; _soldier addEventHandler["fired", { _mag = _this select 5; _obj = _this select 6; sleep 2; if (_mag in tab_fumis) then { _obj setPos (getPos _cible); }; }]; sleep 0.5; _soldier fire ["ACE_FlashbangMuzzle","ACE_FlashbangMuzzle","ACE_Flashbang"]; sleep 1; And I call it with that: nul=[t1,target] execVM "fire_flash.sqf";
  16. Hi, I use the ambiant civilians module of OA in Zargabad but there are not much civilians. How can I increase the number of civilians in the town ?!
  17. yoannis1995

    ACE for OA 1.13

    I'm trying simulate an IA throwing a flash grenade from ACE with that script: _flash1 = "ACE_M84" createVehicle (getMarkerPos "flash1"); sleep 0.5; _flash1 setpos [getpos _flash1 select 0, getpos _flash1 select 1, +1]; It creates the grenade but without the effect it should have when you manualy throw a flash... Any idea ?!
  18. Hi, I'm trying simulate an IA throwing a flash grenade from ACE with that script: _flash1 = "ACE_M84" createVehicle (getMarkerPos "flash1"); sleep 0.5; _flash1 setpos [getpos _flash1 select 0, getpos _flash1 select 1, +1]; It creates the grenade but without the effect it should have when you manualy throw a flash... Any idea ?!
  19. yoannis1995

    Ambiant civilians module

    Thanks :) But I still have a problem, even if I put less civilians than normaly, if I change the formula it slow down the game a lot... :/ Any idea ?!
  20. Is there any possibility to change the planes used for the airstrike support ?
  21. yoannis1995

    Airstrike issue

    I tried to use the SecOps support airstrike and it works :) But how can I change the plane used for the support ?
  22. Hi, I'm having an issue with the SSM module and the airstrike. I've a script which is supposed to make the airstrike available for 2 strikes and that works but the problem is that the plane doesn't always come to the designated position, sometimes he stays far away on the map. My mission is on the map CLA CLafghan so maybe it's because of that ?! Here is the script: waitUntil {(currentWeapon player)== "Laserdesignator"}; sleep 2; BIS_SSM_Airstrike_AVAILABLE_WEST = true; AirstrikesAvailable = 2; publicVariable "AirstrikesAvailable"; //CONDITIONs are used to check if a support can be called. BIS_SSM_Airstrike_CONDITION = "AirstrikesAvailable > 0"; //we need to decrement the mortar counter each time it is fired BIS_SSM_Airstrike_EXPRESSION = { AirstrikesAvailable = AirstrikesAvailable - 1; BIS_SSM_Airstrike_AVAILABLE_WEST = FALSE; [] call BIS_SSM_fnc_updateMenu; sleep 60; //we need to add yet another check to hide the icon if (AirstrikesAvailable <= 0) then { BIS_SSM_Airstrike_ENABLED_WEST = FALSE; BIS_SSM_Airstrike_AVAILABLE_WEST = FALSE; call BIS_SSM_fnc_updateMenu; } else {BIS_SSM_Airstrike_AVAILABLE_WEST = TRUE; [] call BIS_SSM_fnc_updateMenu;}; }; [] call BIS_SSM_fnc_updateMenu; hint "Airstrike available!";
  23. yoannis1995

    Airstrike issue

    Well no, the plan doesn't crash because I can see it on the map making circles far away, its like he goes to the wrong coordinates...
  24. I'm trying to make a script that allows you to order an AI to clear a building. But i'm having some troubles... I use the command cursorTarget to get the ID of the building. But with that command, how can i check if it is a building with pre-defined positions and how can i list the positions of the building in an array ?
  25. yoannis1995

    Clear house script

    No I mean reveal only the enemy IA near the position the IA is currently moving and not revealling all the IA of building to avoid the IA to look at enemies through the walls and missing enemies on their way. Also, the IA is often aiming an enemy but he takes a really long time to shoot. And by the way, it's the new script with the random thing: _cnt = 0; _posarray = []; _listEnemy = []; _unitL = _this select 0; // player _unitS = _this select 1; // Units selected _GroupLeader = leader (group _unitL); _group = group _unitL; _build = cursortarget; if (((_build buildingpos 0) select 0) != 0) then { //as long as building position _cnt not equal to "[0,0,0]" keep looping while {format ["%1", _build buildingpos _cnt] != "[0,0,0]" } do { _pos = _build buildingpos _cnt; //select building position _cnt _posarray = _posarray + [_pos]; //add the position to the list _cnt = _cnt + 1; //increment counter sleep 0.01; }; _listEnemy = (position _build) nearEntities ["Man",25]; {if (side _x != east) then {_listEnemy = _listEnemy - [_x]} forEach _listEnemy;}; player groupChat "Clear that building!"; { _temp_x = _x; { // adjust Unit Skills sleep 0.01; _x setBehaviour "AWARE"; _x setCombatMode "RED"; _x setSpeedMode "LIMITED"; _x setSkill ["aimingAccuracy",1]; _x setSkill ["aimingShake",0]; _x setSkill ["endurance",1]; _x setSkill ["aimingSpeed",1]; _x setSkill ["spotDistance",1]; _x setSkill ["spotTime",1]; _x setSkill ["courage",1]; _x setSkill ["reloadSpeed",1]; _x setSkill ["commanding",1]; _x setSkill ["general",1]; ////////////////////// _x doMove _temp_x; sleep 2; // all units selected } foreach _units; // this needs work as its only checking one unit waitUntil {sleep 1; (unitReady (_unitS select 0) || moveToCompleted (_unitS select 0) || moveToFailed (_unitS select 0) || !alive (_unitS select 0))}; sleep 0.5; _cntUnit = count _unitS; _cntUnit = _cntUnit - 1; _select = random (_cntUnit); (_unitS select _select) setDir (random 360); sleep 5; _group setFormDir (random 360); } forEach _posarray; sleep 2; if ({alive _x} count _unitS != 0) then { (_unitS select 0) groupChat "Building clear !"; }; { sleep 1; _x doFollow _GroupLeader; } foreach _unitS; } else {hint"The selected object is not available.";}; if (true) exitWith {}; That's the new part but I'm not sure it's right ?! _cntUnit = count _unitS; _cntUnit = _cntUnit - 1; _select = random (_cntUnit); (_unitS select _select) setDir (random 360); sleep 5; _group setFormDir (random 360);
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