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Deg

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Posts posted by Deg


  1. Hi all, so ive been using

    rail = position this nearestobject trackID; train setpos [getpos rail select 0, getpos rail select 1, 0.03]

    to get the engine to sit on the tracks with setDir which works ok, but there is a spot i want to place the locomotive thats in between 2 track IDs ,and also im trying to get the boxcars to line up with the engine with the attach to command and its kind of a nightmare placing a long train hehe, is there and easier solution to this ? or is there a way i can use the trackID and offset the engine and boxcars from that maybe ? I've seen there was On Track script but the link is dead.

    thanks in advance.

    Deg.


  2. Ok so now that when the ammobox spawns it will remove the Unload action for the heli and i also removed this from my base.sqf

    act2 = heli addaction ["Load Ammo","Load.sqf",[], 6, true, true, "", "(_this distance (_target))<6"]; 
    

    and i removed what was in my heli's init and put in

    if (alive ammobox) then {heli addAction ["Load Ammo","Load.sqf"]};

    but when the ammobox spawns i cant get the Load Ammo action on my heli, what am i doing wrong?

    I could put

    heli addAction ["Load Ammo","Load.sqf"];

    in my heli's init, but i dont want the Load Ammo action there until after the ammobox spawns.


  3. Thanks that worked this is what i have now the heli's init

     if (alive ammobox) then { heli removeAction act1};  if !(alive ammobox) then { heli removeAction act2};

    then my Unload.sqf

     ammobox = "USSpecialWeapons_EP1" createVehicle(position heli); ammobox setPos [(getPos heli select 0)+3,(getPos heli select 1)+1,(getPos heli select 2)]; heli removeAction act1 

    and Load.sqf

    deleteVehicle(ammobox);

    and my base.sqf where i call the addActions from

    if !(alive heliPilot) exitWith
    {
    	onMapSingleClick "";
    	1 setRadioMsg "null";
    	2 setRadioMsg "null";
    	"blackhawk" setMarkerType "empty";
    };
    
    
    onMapSingleClick "";
    2 setRadioMsg "null";
    "blackhawk" setMarkerType "empty";
    heliPilot sideChat "Viper is Returning To Base";
    
    heliPilot doMove (getPos hBase);
    
    if !(alive heliPilot) exitWith
    {
    	onMapSingleClick "";
    	1 setRadioMsg "null";
    	2 setRadioMsg "null";
    	"blackhawk" setMarkerType "empty";
    };
    waitUntil {(unitReady heliPilot) && (getPos heli select 2) > 10};
    
    heliPilot sideChat "Viper is Landing at Base";
    sleep .5;
    heli land "land";
    
    waitUntil {(unitReady heliPilot) && (getPos heli select 2) < 1.5};
    heliPilot sideChat "Viper is refueling at Base";
    1 setRadioMsg "null";
    
    act1 = heli addaction ["Unload Ammo","Unload.sqf",[], 6, true, true, "", "(_this distance (_target))<6"]; act2 = heli addaction ["Load Ammo","Load.sqf",[], 6, true, true, "", "(_this distance (_target))<6"]; 
    heliPilot setdammage 0;
    heliGunner setdammage 0;
    heli setdammage 0;
    sleep .5;
    
    
    heliPilot sideChat "Viper ready at Base";
    
    if !(alive heliPilot) exitWith
    {
    	onMapSingleClick "";
    	1 setRadioMsg "null";
    	2 setRadioMsg "null";
    	"blackhawk" setMarkerType "empty";
    };
    
    if (alive heliPilot) exitWith
    {
    	1 setRadioMsg "Viper Move";
    
    };

    I use a trigger on mission start with the addActions script and set to once and delete on activation so that i dont have to call the chopper first and get him to land at the base to call that addAction script from the base.sqf, now im just trying to get rid of the Load action if the ammobox isnt spawned.


  4. Hi all, so firstly i have a 3 heli's in my mission on the Fallujah map 2 for transport and 1 for support that can move anywhere on the map with radio calls, in the support chopper(named heli) init i put a

    heli addAction ["Unload Ammo",Unload.sqf]

    now wherever the heli lands i am able to spawn an ammo crate named ammobox beside the heli to kind of simulate Unloading the ammo, i also put an

    heli addAction ["Load",Load.sqf]

    that will delete the ammobox when im done to well.. simulate loading the ammo back. Now what im trying to accomplish is when the ammobox spawns i want to remove the action Unload so i tried

    if (alive ammobox) then {heli removeAction Unload Ammo}

    and of course it doesnt work , i know this is obviously wrong but am i on the right track? Thanks.

    Deg


  5. Thanks Kylania i do understand what [x,y,z] does i was referring to

    flagpole setPos [(getPos tent select 0)+1,(getPos tent select 1)+1,(getPos tent select 2)]

    i wasnt sure if the +1s ment the same thing, the issue i was just having i was doing

    flagpole setPos (tent modelToWorld [1,1,0])

    instead of

    pole setPos (tent modelToWorld [1,1,0])

    oops :o Thanks for the help folks :)


  6. Thank you that worked :) just a question though, those +1s what does the first and second one determine exactly so i can completly understand, i was messing around trying to set the flagpole all around the tent. Thanks

    Deg

    ---------- Post added at 14:51 ---------- Previous post was at 14:49 ----------

    Thanks Master85 that worked to :) guess i just need to mess around with the values.


  7. Hi all, so right now im just testing some stuff on the mission im working on, and right now i have a empty tent that on mission start will appear in one of three places. Now i wanted to have an AI move with the tent plus a flag pole for testing purposes so for the ai unit i put in its init

    guy setPos (getPos tent)

    now that works great it puts him right in the middle of the inside of the tent. So my question is how can i move the flag pole so that it sits outside the tent and not in the middle, im pretty sure it has something to do with adding

     objectName setPos [x,y,z]

    but i cant seem to figure it out any help would be greatly appreciated. Thanks :)

    Deg


  8. That kind of worked, but when the first guy reached the waypoint he deleted and the rest of the group just stayed there. Thanks

    Deg

    ---------- Post added at 12:57 AM ---------- Previous post was at 12:43 AM ----------

    Thanks i got it to work i just didnt use ''deletevehicle (vehicle this)''; and they all deleted when the squad leader reached the waypoint. One other question how would i add a sleep delay to that so it will give a chance for all squad members to reach the waypoint before they get deleted?

    ---------- Post added at 01:56 AM ---------- Previous post was at 12:57 AM ----------

    duh setwaypointtimeout :o. Thanks for your help


  9. Hi all im having a little trouble with my script im trying to delete this group after it reaches the second waypoint and im not quit sure how to add in deleteVehicle do i need to use setWaypointStatements? ive been searching around but still cant figure it out.

    grp = [getMarkerPos "Spawn1",side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup; 
    wp = grp addwaypoint [getMarkerPos "s1",0];  
    wp setWaypointType "SAD";
    wp setWaypointCombatMode "RED";
    wp setWaypointSpeed "FULL";
    wp setWaypointBehaviour "AWARE";
    wp1 = grp addwaypoint [getMarkerPos "s2",0];  
    wp1 setWaypointType "MOVE";
    wp1 setWaypointCombatMode "RED";
    wp1 setWaypointSpeed "FULL";
    wp1 setWaypointBehaviour "AWARE";

    Any help will be appreciated, thanks in advanced :)

    Deg


  10. Hi all just have a little problem i cant figure out, in my mission i have an ellipse marker to indicate an area that has Anti-Air units randomly put in the area of the marker, i know how to delete the marker in game using a trigger, activation independents and set to not present and deleteMarker "markername" in the on act field, but what im trying to accomplish is how do i set up the trigger so that i dont have to kill all independents in the area only the AA units to delete the marker? Thanks in advanced.

    Deg


  11. Hi all sorry for bringing this up again, this is regarding my posts #391-393 im still trying to figure out how i can make opfor, blufor and resistance side all hostile towards each other using DAC i know it says this in the read me

    DAC_Res_Side = 1

    This variable defines the side which RACS are fighting for.

    You must (!) apply the same settings that are given in the editor.

    0 = resistance friendly to EAST

    1 = resistance friendly to WEST

    2 = resistance friendly to NOBODY

    Attention! With this setting RACS will fight alone against EAST & WEST, whereas EAST & WEST are friendly to each other!

    im just wondering if there is a way around this thanks.

    Deg


  12. Thanks for the reply but maybe i didnt make myself to clear that when i do set resistance is friendly to nobody it does makes east and west friends like it says in the readme.

    2 = resistance friendly to NOBODY

    Attention! With this setting RACS will fight alone against EAST & WEST, whereas EAST & WEST are friendly to each other!

    i tried it out in the editor, when resistance and east spawn they will fight each other but the east shows as friendly units and wont attack me even if im standing 100m away. but if i set resistance to 1 which is friendly to west then east will show as enemies so im not sure whats going on here, Im pretty sure ive followed all the instructions to the letter.:confused:

  13. Hi all, first off id like to say that this mod is awsome :) but i have a question regarding this in the readme.

    DAC_Res_Side = 1

    This variable defines the side which RACS are fighting for.

    You must (!) apply the same settings that are given in the editor.

    0 = resistance friendly to EAST

    1 = resistance friendly to WEST

    2 = resistance friendly to NOBODY

    Attention! With this setting RACS will fight alone against EAST & WEST, whereas EAST & WEST are friendly to each other!

    So if you set resistance is friendly to nobody and that makes east and west friends which i dont understand why that would be , is there a way to set DAC so that all 3 factions are enemies to each other (maybe i missed something in the readme) or do i need to place one factions units in the editor outside of DAC, or maybe use the ACM to spawn one faction? which im trying to avoid doing. My mission relies heavily on 3 waring factions and im hoping DAC can allow me to do this because this awsome tool makes mission building so much easier :) Any input or advice would be great.

    Thanks

    Deg

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