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igneous01

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Everything posted by igneous01

  1. unfortunately thats how say, saysound, and the other various sound commands are set up. The actual function of the command has fixed parameters for amount of db to increase/decrease based on distance. However I have not tried using createSoundSource - it may be what your looking for, as it seems to be directed towards more ambient sounds that have a much shorter audible range.
  2. the space is from the copy paste, the lines are all said and everything works fine, but !kbwasSaid is returning true even tho a line was said 2 seconds ago. Im thinking the last parameter is either not working as intended, or is a random selection from 0 seconds to max age? anyone else might know a little more about this?
  3. no, as that checks to see if it was said within the last 25 seconds, so it will return true everytime. What I want is for if condition to be true if the distance and pavel has not said anything in the last 25 seconds. So its not spamming text at the bottom
  4. do you actually want kill counts from units or just a quick trigger for number of opfor units dead? if so you can try: AllOpfor = []; AllBlufor = []; { if (side _x == EAST) then { AllOpfor = AllOpfor + [_x] }; if (side _x == WEST) then { AllBlufor = AllBlufor + [_x] }; } foreach allUnits then lets say you want trigger to activate when 3/4 of Opfor are dead: OrigOpforCount = AllOpfor; OrigBluforCount = AllBlufor; while {(count AllOpfor) < (AllOpfor / 4)} do {if (!alive _x) then {AllOpfor = AllOpfor - [_x]}; sleep 0.3} foreach AllOpfor; sleep 0.5 }; Not the greatest approach, but works
  5. it might be better doing cfgMusic, and using playMusic, then when not in the chopper you can use 1 fademusic 0 this will fade music in 1 seconds to volume of 0
  6. So, im working on my platoon script right now and need some ideas for scripting a semi intelligent ai commander that can issue orders to his platoon for engagements. Im currently working on the stealth/ambush aspect, where if the timeofday is night, and platoon is within 400m of target location, the platoon commander will order the squads to go into stealth, hold fire, maintain formation with platoon, and then send 1 squad to recon the area. then after enemy strength has been assessed, the commander would issue the other squads to move into suitable positions for an ambush (selectbestplaces?) and wait until all squads are behindcover (findcover) or in a good spot to engage, then engage the area. complicated? yes, so far i only have it working to the point where a recon squad is sent out to scout the area (hopefully without being spotted) what im trying to figure out is: 1. How would I script a check for cover and ambush positions using findcover and selectbestplaces that are within the target area? 2. Is there a way I can check for LOS to the target area? 3. Some help or ideas on how to order the platoon commander to move squads according to enemy positions for best engagement? and it also seems selectbestplaces is not working for me, I want my platoon commander to look for the closest hill near him, so he can move to it and observe the area. im using this: _Hills = selectBestPlaces [[getpos _PlatoonCmd select 0, getpos _PlatoonCmd select 1],500,"(1 - forest) * (1 + hills) * (1 - sea)", 50 ,5]; { _dist = _PlatoonCmd distance (_x select 0); if (_dist < 250) then { _Stratloc = _x select 0; _mg = createmarker ["Marker1", _Stratloc]; "Marker1" setMarkerType "DOT"; }; } foreach _Hills; except no marker is ever created (this is inside a loop that updates every 10 seconds too) and one last thing: should I be using an FSM for the platoon commander for checking conditions like these? Ive ran into a problem where the main loop keeps executing the stealth procedure over and over again, meaning that a random squad keeps being selected to scout the area after every loop. And ideas or theories to go about doing some of this?
  7. thanks muzzleflash for the script - that will certainly come in handy \o/ however it looks like my formation slots are still not working correctly - i thought it was fixed but i see that the formation S S S S - -P- - doesnt rotate around the platoonleader (in this case the P) but goes off axis somewhere. Anyone have any ideas? im using this script for it: // Relative position function _relativePosition = { private ["_dist", "_offdir", "_leadVehicle", "_planePos", "_compassDir", "_newX", "_newY", "_newZ", "_newPos"]; _leadVehicle = _this select 0; // the object another object is offset from. _offdir = _this select 1; // direction for newPos in relation to leadvehicle, 0 is direct front, 90 right, 180 rear etc.. _dist = _this select 2; // distance from center of _leadVEhicle to its ofset position. //find position to spawn in relation to. _planePos = getPos _leadVehicle; //Find compass direction to spawn from leader plane. _compassDir = ((FormationDirection _leadVehicle)+_offdir) mod 360; //Find absolute coordinates by adding relative to leader plane. _newX = (_planePos select 0) + ((sin _compassDir) * _dist) - 300; _newY = (_planePos select 1) + ((cos _compassDir) * _dist) + 50; _newZ = (_planePos select 2); _newPos = [_newX, _newY, _newZ]; _newPos }; // for anchoring formation slots and updating _logicAnchor = { private ["_t", "_dist", "_offDir", "_leadVehicle", "_logics"]; _t = 0; _dist = 0; _leadVehicle = _this select 0; _logics = _this select 1; //if (BALLZ == true) then { BALLZ = false; //}; if ((_leadVehicle getVariable "FORM") == "LINE") then { { _offDir = 90; _dist = _dist + 100; // lets add 10 spacing inbetween each object wich is placed in a direct line front of player no matter where he is looking. _newPos = [_leadVehicle,_offDir,_dist] call _relativePosition; _x setPos _newPos; } foreach _logics; }; if ((_leadVehicle getVariable "FORM") == "FILE") then { { _offDir = 0; _dist = 50; // lets add 10 spacing inbetween each object wich is placed in a direct line front of player no matter where he is looking. _newPos = [_leadVehicle,_offDir,_dist] call _relativePosition; _x setPos _newPos; _logicmark = createmarker ["logicmark", _newPos]; _logicmark setmarkertype "dot"; _logicmark setMarkerColor "ColorBlue"; _logicmark setmarkerpos _newPos; } foreach _logics; }; _logicmark1 = createmarker ["logicmark1", getpos (_logics select 0)]; "logicmark1" setmarkertype "dot"; "logicmark1" setMarkerColor "ColorBlue"; _logicmark2 = createmarker ["logicmark2", getpos (_logics select 1)]; "logicmark2" setmarkertype "dot"; "logicmark2" setMarkerColor "ColorBlue"; _logicmark3 = createmarker ["logicmark3", getpos (_logics select 2)]; "logicmark3" setmarkertype "dot"; "logicmark3" setMarkerColor "ColorBlue"; _logicmark4 = createmarker ["logicmark4", getpos (_logics select 3)]; "logicmark4" setmarkertype "dot"; "logicmark4" setMarkerColor "ColorBlue"; "logicmark1" setmarkerpos (getpos (_logics select 0)); "logicmark2" setmarkerpos (getpos (_logics select 1)); "logicmark3" setmarkerpos (getpos (_logics select 2)); "logicmark4" setmarkerpos (getpos (_logics select 3)); }; markers are just there for visually seeing it, and they are way off what they are supposed to be :(
  8. hmm, your quite right, it really doesnt pick hills very well, i guess it must be a limitation with certain map configs not being defined as hills, even tho it is elevated enough to be a ridge. @demonized - strange, i didnt realize findcover isnt working, because the ai now seem to take more cover in engagements? i suppose the fsm was updated, but the command was not. I shall see what bounding box can do for me glad to see im not the only one whos been thinking of this - if only highcommand had some ai compatability. in case you guys are interested, heres the rough script:
  9. @MajorWoody - thats a great idea, i think ill work on a custom extension for it to allow you to put in custom groups. Taking in an array of unitnames and defining them into a custom group setvariable shouldnt be too hard - ill see what i can do
  10. could try sethitting the engine and tail rotor so that they are both destroyed, then fixing them again at a specified time. vehicle player setHit ["motor", 1]
  11. argh, i just looked at it again and your right -- there is no mechanized included in the script (doooh) I will fix that and post a improved version of this script - but still feel free to modify it to your hearts content ---------- Post added at 07:01 PM ---------- Previous post was at 05:48 PM ---------- *updated the script to fix the motorized/mechanized issue, they are now their own seperate types in the script.
  12. igneous01

    SQF Intro Problem

    bah, i have this exact same issue, conversation.bikb spits out the entire convo before the intro even starts, all you see is a giant wall of text at the beginning. I even removed the conversation.bikb from the mission folder and stopped executing the convo script - it still spits it out! with no actual file to read! I would really like to know why this is happening, or how its even managed to remember the dialog when its not even there?
  13. igneous01

    campaign projects on hold or abandoned.

    Man i know how you feel, One campaign i wanted to properly start was a campaign focused in Isla Duala where UN tries to keep the peace so to speak with the civil war going on. First mission was partially done, where the President of side A would drive by in a parade in a large city, get assassinated and lead to the civil war with missions focusing on protecting the peace, escorting civilians out of the warzone, and negotiations. I had 3 or 4 pages filled with ideas and character names and roles. But never actually did anything with it. The story was all mapped out, but frustrations in the first mission made me end my work with that. In my missions folder i have over 200 missions with wierd names that Its difficult to figure out which ones im still working on. Not as bad as my music projects in FL studio (which ranges in 10000s project files)
  14. yes - my mistake not removing those annoying hints. This was made as more of a modifiable script then a finished product. Currently a preexisting unit must be place in the editor and used for the script. I may change this when I have time to edit the script again
  15. igneous01

    whats your favorite mod?

    ACE and WarFX
  16. igneous01

    Team Shadow - Sniper Campaign

    1. Interesting observation there, this should be fixed now since you can rebehave back into stealth mode as the sniper, allowing them to stay in crawl. 2. I never removed or adjusted wind to be disabled in this campaign. When i play it, wind is always enabled and effects my shots. Perhaps an Ace settings issue? 3. Thanks for the info, the time is still correct, however you are right, the day is off (typo) by 1 day. After patch 1.59 came out the time/seasons/visibility were all altered and messed up from what i originally had them set. quick fix, thanks for that!
  17. igneous01

    Team Shadow - Sniper Campaign

    some things that i want to answer that didnt get to before: 1. All the weapons in the gear screen have ammo for them, ace sometimes decides whether it wants to auto add magazines to your slots or not. If you take a rifle that doesnt have magazines auto selected, you need to look for them and add them in. 2. Auto stance mod seems to be bugged by ace, im currently still in the works on finding out the root cause of it (as it seems to work on an empty mission), for now sticking to crouch might be the best option, as the ai keeps up with you, takes cover, and lays low. 3. @paolo: this has been fixed, if you use radio command to never fire on, it will turn on stealth again for both characters. Good thing you reminded me to put this in finally.
  18. Ive tried looking for classnames to plants/rocks/trees before. Unfortunatly they do not have a proper classlist configured for them, therefore they are unaccessible in game. Unless you were to write a config for them and compile the class for them yourself, theres no way to actually manipulate, create, or edit these objects in a mission. Hopefully they will compile one in arma 3.
  19. igneous01

    Team Shadow - Sniper Campaign

    Campaign Updated to 0.93 + added 1 new mission (others are not done yet!), quick changelog here: "Becoming a HOG" - Removed scripting hints from mission "Guardian Angel" - Removed Ace_Wounds to fix problem with gear selection - Adjusted enemy numbers to better balance forces - Repositioned helicopter crash and removed excess smoke to allow better visibility and places to fire. General: - Added new mission "Patrol" - player will now return to stealth behaviour when using radio trigger never fire - Fixed range me script condition - if the spotter dies it will become unusable - Added missing radio trigger options in some missions First post updated, links updated as well
  20. igneous01

    Team Shadow - Sniper Campaign

    I just started testing Guardian Angel, and indeed, the weapons selection is bugged. It was working before, and its the same for every mission. Apparently the gear is still applied to you (the weight keeps increasing on loadout) but the weapons and gear disappear from the inventory and on the players gear screen, looks like another ace bug. I will be fixing all this stuff up, but really quite strange to see such wierd behaviour ---------- Post added at 03:58 PM ---------- Previous post was at 03:14 PM ---------- * I found out the problem for the gear being bugged out in guardian angel - apparently ace wounds module breaks the gear selection from briefing right now :( Will be disabled until future ace patch fixes it, will be uploading an update on the campaign to tackle these issues sometime today.
  21. igneous01

    Team Shadow - Sniper Campaign

    I have just started replaying the campaign to see and confirm any of the bugs people have reported. It seems there is a ai stance bug, as setting the ai to copy my stance gets them stuck and are unable to follow you anymore. However setting them to crouch fixes this, but it seems this is a new ace bug that isnt reported yet. SOFLAM and Vector have a wierd power on/power off bug the moment you press r to add the battery in. if you press r twice a second apart, it usually turns it on relatively fast. This bug has been present in ace for a while now. While testing Operation Owl, the insertion boat came under attack from an aa gun, killing my spotter? AI never used to be able to see the infiltration boat from that distance, and it was guaranteed safe insertion, somethings changed... I will be testing some more to spot any more bugs and see if missions are being broken. Fixing them shouldnt be too difficult i hope.
  22. igneous01

    Team Shadow - Sniper Campaign

    thanks for the responses guys, i have a feeling a new ace update may have messed up some missions, because it was working golden before. Im still working on getting these missions up to date in the new ace version, as well as adding a few more missions in. I will post updates when its completed.
  23. I want to figure out how to count all groups that have no living members in them, and then delete them. I searched and surprisingly nothing came up about this. From what i know, even if an entire squad gets killed, the group still exists, and when lets say dynamically spawning units, i want to make sure my script doesnt go overboard with the amount of groups made. So far i have this in theory: count !alive units allgroups in theory thats what i want, but i dont know how to implement it
  24. matrices can be calculated using arma scripting?
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