Powerstrip
Member-
Content Count
24 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout Powerstrip
-
Rank
Private First Class
-
trigger problem
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My preference is to make it kill any bluefor unit that leaves the trigger zone. my intent is a close quarter fight through the main city area of zargabad, So i want to kill any blufor ai units that attempt to manuevr outside of the trigger area. i guess its really just a dicipline thing since ill be the only one to play it most likely. but if i dont limit theplayzone ill probably end up on the edge of the map sniping out all ai. also sorry, if you could please not use any code formats on script examples, i cant read the whole thing on my phone. -
i am having some issues with the restrictzone module not triggering so decided to make something myself. i added a trigger that sets a rectangular size of my intended play area, then set it to activate on bluefor present. i put execvm "killplayer.sqf" in onact field and set the script to simply do player setdammage 1; i confirmed the script is working fine by puttng execvm in condition field of the trigger and it just kills the player always. how can i make the script trigger when player leaves or enters the trigger area? thanks.
-
script commands dump from client
Powerstrip posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To avoid having to ask anymore dumb questions in the futrue maybe ican get a list of commands for scripting from the client. i dont have an internet connection atm for my pc so iam typing this from a phone. since my pc hhas no net icant really view the list of script commands on the net and the way this phone formats webpages is impossible to read the list of commands. so i wonder if i can compile my own lists from reading pbos and maybe even some kind of client debugger dump. i want to find all scripti.g commands, parameters and possible entries. for example: i can see in init fields on editor group setbehaviour behaviour but i dont know the entry for behaviour values. maybe they are listed in one of the games pbos? ihave cbo so ican decomp them just need to know where to look.. also where can i find cfgMagazines? -
multiple scripting questions
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply but: 1: for the uav i am already doing it the way you suggested and then syncing it to the uav module. it works and it has all of the functions of a uav accept it doesnt seem to use the typical uav circular waypoit flight pattern. 2: can i set the ai behavior to ignore targets so it will stay at a safe altitude. i dont need them to attack, the uav is simply to locate enemy d30 & AA installations. 3: the marker iwant to do just likee the artilleery system. where you click a location on the map, and arty will hit that marker loc. i want to figurre how to add to my script the abillity to place a marker on mouseclick so that i can do something on the marker . for example one of my scripts adds a reinforcement squad on my location. instead of spawning it on my location id like to be able to bring up the map, click to create marker then have the reinforecments spawn on that marker . i know how to make the reinforcments spawn on the marker, just not how to place a marker -
multiple scripting questions
Powerstrip posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Multipart question 1: _Unit = mygroup createunit ("MQ9Predator", POS, (), 0, "FLY"); this will not spawn a pre-manned predator, the predator flashes on the screen for a second and instantly deletes. () i used these in this post cuz i typed this from a phone and there are no square braces. 2: how can i force an ai pilot to maintain an altitude in script. i used FlyInHeight but he will only fly to that altitude initially. once he spots an enemy target he will drop to around 100 altitude and get shot down. 3: i would like to add a feature in my scripts that allows me to open up the map and place a marker where i clicked that way i can set a waypoint on the marker pos. -
Hello Sorry if this is wrong place pllz do not move or delete. i have no net on pc and have to post from phone. i am trying to script a spawnable uav that will use createunit to spawn a flying mq9pred at a specified location, then sync it to the uav module. how can i do this. I would post code that i tried already but i am typing from a phone
-
I have had a few questions about controlling AI for a while. I think I have most of it down but one this is really confusing me. When you have an AI squad member in the pilot seat of an aircraft(helicopter), how do you direct them to land it? I can fill a chopper full of AI and have an AI pilot it to a waypoint outside of an AO, but I have no way to tell him to land the thing.
-
Performance Optimization
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA - BETA PATCH TESTING
I just don't know what to say, because before the BAF expansion was introduced my performance was flawless. 40 or so fps clean and steady, probably varying in the 30s - 40s depending on situation. But now its just gotten bad, however nothing has changed except the patch number. -
Does anybody know what is in the newest beta patch release in regards to performance optimization? I am not getting any increased performance with this new beta patch. However the beta patch version that was out just before the BAF expansion was released really increased my game performance greatly! I went from laggy stuttering framerates in my favorite server to crisp perfect 40fps at all times. Does anybody remember what patch version was out just before the BAF expansion was released?
-
Running beta patch with CA
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA - BETA PATCH TESTING
Alright thanks. The more difficult path it is then. -
Hello, I have installed the latest beta patch for OA. However I need to run the game as combined arms, but I would still like to run the beta patch. How do I do this? I am also wondering if the beta patch still has the performance optimizations that it had before the British Armed Forces patch came out. This was my experience: Before the BAF patch came out I was having some very choppy framerates with med/low settings, somebody suggested for me to try the beta patch so I did. Immediately after running OA with the beta patch I loaded into that same server and viola, I had a steady 40fps. I even cranked all of my settings up to the highest possible with AA/AF on high and I was getting consistent 30-45fps. However right now, I am back in the boat with having a choppy 10-15fps. Even when I set everything to very low with the lowest resolution it has no effect! You would think setting all of the video settings the very low would increase the fps, however it has ZERO effect. The fps is the same, 10-15.
-
Unmanned AirCraft. Waypoint to base.
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
All I need is re-sync to ULB module on re-spawn of the LittleBird and I am good to go. Or if you can mod up your script that you posted above to spawn a littlebird with the LaserTargeting system instead of a UAV or help to do that I would appreciate it. Aerial recon with laser designating ability from a remote position? Sounds fun to me. -
Unmanned AirCraft. Waypoint to base.
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So since I am doing this in a Domination map would I put the Sync command in the initialization field of my ULB vehicle or in the respawn script? -
Setting parent class
Powerstrip replied to Powerstrip's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So I would need to put a command in the Initialization of the object I am using as a ULB/UAV? The AH-6X littlebird. Any idea what the script names are for the ULB? -
I am trying to figure out what this means. Is this just assumed when you sync the LittleBird to the module or can you set this somewhere. My problem is reinitialization after the ULB is destroyed. It seems to de-sync from the ULB module, even if you repair the littlebird it will not seem to reinitialize with the ULB module. It just becomes a flyable chopper. Or if the littlebird is completely destroyed and respawns, it will not reinitialize as a ULB again. I tried to put isULB = 1 into the initialization area of the AH-6X but that doesn't work.