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Khalashnikovf

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Posts posted by Khalashnikovf


  1. Im wondering If there is some possibility to make something like this, I know, that there is somewhere soem topic about using UAV without particular vehicle.

    So I would like to make some animation how unit kneeling to notebook which it lays afront of him (like that unit lay it down) and then it switch into UAV camera. After using UAV a switching off, unit grab notebook (disappear) and again return to his previous position.

    So, does anyone some idea how to place that notebook afront of unit and turn it on?

    I guess that it would be really cool and action looking something like this.

    Yes and last thing, why UAV unit just like it is from editor with setuped CARELESS trying to attack on enemy?


  2. So this thing actually counting number of units outside, because once they getin hawk, they are part of the hawk,is that correct? so its waiting once it gets number zero :)

    Correct? Gogint to try this one, looks pretty good.

    ---------- Post added at 10:20 ---------- Previous post was at 08:39 ----------

    Looks like you are using the command incorrectly, try:

    while { {_x in hawk} count units sniper == 0
    } do
    {
    result = [] call MyPathHawkStayFlee;
    };  
    
    

    This is saying while your group is not in hawk do your script.

    So, I tried this, it has one BUT. if sniper dies, there is no ending for script beause of units group sniper become not exist anymore :(

    I will try to make there something like this

    while {(
    ({_x in hawk} count units group sniper == 0)or
    ({_x in hawk} count units group spotter == 0)or
    ({_x in hawk} count units group shooter == 0)or
    ({_x in hawk} count units group healer == 0))
    } do

    This should do that stuff, but still complicated. Why is that command units group sniper not set for other unit after his death?

    EDIT:

    Yes,its still doesnt do that stuff, because I have some hint after this cycle and after one of the unit getin hawk, it will skip the cycle...

    ANOTHER EDIT: Ok,I made this and its actually working :D

    QUnit = 4;
    while { !(({_x in hawk} count units group sniper == QUnit)or
    ({_x in hawk} count units group spotter == QUnit)or
    ({_x in hawk} count units group shooter == QUnit)or
    ({_x in hawk} count units group healer == QUnit)) } do
    {
    QUnit = 4;
    if (!(alive sniper)) then  {QUnit=QUnit-1};
    if (!(alive spotter)) then  {QUnit=QUnit-1};
    if (!(alive shooter)) then  {QUnit=QUnit-1};
    if (!(alive healer)) then  {QUnit=QUnit-1};
    result = [] call MyPathHawkStayFlee;
    };

    And it works!!! But still ... I dont like it,Im sure that there is some much easier way ho to that :(


  3. Im lost,and it doesnt work at all :(

    while { (!{_x in hawk} count units group sniper == count units group sniper)

    } do

    {

    result = [] call MyPathHawkStayFlee;

    };

    so this should call unitPlay script for so long when all units are in hawk, but its not wirking ... that unit play script is only one frame called still again and again (The best for me how to stop helicopter on one place after landing chopper on ground ...

    which Im controling like this:

    waitUntil { hawk distance pointFlee < 3.4 };

    sleep 0.5;

    :D Im too bad, but its the only way how I know how to do it ... that your script is really nice, but too complex for me begginer :)


  4. Try using the waituntil command:

    waitUntil{!(player in HeloTransport)};//player not in heli
    
    waitUntil{player in HeloTransport};//player in heli

    But I need to get all members of unit into that helicopter,no matter if Player get in like last one.

    Thats is my problem.

    I made something like this, but its horrible,totally horrible:

    S1 = !(sniper in hawk);

    S2 = !(spotter in hawk);

    S3 = !(shooter in hawk);

    S4 = !(healer in hawk);

    T1 = !(target in hawk);

    S1N = alive sniper;

    S2N = alive spotter;

    S3N = alive shooter;

    S4N = alive healer;

    T1N = alive target;

    waitUntil {!((((S1) and (S2) and (S3) and (S4))or

    ((S1N) and (S2) and (S3) and (S4))or

    ((S1) and (S2N) and (S3) and (S4))or

    ((S1) and (S2) and (S3N) and (S4))or

    ((S1N) and (S2) and (S3) and (S4N))or

    ((S1N) and (S2N) and (S3) and (S4))or

    ((S1) and (S2N) and (S3N) and (S4))or

    ((S1) and (S2) and (S3N) and (S4N))or

    ((S1N) and (S2) and (S3) and (S4N))or

    ((S1N) and (S2) and (S3N) and (S4))or

    ((S1) and (S2N) and (S3) and (S4N))or

    ((S1N) and (S2N) and (S3N) and (S4))or

    ((SN1) and (S2N) and (S3) and (S4N))or

    ((S1N) and (S2) and (S3N) and (S4N))or

    ((S1) and (S2N) and (S3N) and (S4N))or

    ((S1N) and (S2N) and (S3N) and (S4N)))and!((T1)or(T1N)))};

    Just Horrible...

    and that light ... that unit word is Unit like some Name of Soldier or Unit like unit?

    ---------- Post added at 18:07 ---------- Previous post was at 17:45 ----------

    I might be thinking that something liek this should work, but it doesnt,because I have no idea how to write it right.

    waitUntil {units group sniper in hawk};

  5. I've got this little problem.

    Im trying to force helicopter on the land, while its waiting on group.

    I dont know how to force that chopper and then I dont know how to check who can GetIn that chopper.

    I know order unit in vehicle, but I dont know how to use it for a whole group, where can be some units dead and I dont want to write condition for every single possibility which can make happen in case of someones death.

    Can anyone pls help?

    EDIT: Yes, and How can I turn off the light for unit which is set on CARELESS?

    hawk Action ["LIGHTOFF", hawk];

    Doesnt work at all :(


  6. Hello, I have one newb issue with this little script:

    This little script should control number of EAST Soldiers in area "VycistenyDul".

    And by that number should made some things.

    Total number of soldiers in that area is 13 before arriving of Target and 16 after arriving of Target.

    Script controls if count is less then 16 what activating Alarm Script and cancel calling this IF again.

    IF count is less than 13 it is activating alarm too and canceling calling IF again (its because of before targets arrive into area).

    Next IF should Controls number less than 6 for Make Target Flee (target just have wapoint waiting for TargetNoFlee = False)

    And last IF is for Capturing Target if number of soldiers is under 3.

    OR three specify soldiers (his bodygourds) are dead.

    But ... there is something bad and its not working... help me pls.

    (there are lot of comments for making me sure its working properly).

    TargetNoFlee = True;

    TargetNoCapture = True;

    AlarmNespusten=True;

    while { not(cistyDul) } do {

    hint format ["Count: %1", east countSide list VycistenyDul ];

    if ( (east countSide list VycistenyDul < 16)and(AlarmNespusten)) then {

    titleText ["ALARM 15 !","PLAIN",5];

    [] execVM "alarm.sqf";

    AlarmNespusten=False;

    } else {

    titleText ["15 NO ","PLAIN DOWN",1];

    sleep 1.5;

    };

    if ( (east countSide list VycistenyDul < 13)and(AlarmNespusten)) then {

    titleText ["ALARM 12!","PLAIN",5];

    [] execVM "alarm.sqf";

    AlarmNespusten = False;

    } else {

    titleText [" 12 NO ","PLAIN DOWN",1];

    sleep 1.5;

    };

    if ( (east countSide list VycistenyDul < 6)and(TargetNoFlee)) then {

    titleText ["Less 6, Target Flees!","PLAIN",5];

    TargetNoFlee=False;

    } else {

    titleText [" FLEE NO ","PLAIN DOWN",1];

    sleep 1.5;

    if ( (east countSide list VycistenyDul < 3)and(TargetNoCapture) ) then {

    titleText ["Almost All Dead, Target Captured!","PLAIN",5];

    [] execVM "capture.sqf";

    TargetNoCapture = False;

    } else {

    titleText [" CAPTURE NO","PLAIN DOWN",1];

    sleep 1.5;

    };

    if ( ( not(alive Sol1))and(not(alive Sol2))and(not(alive Sol3)) ) then {

    titleText ["3 Dead, Target Captured!","PLAIN",5];

    [] execVM "capture.sqf";

    TargetNoCapture=False;

    } else {

    titleText ["CAPTURE NO ","PLAIN DOWN"];

    };

    sleep 1.5;

    };

    There is also one weird thing: My alarm script making something what I dont want, its launch all order at once even if there is some sleep pause.

    flare = "F_40mm_Red" createVehicle [(position alarmista1 select 0), (position alarmista1 select 1), 100];

    sleep 60;

    flare = "F_40mm_Yellow" createVehicle [(position alarmista2 select 0), (position alarmista2 select 1), 150];

    Thanks for respond .. Im desperate :(


  7. Im lost with this absolutely amazing thing. Its not working for me at all.

    I cant even capture my moves.

    I would like to make this http://forums.bistudio.com/showthread.php?t=104351.

    So Mighty Big Dawg recommended me his topic and I Want this So baaad.

    So, I need to capture my fly with hercules and I need it to capture from very beggining for 100 seconds. I tried to watch all triggers in demo mission Capture, but did not work at all ...

    Im lost....


  8. If this is for a HALO jump in your mission, why don't you just record the plane's path using UnitCapture/UnitPlay?

    But since you posted it in configs & scripting I'd have to assume this is for an addon... :raisebrow:

    No,its for Mission? But it is script right?

    So, off topic of Section ... Can I record path of Flight and then use it for AI ?

    Im going to search for something :)

    EDIT:

    Well, there is nothing like UnitCapture/Play in Scripting Commands.

    http://community.bistudio.com/wiki/Category:Scripting_Commands

    So, where can I find some info? :(


  9. Hello there, I would to ask on this problem, because when yo put AI in to big Heights, it will do mess. It fyling still into the circle and trying to fly into bigger heights etc.

    So I would like to make a script where your plane would be controlled by some mathematics.

    height = 2000;

    real = 2000;

    hercules flyInHeight height;

    while { 1 > 0 } do {

    ((getPosASL hercules) select 2) = actual;

    if ( actual hercules != vysledna ) then {

    real = ((actual - height) + height);

    hercules flyInHeight real;

    } else {

    titleText [" ","PLAIN DOWN"];

    };

    sleep 0.01;

    };

    so this should check height of plane and reduce it for that like its flying still straight forward in height and AI should not recognize that there is some hills and valley down there ... but its not working, pls help.

    I want to make a HALO jump, but I cant make a long fly to Breifing in plain.

    And Halo Jump from 1000 metres ... so,thats just not much HALO :)

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