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DAP

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Everything posted by DAP

  1. How exactly command disableAI "FSM" works? Especially with "danger" fsm. Because I tried this command and this have no effect on any behaviour. Unit just leave formation and stand at one place. But he is still in current behaviour. Example: Firefight. One unit got command disableAI "FSM". After that he got command moveTo. But his movement not changed. He is still moving slow and looks around like in "combat" behaviour.
  2. Wounded units got first aid, but die after? Or they just don't move to the wounded units? I just tested all versions - all fine. Even in middle of combat. Maybe little slow, but AI does their job. Maybe some conflicts with other scripts or mods? Like ACE or SLX.
  3. Some improvement :) sniper addEventHandler ["FIRED", {[(_this select 4),(_this select 6)] exec "snipershot.sqf"}]; snipershot.sqf _ammotype = _this select 0; _bullet = _this select 1; deleteVehicle _bullet; _dist = sniper distance player; _bulletspeed = getNumber(configFile >> "CfgAmmo" >> _ammotype >> "typicalspeed"); _delay = _dist/_bulletspeed; sleep _delay; player setdamage 1;
  4. Else one. Seems that waypoint's "completion radius" not work. Unit always move right in waypoint's center ([0,0,0] offset) and never stops when cross "completion radius" area border.
  5. Yes. But if will necessary to use this helicopter no as empty? Better, if you care about all possible situations.
  6. faction="name_of_your_faction"; vehicleClass = "name_of_your_vehicle_class"; As you say before, you already have your own faction. So, for faction-parameter you need add only name of this faction. About vehicleclass: if you have your own class - add name of it in this parameter, or add name of any default class (like "air"). Also you need change values in next parameters: crew="classname_of_your_soldier_which_will_be_piloting_this_helicopter"; typicalCargo[] = {"class_name_of_typycal_cargo_unit","class_name_of_typycal_cargo_unit", etc...};
  7. About config... Seems this addon was made for ARMA. Here is no "faction" parameter. If you want add this helicopter in your faction - you need add this parameter. Also here is no "VehicleClass" parameter. And pilots and cargo units classes from ARMA.
  8. Strange, but seems now that it's works. Some time ago - not, for me. Thanks :) Next step - helicopters. They are really do strange thing sometimes. Example: Transport helicopter got waypoint (transport unload) with careless behaviour. But if it near combat area, he just fly around (or even fly back) and not landing for unload troops from cargo until it will be clear (sometimes he even stuck in air). Careless behaviour for waypoints now not works? I say about strange sentences from wounded units, like: "Where you drag me, bro?!! Wait! Who are you??? I can..." :)
  9. To BIS: is possible remove ANY speeches for units in unconscious state? Because it is strange hear "I can say you only may name, rank and serial number.." from soldier, which are in unconscious state. He must be silent as fish :) In next beta :)
  10. Last version full compatible with SMK animations.
  11. Try stock drivers. I have ATI and same picture when I use newest drivers. But when I use stock - all fine and no any artefacts. Strange but true.
  12. Hi all. I have some problem with my mission. Idea: when map is visible, then controls is visible too, when player close map, then script hide controls too. I try use "visibleMap" command, but it looks like this command work properly only in SP. When I use this command on client only (runs mission on dedicated server), then nothing happens. This command just not works. Can anyone explain how exactly it works? Or, maybe, there is another way?
  13. Problem solved. Yes, case was in locality. Condition _unitname==player - not works. Condition local player - works. Thanks you all :)
  14. Not works. I tried do something like this, but it's not works. I checked locality by hint. Hint works, but condition like "if(visibleMap) then {...};" not.
  15. DAP

    Eject Script

    Remove RED operators and quotes (blue) _group = _this select 0; _vehicle = _this select 1; if ( ([s][color="Red"]typename[/color][/s] _group != [color="Blue"]grpAlpha[/color]) or ([s][color="Red"]typename[/color][/s] _vehicle != [color="Blue"]UAZ[/color]) ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5; } foreach units _group;
  16. No. Seems it works only for "lethal" weapons :)
  17. :D Because I set small check in script for avoiding any collisions with other scripts, which do same work but use other methods :) Unfortunately this works like "or/or". Because ACE wounds system and my script do same work, but use different methods, as I said before. This is can cause collisions and weird bugs.
  18. About walls detection. Maybe just use velocity and animationPhase combo? I mean: small script will check unit's animation and his velocity, when animation equal run but unit's velocity near 0(less than run speed), then action will be available. Also it can check type of nearest object as additional condition. If it will equal some kind of wall, then action will be available.
  19. MCC requires ACE. And, I guess, MCC uses ACE wounds system :) I set condition, with disabling this addon, when ACE wounds system is detected.
  20. BSOD returns on my PC. 100% BSOD after several hours of playing. Not during game, but if I try close the game or use Alt+Tab, then BSOD. RPT says nothing. No dump-files. ARMA 2 CO, no custom addons or mods.
  21. Actually this addon not tested with DAC. But I don't think that it can cause any conflicts. This addon controls all actions only by scripts. Also this addon uses standart interactions between units (like order "Heal him" from squad leader) and "current" behaviour policy, whatever it is. Better decision with DAC - AUTO version: all generated units will be already with addon's event handler.
  22. ADDON UPDATED Version 4.3 Changelog: - Fixed: Animation bug (When soldier gets wound while he drags wounded). - Added: Visual FX when player get hit. - Added: New identificator for unit, which mark this unit as unit with assigned scripts: "DAP_WOUNDS_ACTIVATED". - Added: Script-version of addon. (Demo mission) Script-version: For correctly work need two conditions: - string #include "DAPMAN\Config.hpp" - in Description.ext (Root mission folder) - string [AllUnits] execVM "DAPMAN\Init.sqf"; - in Init.sqf (Root mission folder) You can change value "AllUnits" to any units array. Then this script will work only for selected units. Also you can use this string for new created units during mission Example: Note: All links updated.
  23. BSOD after hour or two of playing in multiplayer. Any try get out from the game after long playing in multiplayer cause 100% BSOD.
  24. CTD. Settings: miniDump/RPT
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