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Lewis909

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Posts posted by Lewis909


  1. What you need to do is create a small object (I used a barrel) underground directly underneath the satchel. You can use a fired eventhandler attached to the player to determine when the satchel is placed and create the barrel then. You then need to add an explosion eventhandler to the barrel. When the barrel is damaged by a explosion you can then activate your trigger.

    Could you explain how to do this?


  2. So the script will look like this:

    
    _unit = _this select 0;
    
    removeAllWeapons this;
    removeBackpack this;
    this addBackpack "DE_Backpack_Specops_EP1";
    clearMagazineCargo (unitBackpack this);
    unitBackpack this addMagazineCargo ["30Rnd_556x45_Stanag",6];
    unitBackpack this addMagazineCargo ["PipeBomb",2];
    unitBackpack this addMagazineCargo ["Mine",2];
    //Primary
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "30Rnd_556x45_Stanag";
    _unit addMagazine "PipeBomb";
    _unit addMagazine "HandGrenade_West";
    _unit addMagazine "Laserbatteries";
    _unit addWeapon "M4A3_CCO_EP1";
    //Equipment
    _unit addWeapon "Laserdesignator";
    _unit addWeapon "NVGoggles";
    _unit selectWeapon "M4A3_CCO_EP1";

    And in the Units init I place:

    _null = [this] execVM "yourscriptname.sqf";

    ?


  3. Well, I dont think you need those extra breckets for magazines. You are missing c for clearMagazineCargo. Use it like this

    removeAllWeapons this;
    removeBackpack this;
    this addBackpack "DE_Backpack_Specops_EP1";
    clearMagazineCargo (unitBackpack this);
    unitBackpack this addMagazineCargo ["30Rnd_556x45_Stanag",6];
    unitBackpack this addMagazineCargo ["PipeBomb",2];
    unitBackpack this addMagazineCargo ["Mine",2];
    //Primary
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "30Rnd_556x45_Stanag";
    this addMagazine "PipeBomb";
    this addMagazine "HandGrenade_West";
    this addMagazine "Laserbatteries";
    this addWeapon "M4A3_CCO_EP1";
    //Equipment
    this addWeapon "Laserdesignator";
    this addWeapon "NVGoggles";
    this selectWeapon "M4A3_CCO_EP1";
    

    Now, if you gonna run this from init.sqf or something you probably need to tell the game what "this" is. Like player or unit name.

    If you use search button you can find a lot of scripts for this and they even save your loadout, etc.

    I got his working in the init line of a unit. I would like this to be triggered via a .sqf file so I can easily edit it outside of the game.

    I have looked everywhere and I can't seem to find out how to execute the .sqf file.

    basically I want to have different loadout .sqf's and get different units to use them depending on the setup that I want.

    I hop this makes sense.

    Cheers


  4. Hi just creating a test loadout .sqf. This is my first attempt and I was wondering if it will work, currently at work so I can't test it.

    ////Main Loadout
    removeAllWeapons this;
    {this addMagazine ["30Rnd_556x45_Stanag",5]};
    this addWeapon "M4A3_CCO_EP1";
    {this addMagazine ["HandGrenade_West",5]};
    this addWeapon "Binocular";
    this addWeapon "NVGoggles";
    this addWeapon "ItemGPS";
    
    
    ////Back Pack load out
    learMagazineCargo (unitBackpack this);
    (unitBackpack this) addMagazineCargo ["Laserbatteries",10]; 

    Cheers


  5. I have a question around this.

    Once you have placed the unit and the it spawns at one of the markers is it possible to have a waypoint automatically spawn at that location as well.

    Also is it possible to:

    1. Have the Hostage location only appear on the map once something triggers it.

    2. Is it possible to automatically generate a waypoint to one of these makers.

    3. If it is possible and you do create a waypoint with a given status like "MOVE", how would you then go about creating more waypoints after that?

    4. Once these waypoints have been created how would you sync one of these waypoints to a Helicopters "LOAD", Waypoint.

    Cheers


  6. I would be interested in why the Strobe causes issues here.

    I know the strobe makes a combat helicopter to fire at a the strobe location.

    Maybe the heli changes its behaviour, that way it is in combat mode and doesnt land.

    :confused:

    I think this is what happen. but what I was experiencing when I was using the blackhawk as the helicopter set to limited, neverfire, careless it would just land and never take off. Change the strobe to green smoke and it worked perfectly.


  7. Hi,

    I have spent a lot of time searching for an answer to the following problem both on this forum and using Google search; both of which have been unsuccessful. So i thought I would make my first post and see if i can get some help from the community.

    I have been working on a mission which uses a helicopter insertion and extraction. The Helicopter insertion works fine but I seem to be having an issue with the extraction.

    Helicopter scripting and Waypoints used:

    1. Helicopter on ground with a LOAD waypoint, this is synced to the Lead player’s GET IN waypoint. The LOAD waypoint is also synced with a trigger with a script that counts all the units in my group to ensure that the helicopter doesn’t leave without someone.

    {_x in ch1} count units insertionTeam == count units insertionTeam;

    2. Once we are all in the Helicopter turns on its engines and flies to a TRANSPORT UNLOAD waypoint that is synced to the Players GET OUT waypoint. Here the Helicopter lands kicks out the lead player who than gets the rest of the AI team to disembark. The helicopter flies back to a MOVE waypoint that uses land “LANDâ€; to make the Helicopter land and turn of its engines.

    3. Player then goes and does mission which if successful triggers a MOVE waypoint once an object has been picked up. This MOVE waypoint is the location of the LZ extraction point. The pickup object Trigger also triggers a HOLD Waypoint for the Helicopter to move to which half way between the LZ and the base it came from.

    4. The players MOVE waypoint is followed by another GET IN waypoint, this is triggered by throwing an IR Strobe:

    ((count ((markerpos "CheckSmoke") nearObjects ["IRStrobe",50])) > 0)

    This Triggers 2 waypoints, the players GET IN and the Helicopters LOAD waypoint which are synced. The Helicopter comes in and lands. This waypoint has another count group trigger synced to it. The Group and the player gets in the Helicopter

    5. The helicopter has a final MOVE waypoint but for some reason it will not take off and move once the squad is inside it.

    I have tried testing AI Helicopter MOVE, LOAD waypoints synced with player waypoint GET IN and it worked. The Helicopter flew to the LZ it hovered, my units got in then it moved away. For some reason when I try and use this in the mission I have built the helicopter will not take off and move to its last MOVE waypoint.

    If anyone could shed some light on this I would be most grateful.

    Cheers

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