igneous01
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Posts posted by igneous01
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thanks for the advice, it turns out it was an issue with me not having nvg at night time.
i turned gamma and brightness up to the point where night was day, and could detect the units, but i guess theres restrictions on how much u can detect at night time without nvgs.
also, had to lower the number to 0.06 (it identifies it as a tunguska at this value apparently)
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Got some bugs with the BMD-1, just screened this now, basically the model is invisible, but you see the soldiers riding on it. Was working before, possibly an update might have done something to screw it up like this.
Same issue crept up with the BMP - 2k (the airborne ones) where the model would be invisible (the guy driving would be visible) but then it would flicker and the model would come back.
there not very big, but if you zoom in, you can see theres no model, just the guys floating on a magic carpet with dust trails.
latest ace with latest RU
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Knowsabout doesnt like to work properly sometimes when im using it in my mission.
I have 4 Tunguskas set up on utes, with my guy moving around and trying to detect them. I have reveal mapped to a separate key [p] so that whenever i press it it will reveal the tunguska and give me the task hint (aa site located)
however sometimes when im looking at one of them, my guy will shout out that he spotted the aa, without me even pressing the reveal key yet, the hint doesnt show up that i spotted it, and when pressing my p key on him afterthat, it doesnt work. Eventually the cursor changes from vehicle or tank to Tunguska (so that it is clearly identified) yet the trigger refuses to fire, and will not fire off until the tunguska opens fire, which i find ridiculous. This happens for no reason and i cant pinpoint the exact problem either. im using the magic number of => 0.105 for the trigger to fire, yet sometimes it just doesnt fire even tho the vehicle in question has passed the value required to trigger it.
are there two separate systems going on here? just what is the problem?
its breaking my mission pretty badly here, how are guys supposed to be infiltrate an island and leave undetected if the aa site has to fire at them for it to finally trigger as being spotted?
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upsmon stopped working for me, i dont know why but the ai refuse to do anything anymore. they just stand still as they were put in the editor, the script doesnt do anything anymore.
not sure what happened :/
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well while i will admit the cryengine3 is amazing in how it models physics, there not real world physics.
i dont believe an m16 could split a 30cm thick tree in less than one magazine. Only a fifty caliber would have that capability, and even then it would take quite a few rounds...
second
64 player coop (talking unit wide events here) doing an operation with company sized enemy ai. that already would be a HUGE load on servers (and it is on the ones we run now) plus taking into consideration
-the AI choices to move, find cover, suppress, flank, lay down smoke, etc etc. And also
-calculating all ballistics being fired (bullet drop, wind deflection, damage to objects, calibre used)
-if your running mods like slx or zeus, then cpu gets eaten really fast when it comes to ai (as there very very dynamic in these mods)
plus the 225sq km map
plus any modules like wounding, ambient civilians, etc, etc
I just dont think it would be possible for alot of people to run all this and cry3 engine. if any at all could.
plus the lighting effects in cry3 when going through branches and leaves is enough cpu drain. since every ray of light has to be checked to see if it collided with an object (similar to ballistics, only thing would be on a much higher level, as the rays are very small and numerous)
so as kool as the cry3 engine is, theres just no way to incorporate this without limiting the game to an elite group of ppl capable of processing that much.
but i conclude with this:
vr3 = real life based
cry3 = hollywood based
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some basic I/O to text file, would be useful for recording or reading history of a game, or script. have been needed this a few times now, only to find that you cant do it :(
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perhaps try reading up on the new dialogue method, and using kbtell and kbwassaid? that will always be in sync and it doesnt require sleep commands. using an fsm for it would make it really easy to get dynamic as well.
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careful naming some handles, join is already a command, and naming it as a handle will only cause problems.
best to name it with handle at the end so you know what it is (incase you want to terminate it or use it as a condition afterwards)
joinhandle = this addaction ["etc",.......
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interesting solution there shk, I think i might have to play around with the clipboard as well, more control in where you want a unit to be positioned.
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so i started working on a random enemy spawn script that would spawn them randomly over any number of gamelogics, but the problem seems to be when i converted my spawn types into functions (inf, armor, light armor and vehicles, and air)
I keep getting this error in my rpt/
_wp = _spawned addWaypoint [getpos (_unit getVariable "> Error position: <addWaypoint [getpos (_unit getVariable "> Error 0 elements provided, 3 expected File C:\Documents and Settings\david\My Documents\ArmA 2 Other Profiles\Pvt%20Zalewski\missions\test.utes\RUIS.sqf, line 64 Error in expression <ll BIS_fnc_spawnGroup;
but I declared the "attack" variable space a value of the gamelogic named attack. so im not sure why it tells me im missing the array index.
heres the full script, the errors are all from each functions addwaypoint (im assuming you cant add a waypoint like this?)
// RUIS script (Random Unit Invasion Script) // example: nul = ["RU", [spawn1, spawn2, spawn3], attackwp, spawntimer, Scripttime] execVM "RUIS.sqf" // "RU" - faction name // [spawn1, ...] - gamelogics for units to spawn on // attackwp - spawned units will move to this waypoint // spawntimer - amount of time to wait until the spawning of a new unit // scripttime - amount of time the script will run until it terminates private ["_spawntime", "_logicS", "_logicE", "_temptime", "_scripttime", "_unit"]; _unit = _this select 0; _logicS = _this select 1; _logicE = _this select 2; _unit setVariable ["spawn", _logicS, true]; _unit setVariable ["attack", _logicE, true]; _spawntime = _this select 3; _scripttime = _this select 4; // check what side was chosen, and assimilate proper values // Russian faction if (true) then { _unit setVariable ["infantry", ["RU_InfSquad", "RU_InfSection_MG", "RU_InfSection_AT", "RU_SniperTeam", "RU_InfSection_AA", "RU_InfSection"], true]; _unit setVariable ["lightarmor", ["RU_MotInfSection_Recon", "RU_MotInfSection_Patrol", "RU_MechInfSquad_1", "RU_MechInfSquad_2"], true]; _unit setVariable ["armor", ["RU_TankPlatoon"], true]; _unit setVariable ["air", ["RU_Mi24VSquadron", "RU_Mi24PSquadron"], true]; }; // Functions for spawn if (isnil "DZ_Spawn_INF") then { DZ_Spawn_INF = { private ["_unit", "_loc", "_wp", "_spawned"]; // spawn infantry a random of 3 times for "_i" from 1 to (ceil(random 3)) do { _unit = (_unit getVariable "infantry") select floor(random(count (_unit getVariable "infantry"))); _loc = (_unit getVariable "spawn") select floor(random(count (_unit getVariable "spawn"))); // spawn random units _spawned = [getPos _loc, EAST, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> _unit),[],[],[],[],[],180] call BIS_fnc_spawnGroup; // move units to waypoint _wp = _spawned addWaypoint [position (_unit getVariable "attack"), 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "NORMAL"; [_spawned, 0] setWaypointBehaviour "AWARE"; sleep (random 20); }; }; }; if (isnil "DZ_Spawn_LA") then { DZ_Spawn_LA = { private ["_unit", "_loc", "_wp", "_spawned"]; // spawn vehicle a random of 3 times for "_i" from 1 to (ceil(random 3)) do { _unit = (_unit getVariable "lightarmor") select floor(random(count (_unit getVariable "lightarmor"))); _loc = (_unit getVariable "spawn") select floor(random(count (_unit getVariable "spawn"))); // spawn random units _spawned = [getPos _loc, EAST, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Motorized" >> _unit),[],[],[],[],[],180] call BIS_fnc_spawnGroup; // move units to waypoint _wp = _spawned addWaypoint [getpos (_unit getVariable "attack"), 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "NORMAL"; [_spawned, 0] setWaypointBehaviour "AWARE"; sleep (random 50); }; }; }; if (isnil "DZ_Spawn_ARM") then { DZ_Spawn_ARM = { private ["_unit", "_loc", "_wp", "_spawned"]; // spawn vehicle a random of 3 times _unit = (_unit getVariable "armor") select floor(random(count (_unit getVariable "armor"))); _loc = (_unit getVariable "spawn") select floor(random(count (_unit getVariable "spawn"))); // spawn random units _spawned = [getPos _loc, EAST, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Armored" >> _unit),[],[],[],[],[],180] call BIS_fnc_spawnGroup; // move units to waypoint _wp = _spawned addWaypoint [getpos (_unit getVariable "attack"), 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "NORMAL"; [_spawned, 0] setWaypointBehaviour "AWARE"; }; }; if (isnil "DZ_Spawn_AIR") then { DZ_Spawn_AIR = { private ["_unit", "_loc", "_wp", "_spawned"]; // spawn vehicle a random of 3 times _unit = (_unit getVariable "air") select floor(random(count (_unit getVariable "air"))); _loc = (_unit getVariable "spawn") select floor(random(count (_unit getVariable "spawn"))); // spawn random units _spawned = [getPos _loc, EAST, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Air" >> _unit),[],[],[],[],[],180] call BIS_fnc_spawnGroup; // move units to waypoint _wp = _spawned addWaypoint [getpos (_unit getVariable "attack"), 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "NORMAL"; [_spawned, 0] setWaypointBehaviour "AWARE"; }; }; while {_scripttime > 0} do { _scripttime = _scripttime - 1; _temptime = _spawntime; [] spawn DZ_Spawn_INF; [] spawn DZ_Spawn_LA; [] spawn DZ_Spawn_ARM; [] spawn DZ_Spawn_AIR; waitUntil {sleep 1; _temptime = _temptime - 1; _temptime < 1}; };if anyone has any idea of a workaround to get my waypoints to work (or where i messed up) id really appreciate it
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This is something that my unit and myself want to add in with DIH Radio script.
I want to basically record the groups grid coord (already done) and the time of the transmission (also done) into a notepad like dialog box (not done) that only certain units will have access to (like command or operators).
The one thing that i find really surprising is how difficult it is to find something related to writing value into a dialog box for reference later.
Now I think i can restrict the dialog to command units by declaring what units will be able to access it, but I have not found a way of how to write information into a dialog box, and ordering it.
heres an example of what i want to get working, using DIH_Radio
1-1-A reports in, transmission time is 10:45, grid coord is 145104
1-1-B reports in, time is 10:48, grid coord 145107
and then the commander can use an action to open up a note pad that would display something like this:
Callsign Time Position Status
1-1-A 10:45 145104 calm
1-1-B 10:48 145107 calm
and then a history of reports is saved inside the box for reference.
Callsign Time Position Status
1-1-A 10:45 145104 calm
1-1-B 10:48 145107 calm
1-1-A 11:01 152123 engaged
1-1-B 11:05 148131 Ambushed
I might be asking for too much, but i figure if i can find a way to update my dialog box with information, and possibly add a way to sort by groups, then i should be fine with everything else.
Any hints tips and suggestions are very appreciated
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a majority of servers run ace and zeus ai now (especially any realism servers and a few Evo and Domi servers)
the best way to update your mods for these servers is to use something like six updater or yomas addon sych, depending on whether the server hosts the files for the mod you can compare your version of mod files to theirs and download the new ones and be able to join in.
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in your count condition, are you also checking for whether or not any units are still alive in the group? this may be a possible problem as whether or not a unit dies in this time frame can make the trigger never fire off because the amount of units it initially counted has changed (or it still considers dead units in its list and since you cant get a dead unit to go inside a chopper, it never completes)
throw in some hints on the triggers and waypoints to make sure they are firing off. this sounds like a fairly complicated waypoint and trigger synch setup and so im not too knowledgeable on making such things work (i just prefer to script it all and use domove to move to the next position)
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i believe this might work under its condition
_height = getPosATL someairunit
this && _height > 50
tho i believe theres a chance this may not fire off since height is only calculated and valued once. you may need to make a little script that monitors and updates the value of the height of a unit every so many seconds.
you can probably rework this so that it triggers for any airunit as defined under class "air"
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The condition for this particular trigger is when enemy are not present within the trigger area. hmm, it seems that one of my objectives do get updated for all players (I have 6 objectives overall).This one seems to work:
That objective gets updated for all players it seems but the rest don't. The only difference I have there is the condition field:
i believe that the problem here is that the trigger was created within the editor. And to my knowledge triggers created in the editor fire locally (though im not sure if in this case the trigger fires for everyone, depending on certain conditions (player in thislist as an ex) would fire for the player that triggered it. updating the tasks for that player. in order for everyone to get the update they would all have to walk over the same trigger, even though its already been activated by a player (i think, i might be wrong here)
i think this can be resolved by createtrigger, and having it created on all machines (in the init.sqf or some other script that executes for all clients)
but as far as i know i may be completely wrong here, there isnt a whole lot of documentation about how triggers work in mp
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Ive been looking for commands and a solution to get a dialog box to show up that prompts user input for a password.
but i havnt found anything like this, even a sidechat password would be good.
basically theres gonna be a custom hanger inside a domi server, where special equipment will be stored, and the doors locked.
once someone goes near the hanger an action will show up saying give password or something like that.
then you need to type in the password (either dialog box or sidechat) and if it matches the one stored in the script then the doorlock script will end and the user can go inside the hanger.
is there a way to get user input in game?
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yea ive noticed this as well, when i heard it i thought it was like a zombie mod thing the way they were talking.
mostly sounded like grunting and big oooos and nothing that sounded like words.
i believe its a game issue tho, so cant be fixed unless the devs fix it
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thanks for the responses, but i think ive found another method using setvelocity (or was it setvector?)
either way that could get me to make them move while still playing the animations.
Dread*
i was thinking about using an FSM but i wouldnt be sure what conditions i would need to check for it. really the only possibilities are whether they successfully attached and animated, and whether there moving or not. i dont think it requires an fsm to do this since it would be very generic and scripted.
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its because you are playing in cadet mode, which is why it shows up on the map. You need to go to veteran or adjust custom settings (turn off map hints or w.e its called) to make the icons disappear from the map.
also i think this is in the wrong section of the forums...
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Its an issue i dont know how to correct. I have an unconcious pilot sitting beside a uh60 wreck and a specops guy moving along his waypoints, then at the last waypoint near the pilot they both play the respective dragging and injured animations, except the specop guy will drag indefinitly in the same spot, and never move to the next waypoint (which is moving backwards)
also note i used attachto to get the guy looking like hes getting dragged.
I believe its an issue with the AI not be able to walk backwards (or atleast ive never seen a way of getting them to walk in reverse).
so is there a way for my ai guy to actually be able to drag the pilot away to his next waypoint?
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ahh i just clued in on that now. Looks like that wont work.
i guess ill need to somehow model the ballistics for certain ranges. but thats a load of work for me (and my physics are crap)
guess ill just have to experiment a bit then
---------- Post added at 02:34 ---------- Previous post was at 01:37 ----------
now that i look at it - theres no command listed in the wiki about setting the velocity of an object. unless i missed it, looks like i cant just create projectile and launch it at something.
and a question:
if i adjust setvectordir for the projectile of a bullet (which i can only grab from fired eventhandler) will it effect the bullets course? maybe some way of getting the bullet to lock on to a unit to simulate an ai snipers accuracy would be my workaround to getting this puzzle solved.
or does setvectordir not work for projectiles?
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glad its working, but just to clear things up here
if this is in the condition of a trigger or if statement, then you need to use AND or && to check if all the objectives are completed.
so much like this:
obj1complete == 1 && obj2complete == 1 && obj3complete == 1 && etc
or with booleans:
obj1complete && obj2complete && obj3complete && etc
this tells the condition logically that first task AND second task AND third task must be completed before this event can happen (or in your case 8 tasks)


Wind blow
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
im pretty sure there was a way to access cfgsfx sounds using playsound? or is that not the case? either way as i recall playsound doesnt work right now, so you need to stick to playmusic. i think theres a parameter for raising the decibals if u want it louder as well