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Rail82

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Everything posted by Rail82

  1. I know I had a problem in someone else's mission I downloaded. Even though the AI men were on the ground and the chopper was long gone, I still had to issue the disembark command to get them to do anything. I don't know if this is quite your issue but worth looking into.
  2. Use 2 End #1 triggers. One set to condition: !alive _unit The other set to blufor present. Place the second trigger where you want to have your team extract too. Now in order to complete the mission you need to kill the bad guy and extract. I have missions with 8 or more End #1 triggers. You can even split off side objectives with even more triggers, with the use of End#2's, 3's etc. etc.
  3. _group = createGroup east; [_civilianname] joinsilent _group; I explained it in a little more detail in a different thread...
  4. Would the creategroup and joinsilent commands solve your problems or is that not exactly what your looking for?
  5. Rail82

    Group setCaptive?

    check out this thread. I was trying to do basically the same thing. I think near the end of page 2 or maybe top of 3 is what is going to help you out. I can probably walk you through it but I don't have the time right now. read that thread and if you still need some help I'll explain exactly what I did to make it work and show you how I set up my triggers if necessary.
  6. Sometimes they will return fire, but I found out it happens more like if you sit and shoot friendlies... they'll let you kill a few of your own before they turn on you and open fire back. Like I said, when I was testing that method, most of the time it worked fine, but the AI felt a little sluggish to react to each other and then at random there would be no reaction to each other. That's why I switched the mission up and used the creategroup and joinsilent commands and it works like a friggin charm. AI is really responsive and both sides are quick to engage once the civs go from civ to east. And at the end of the mission you'll have positive points because it counts those civs as opfor kills. IF you just use the independent trick, you'll have a negative score because you just spent an entire mission killing "civilians". IF you just link the civs to an opfor unit even with a probability of 0, blufor will fire on the civs even if they are unarmed. creategroup and joinsilent worked out the best for me. Now I can pass a group of civs and when I activate the trigger they pick up guns and fire on me. Depending on where the trigger is, a lot of the time the civ group is behind me when they pick up weapons, so it gets pretty intense. This way blufor doesn't recognize them as enemy until the moment when it's already too late... makes for an interesting patrol mission. My trigger to do this looks like this: Blufor present on act: (I first set weapons for all 3 members of civ group) then I use: t1=createGroup east; [civ] joinsilent t1; [civ1] joinsilent t1; [civ2] joinsilent t1; Now when I enter the trigger the civs pick up arms and join OPFORs side.
  7. alright I've skipped around this thread and read through several pages and I have some questions about this. And all I can really find in this thread is steam related issues and I have the disc versions. Now I had OA first. I have it patched and several addons installed (ace, zuessai, cba etc. etc.) They all work in the standalone. I just bought A2 (well had to buy CO because they don't just sell A2 anymore, but that BS is for a different thread) I installed it and it works fine. I don't have any patches or addons installed on it. now when I use : _runA2CO_nonSteamOA.cmd The game opens up in CO just fine. I can play the game and everything seems to be in order. Which is the source of my confusion believe it or not... Here are my questions: 1.) Why doesn't this create a CO shortcut or directory anywhere on my PC? Why do I always have to launch it from _runA2CO_nonSteamOA.cmd? 2.) Where did my expansions go? and how can I use them in CO without a shortcut or even a file folder anywhere to even put them? When I open JUST OA the expansions are there, when I open in CO they are gone. How do I run addons and CO at the same time? 3.) OA is patched to 1.57, my A2 is how it came out of the box, version 1.06 I think it was... do I need to patch A2 to 1.08 or does OA patch take care of that? thanks. Edit: still no luck, read through even more of the thread, and seen similar questions asked, but no clear cut answers... I love this game, don't get me wrong, but why didn't they make it more user friendly? I mean I have had tons of games in the past that I bought expansions for, and I have never had to combine and launch them in this manner. They always made a new shortcut, or a new menu in game to access the new content. I don't understand why it can't be installed as one, with it's own unique shortcut and directory. And I've had CO for over 48 hours now and I haven't played it once, because I can't get my mods to work, and I'm not playing it without ACE at the very least. Now I have been struggling through the editor and learning new tricks there with scripting and what not, and now I need a PHD in "computer rocket surgery" in order to "combine" the game. I shouldn't have to download 3rd party files in order to launch CO. I don't know what the hell BI was thinking, but they have a fantastic game on their hands but it's too intimidating for the average joe to even play it to it's full potential. Now I am self teaching myself because this is the game I have wanted for years, and I need to learn new tricks if I want to enjoy it fully, but think of all the people who don't have the patience to learn this stuff and just give up on this game after a couple weeks. I know I have thought of putting it down a few times already myself, especially when I learned about all the scripting required to make GOOD missions. Fortunately I am hard headed and am determined to not let this game beat me down. Others aren't so lucky though. I don't knwo, I just think BI could have cleaned some of these BASIC issues up.... Like a simple way to combine the game and install mods.
  8. Whats the rest of the story?
  9. Rail82

    CIVI's/Hostiles

    It would be easier if you placed the civs yourself. Then you can use creategroup and joinsilent to put the civs in the desired group. As far as ambient spawned civs, the only way I can think of would be to use setfriendly 0. Not sure if that would give you the desired effect or not. I think it would be : east setfriend civilian 0 But you would have to double check the syntax. I have never used it myself, although, I read up on it at one point because I thought it might be useful for me in a mission, ended up using a different method, but from what I understand, it should make OPFOR fire on all civilians on sight.
  10. I'm having some problems with a checkpoint mission. I have several civilian vehicles spawning randomly, with differing probabilities of presence. All the vehicles have a 10% chance of being a suicide car bomber. I have my checkpoint set up with my bar gate and the "escape" routes blocked off so AI won't try to bypass the checkpoint. Here's what I want to have happen. Since any car can be a suicide bomber, I don't want to let them into my checkpoint without stopping the vehicle and approaching it with a soldier first. I then want to use a radio trigger to move them through the waypoint once I "clear" the vehicle. I set up an anybody present trigger with a _unit stop true command for every vehicle, but obviously, when ANYBODY enters the trigger ALL the civs stop moving no matter where they are on the map. I only want them to stop within the 10x10 trigger area. I've been playing around with the triggers and waypoints and have also tried the disableai and lockwp commands but I'm running into the same or similar issues. I want this mission to be able to get hectic so I don't want AI stopping all over the map and reaching the checkpoint one by one. I want to be able to get backed up with vehicles, or have a nice little break with no or little action, based on how and what vehicles spawned. Also for the triggers, I can't figure out how to make it universal, so any vehicle will stop in the first trigger and 1 repeating radio trigger will move the vehicles through the checkpoint once cleared. I have way too many civ vehicles to individually assign them radio triggers, and since the mission has a large amount of randomness too it, I will never know which vehicle unit is at my checkpoint at any given time. Or, does anyone know a way I can link these commands to the opening and closing of the gate? Like if the gates down vehicle will stop, and if gate is opened they will proceed through? I can make the gate open and close via trigger. I know I read something about this in a thread a week ago or so while looking for something else, but for the life of me I can't find it now. Thanks edit: I also forgot to add that I only want civs to respond to these triggers, an OPFOR force advances on the checkpoint at some point and I don't want them to stop at my bar gate, even though they more than likely won't be getting that close ;-)
  11. Rail82

    help with saved missions

    I have a similar issue as the op. Except I know my issues are caused by one of several mods I'm running. I think it has something to do with my CBA and ACE addons, as I am "missing" files supposedly and on start up I get errors about CBA_VSS vintorez file missing, and then in game with CBA_ladder.longscope missing or something. (those aren't the exact file names) My games play through fine, I just can't start a saved game, which is frustrating, but after downloading CBA from like 10 different links and still getting the same errors, it's something I just learned to live with for the time being, until I have some time to uninstall and reinstall all my addons. and honestly, going back to the vanilla game is just not an option at this point. The vanilla game was awesome when I first got it and didn't know any better. But now that I've played with ace and zuessai and slx amongst others, I just can't imagine turning them off.
  12. There is something special about taking an idea in your head and bringing it to fruition in the game. It can be extremely frustrating at times, but when it all works right it can be extremely rewarding. Yeah, I never even thought of vehicles coming from the other direction. Now that would be intense if you can get it to work properly. Maybe set it up like a one-way construction zone irl. One side clears, then they flip the signs and the next side clears. Maybe radio triggers to activate one side or the other. Let one side stack up as you check and clear vehicles from the other, then switch to the now stacked up side and deactivate the side you were just letting through the checkpoint. Not sure exactly how you'd implement that, but in theory it seems viable. But, as we all know theory is theory for a reason.
  13. yeah after looking at how both ways functioned, they are really just 2 sides of the same coin. I'll look into using Triggeractiveation and Triggeractivated, if I can get that to work, that might do the trick. I'm trying really hard not to have to take the randomness out of the mission. My wife hates video games so I don't get hours at a time, I need to sneak a half hour to an hour at a time, so I'm trying to make a bunch of "quick hitter" missions that won't play out the same every time that cover all the different types of missions I like in a milsim. So making them as random as possible is the ultimate goal, while still being able to function the right way consistently. Edit: Just figured it out. All I needed was a trigger before the checkpoint, set to CIV present and onact: checkpoint_done=false. Now I don't even have to close the gate and they still stop at the checkpoint. Obviously the next thing will be linking the gate to the new trigger so the trigger is only active when it's down, but I think that's where the triggeractiveation you mentioned will come into play... I'll have to look into it later, but right now my mission is at least functional so I'm going to play it as is, for the time being. Thanks again for your help. All I need is for someone to give me ideas on how to accomplish things, and I can usually piece them together myself. This is the second thread you helped me solve my problems in, and I want you to know it's really appreciated. Thank you for your time.
  14. Well I only have OA so I can't look at the mission inside the editor, but taking a look at the mission.sqm it looks like your using a trigger to forcespeed 0 if the gate is closed and on deactivation (when the gate is open) to forcespeed 20, and your opening the gate via an alpha trigger, and using vehicle waypoints to close the gate? I think I figured out a way, just need to test it with more than 2 vehicles now, to see how it does with a lot. I put waypoints in front of the bar gate with the condition set to checkpoint_done, I then made an alpha trigger and a bravo trigger. the alpha does: MYBARGATE animate ["barGate",1]; checkpoint_done=false and the bravo does: MYBARGATE animate ["barGate",0]; checkpoint_done=true Like I said, it works with 2 vehicles, not sure how it will respond with multiple vehicles, especially if they get bunched up at the checkpoint, going to test it with more vehicles. If I'm understanding your way correctly, I'll try that too and see which works better. edit: well tried my way, and while it did "work" so to speak, it was cumbersome, and like you suggested it didn't perform well when a lot of cars where in the area. The problem arised when more than one vehicle was at it's waypoint that had checkpoint_done as it's condition. In cases like this, if I open the gate for the first car and then try to close it again, since the 2nd car already met the condition to move to the next waypoint, it just keeps going and tries to ram through the gate, even though their waypoint is set to safe and limited. Because all the spawns and probabilities are random, a few times when I tested the mission I was able to succesfully check and clear every vehicle without issue, because they came spaced out a little bit, but a majority of the time, 2-3 vehicles are arriving at the same time, and that's what causes the problems. I might have to space them out a little more, but since it's random I really won't be able to test whether or not they come in bunches. There is no way I can account for every possible spawn pattern. I think I understand your method, so I'm going to give that a shot and see if the chaos is a little more controlled. edit2: Just tried to set up a test using your method but I couldn't get it to work for me, I must have missed something when looking over your mission.sqm.
  15. _group = createGroup east; [_civilianname] joinsilent _group; If you put that in a trigger, along with the addweapon command, as soon as blufor enters the trigger, civilians will pick up arms and engage blufor. Blufor will recognize as enemy civilians and engage back. And there is no need to link them to any OPFOR units. I've tried to accomplish this a few different ways, and I found that this is the best way. Other ways I tried, it was hit or miss, how, or when, or even IF a armed civilian would open up on blufor troops, and someways made blufor recognize civilians as enemy even if they were unarmed. Doing it this way the AI responsiveness to each other is top notch. Just as if those civs were actually opfor units, but only if they have a gun in hand. Also here is a good addweapon script, which makes it easier to add weapons and supplies (like binocs and such) to units without having to find classnames for weapons and ammo types. this comes right out of an on act: box of a blufor present trigger I have synched too a group of 3 civilians using the above addweapon script: [civ6,["AA12_PMC",3,2],["RPG7V",3,3],["Makarov",4],"Binocular"] exec "cly_addweapon.sqs"; [civ7,["M4A1",2]] exec "cly_addweapon.sqs"; [civ8,["M4A1",2]] exec "cly_addweapon.sqs";t1=createGroup east; [civ6] joinsilent t1; [civ7] joinsilent t1; [civ8] joinsilent t1;
  16. I'm trying to do a rescue mission, and I haven't had luck with pow/join capture scripts, so I decided to change gears and would now like to use an immobilized damaged tank, but I want the crew to remain inside of it until I trigger them to get out and join my group for extraction. I tried a setdamage .9, and while the tank is aesthetically damaged, it's still fully functional, moving around and shooting. I tried to do a setHit ["motor", 1] but the crew dismounts the tank. I tried to set the motor to .9 but it was still functional and moving around. I also tried several variations of setHit and replaced "motor" with wheels tracks track_right righttrack track_left etc. etc. etc. and the damn thing is still mobile. I need this tank to be damaged enough where it can't shoot or move, but intact enough where the crew will stay in it. I know this is something ridiculously easy and I have wasted the last 3 hours trying to figure it out myself before coming here, but if someone could just take a second and tell me what I'm doing wrong here, I'd really appreciate it.
  17. Rail82

    ArmA II focusing too much on realism?

    I'm 28 years old. This is the military sim I have been wishing for since my childhood... since I played commando on NES. I have always envisioned a global sandbox environment (although I didn't always know what to call it.) and this game is the first step to ultimately developing that.
  18. I might try to find him, or put another in there, but at this point it's not that big of a deal. Now that I have at least 3 members, if 2 die I can make it a lose mission, which is what I was going for in the first place. Now I can focus my attention on the smaller details of the mission and really make it polished.
  19. I'm playing just OA, I don't know if it's different, but 4 definitely get out, and I can't check in-game right now, or my better half with throw a fit, but I believe there is a loader position as well. So maybe he is tanknameL. edit: was just able to sneak a couple minutes in game, and the 4th member is the loader, but he is not tanknamel
  20. The M1A2 is what I used and has a 4 man crew. I'll have to try that later and see if it works.
  21. Dude you rock. Thanks for baring with the newb. I think it's going to work now. this: {[_x] join player } foreach crew tankname would just link one of the crew members to me, and the other 3 would run away as their own separate group. But with the individual names of the tank crew I was able to make a radio trigger that calls 3 of the 4 crew members into my group... I might do some digging to find the name of the 4th member of the crew so I can group him too, but honestly, 3 out of the 4 works a lot better than 1 out of 4. And I'm really excited to give this mission an end now. About to put the finishing touches on it and give her a whirl and see what happens. Thanks again for all your help and patience. Edit: Just put it all in the mission and it works perfectly. Thanks again.
  22. If I place 1 tank on the map, is their anyway to define names for all 4 of the crew members individually or am I stuck with just naming the one tank? When I name the tank, only 1 member joins my group, if I give the tank a group name, still only 1 member joins my group. Even if I can only name the driver gunner and commander from the crew and link them individually to join my group, I think that would be good enough to get the job done, but since I'm a newbie, I have no idea if this is possible. I'm searching the forums now, but can't come up with anything.
  23. Alright, I have everything almost working how I want it too. Every time I solve one problem though, I run into another. Ok I can get the tank to stay immobile and not fire, I can keep the crew in the tank. I can get them to change from setcaptive true to setcaptive false. Now the only issue is getting them to join my rescue team for extraction. The first waypoint off the tank is a get in nearest waypoint to keep them in the tank. I then have a trigger activated by blufor presence that commands them to move to the next waypoint which is a get out waypoint, followed by a join waypoint right on top and synced too my rescue teams join and lead waypoint. I have another trigger on top of the "move" trigger that's activated by blufor presence and then does _unit setcaptive 0; . This all seems to work. I placed all of this in a test mission and tested for everything, made sure opfor doesn't open up until they are back to setcaptive false, the crew stays in the tank, and MOST of the time when I reach the join lead waypoint the tank crew joins my group and I can then order them out of the tank. MOST of the time in the test mission it works perfectly. Now some of the time though, when I get to the join waypoint nothing happens, even in the working test mission. I can't figure out what the variable is that keeps them from joining my group sometimes. I thought I had this all working last night, so I put it into the mission just like I had it in the test mission and played through the mission twice last night... both times by the time I reach the tank crew, I can sit right on top of the join/lead waypoint and nothing will happen. My second run through of the mission last night, was EPIC. There was intense fighting going on all around, I drop in to the hot zone and start fighting my way to the tank. A couple of my teammates get wounded and I pull back into a rubble pile and patch up my squad. Ammo is running low so I unload some backpacks to rearm. I move my team into the village, there's a small delta force holding my left flank, and a mechanized infantry unit holding my right flank. The infantry unit starts moving north through the village to help clear the area and create a perimeter around the tank. The infantry unit starts moving past a group of civilians when low and behold one of them is a suicide bomber. My right flank takes heavy casualties from the blast and now my perimeter and right flank is compromised. At this point I am nearly to the tank so I have my squad move to the right flank and lay down suppressive fire while I made a dash to rescue the tank crew........ And then I get to the waypoint....... and then nothing happens.... and then I snap back into reality and realize my mission is a flawed POS. This one small thing is ruining the immersion of the entire mission. There's nothing worse than having an idea in your head and not being able to manifest it in the game how you have it in your brain. I do think I have an idea on how to get it to work, but I had a bunch of those yesterday too with no luck, so I guess I just have to keep tinkering and hopefully I'll strike the right combination. Edit: Just tried my idea, and it kind of worked, but not like I wanted it too. I used a join group radio trigger, and while everything "worked", when I have the tank join group it is just 1 guy, instead of the 4 member crew that makes up the tank. When I can get my join/lead waypoints to work, all 4 members join my group. Can the mission work if I only have 1 guy to rescue? yes, it looks like it would probably work, but I don't want to get just 1 guy out of the tank. I want it to be an entire crew. Like I said, I'm solving one problem and creating others. Edit2: ALright, just tried another way, this time I used 3 radio triggers. The first one is used to setcaptive false, the second one is used to activate the get out waypoint, and the third is used to have the "crew" join group. The triggers DO work, and ALL 4 crew members dismount the tank, but when I use the join group trigger, only 1 member joins my group and the other 3 go running off to wherever they want to. I wonder if this all will work if I use an empty tank and place a "crew" in cargo, and group them to the rescue team individually? I don't know just kind of talking out loud here... I'm at about the peak of my limited mission editing skills here, so I'm getting a little frustrated.
  24. So I would need all the class names for the ammo(s) it's carrying to remove all? I think i might try the never fire waypoint or setting the slider and see if that should do the trick. There probably isn't any need to over complicate this. I find myself getting into that groove where I'm thinking of scripting and init commands and sometimes overlook the simple yet efficient tools that are already in the editor. EDIT: Just gave this a try, if I set the sliders for ammo and fuel to 0, and give them a get in waypoint, they will stay in the tank, they won't engage, and they hop out when I reach my join/join lead waypoint... but enemies will still engage them, and if I insert that into the middle of this mission, it'll be torn up in seconds. If i give them a setcaptive true, enemies won't fire at them, they stay in the tank and don't fire, but now they won't respond to my join/join lead waypoints. Once I get to them, they just sit in the tank. How do I get them to not be captive anymore? obviously it's not as easy as setcaptive false, because I put that every way I could think of into triggers and game logics and nothing is working. Ahhh to be so close.. Thanks for your help with this so far.
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