Deg
-
Content Count
85 -
Joined
-
Last visited
-
Medals
Posts posted by Deg
-
-
Hey all, just wondering ive placed some dirt roads on a map in the editor but the ai dont seem to follow them. Is there a way to get them to drive on these roads?
-
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.
-
Sorry for the late reply, but thanks Demonized that worked but i had to remove '_' before the acts so the unload and load cant get spammed when the heli lands, i just needed it to work once when the heli lands so that you only get those options after the heli returns to base. Thanks again.
Deg
-
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.
-
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.
-
Thanks F2k Sel i tried what you said, but i still get the Unload action on the heli after the ammobox spawns
-
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
-
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 :)
-
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.
-
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
-
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
-
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
-
Hi all i was just wondering do helicopters only land at the zone they where spawned from? or will they land at other zones that ive made waypoints for? ive been testing this for a few hours and the heli always returns to land at the zone from which it spawned from. Thanks.
Deg
-
Thank you very much that did the trick :)
-
Thank you for the response Silola :)
-
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
-
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
im just wondering if there is a way around this thanks.DAC_Res_Side = 1This 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!
Deg
-
Ok thanks for clearing that up CarlGustaffa :) ok so ill have to figure out how to make an addon then. thanks again
-
No, that is driven by displayName, a config entry for that vehicle.would i need to do something with this ?
sorry im not the brightest when it comes to scripting._displayName = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"); -
Thanks for the reply, Ok so do you mean you cant change the actual name thats displayed on mouse over when you look at a vehicle either in map view or player view? cause i was just wondering if i can change the name of a UralCivil to Construction Truck so that the player can tell if its just a regular Ural or Construction Truck.
-
I was reading about displayName on biki but i still dont understand how i can change the units name.:confused:
-
Hi all, could i use this to change the name of a unit to what a player will see in game, for example i look at a Ural and it says Ural under my crosshair or on the map but in stead of Ural i would like to have a different name say truck for the sake of simplicity, or would i need to do something different like some sort of display name command ?
-
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.
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:2 = resistance friendly to NOBODYAttention! With this setting RACS will fight alone against EAST & WEST, whereas EAST & WEST are friendly to each other!
-
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 = 1This 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
Editor placed roads
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thanks for the reply but markers wont do, im using a map that has no roads and im trying to make a road system going to a few enemy bases. And if i had to use markers that would be way to many hehe.