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tritard

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Everything posted by tritard

  1. I am creating a script which does the following... 1 - creates a helo 2 - creates an infantry group, and places said group in helo 3 - helo moves to marker, drops off infantry at marker, infantry moves to different marker. 4 - infantry arrives at marker, deletes 5 - helo moves to marker, deletes Current problems: The helo spawns "flying", which is fine. Infantry spawn on ground near spawn marker, not in the helo. the helo just sits there and hovers, does not move. I am new to ARMA scripting but I have some programming experience in C# and JAVA. I am used to coding in a way where the script/program executes one line, then proceeds to the next. I assume that is the case here and the way I have everything setup should be fine? The main problem is it gets stuck while trying to put the infantry group in the helo. According to everything I have read, it should be setup correctly. Spawn vehicle, infantry, then moveincargo. According to my understanding of moveInCargo, it should force the units into the helo regardless of its position. Any ideas? //spawn units _helo = [getMarkerPos "helo_spawn", 134, "RHS_UH60M_d", WEST] call bis_fnc_spawnvehicle; _infantry = [getPos "infantry_spawn", WEST, ["rhsusf_army_ocp_squadleader","rhsusf_army_ocp_teamleader","rhsusf_army_ocp_autorifleman","rhsusf_army_ocp_explosives","rhsusf_army_ocp_grenadier","rhsusf_army_ocp_marksman","rhsusf_army_ocp_medic","rhsusf_army_ocp_rifleman","rhsusf_army_ocp_rifleman_m4"]] call BIS_fnc_spawnGroup; //move units into helo {_x moveincargo _helo} forEach units _infantry; //move helo to landing waypoint _wp_helo = _helo addWaypoint [getmarkerpos "helo_land"]; _wp_helo setWaypointType "TR UNLOAD"; _wp_helo setWaypointSpeed "NORMAL"; _wp_helo setWaypointStatements ["true", "hint 'helo landed'"] //move infantry to despawn point _wp_infantry = _infantry addWaypoint [getmarkerpos "infantry_move"]; _wp_infantry setWaypointType "MOVE"; _wp_infantry setWaypointSpeed "LIMITED"; _wp_infantry setWaypointBehaviour "SAFE"; _wp_infantry setWaypointFormation "FILE"; _wp_infantry setWaypointStatements ["true", "hint 'infantry deleted'","deleteVehicle _infantry"]; //move helo to despawn waypoint _wp_helo_ds = _helo addWaypoint [getmarkerpos "helo_despawn"]; _wp_helo_ds setWaypointType "MOVE"; _wp_helo_ds setWaypointSpeed "NORMAL"; _wp_helo_ds setWaypointStatements ["true","{deleteVehicle _x} forEach crew _helo + [_helo];","hint 'helo deleted'"];
  2. tritard

    Spawn Script Problems

    @davidoss what you said for the most part makes sense. now, the infantry appear in the helo, but the helo freaks out upon start. @m0nkey thanks, but i prefer to understand how and why everything works and I prefer to make my own, that way if i need to make something custom I can create it here is my script based on your recommendations davidoss... //spawn units _helo = [getMarkerPos "helo_spawn", 134, "RHS_UH60M_d", WEST] call bis_fnc_spawnvehicle; _heloveh = _helo select 0; _helogrp = _helo select 2; _infantry = [getMarkerPos "infantry_spawn", WEST, ["rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_explosives", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_rifleman_m4"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _infantry addVehicle _heloveh; //move units into helo {_x moveInCargo _heloveh; _x assignAsCargo _heloveh;} forEach units _infantry; //move helo to landing waypoint _wp_helo = _helogrp addWaypoint [getmarkerpos "helo_land", 0]; _wp_helo setWaypointType "TR UNLOAD"; _wp_helo setWaypointSpeed "NORMAL"; _wp_helo setWaypointStatements ["true", "hint 'helo landed'"]; _infantry leaveVehicle _heloveh; //move infantry to despawn point _wp_infantry = _infantry addWaypoint [getmarkerpos "infantry_move", 0]; _wp_infantry setWaypointType "MOVE"; _wp_infantry setWaypointSpeed "LIMITED"; _wp_infantry setWaypointBehaviour "SAFE"; _wp_infantry setWaypointFormation "FILE"; _wp_infantry setWaypointStatements ["true", "hint 'infantry deleted'","deleteVehicle _infantry"]; //move helo to despawn waypoint _wp_helo_ds = _helogrp addWaypoint [getmarkerpos "helo_despawn", 0]; _wp_helo_ds setWaypointType "MOVE"; _wp_helo_ds setWaypointSpeed "NORMAL"; _wp_helo_ds setWaypointStatements ["true","hint 'helo deleted'"]; //delete helo and crew //{deleteVehicle _x} forEach crew _helo + [_helo]; I was having all kinds of problems and error messages that I was tracking down and most turned out to be the cause of a semi colon being deleted <_< anyways, I am still getting an error message. here you see the error message and the helo starts hovering, with the inf inside next, the helo twirls around a bit and starts descending... the infantry then get out of the helo (keep in mind this is a random spot and is not where a marker is located) after all the infantry get out, the helo lifts off again it then flies to the marker called "helo_land" but does not actually land. i assume this is because the waypoint is set to transport unload and it no longer has any transport it then waits for a second, starts flying away from the marker towards the "infantry_move" marker, makes a 1 second landing at a random location near the hangers at the airport, then starts flying towards the "helo_delete" marker once it gets to this position on the map, it stops and hovers, and never goes all the way to the helo_delete marker position. lastly, here is a map with the marker locations and approximate helo flight path quick edit: from what i remember, after leaving the helo, the infantry stayed at their position
  3. tritard

    Spawn Script Problems

    That's what I wanted to do but I could not find a way to do that
  4. tritard

    Spawn Script Problems

    I was changing things around and apparently messed that bit up. Changed it back to getmarkerpos and now the infantry group spawns on the marker on the ground while the helo hovers above them
  5. I haven't tested a whole lot, but so far I have not encountered the problem again. But it did get me thinking, what if you incorporated the ARMA 3 virtual arsenal instead of the current setup? Just a thought
  6. I will look into it some more and see if I can narrow down any particular causes for you. Like I said, it has only happened midway through the mission. Worked fine in the beginning
  7. enjoying the mission, except there is a slight issue with rearming teammates. it seems that after a unit rests, they do not rearm automatically (which would be cool). instead, you have to manually rearm them. about midway through the mission, rearming ceased to work. clicking on the rearm button would bring up the gear menu, however i could not add or remove any gear to/from the unit. not sure if anyone else has had a similar problem. just thought i would let you know. mission is fantastic otherwise!
  8. Alright cool. Sounds to me like it is an unavoidable thing and needs a workaround. Hope you can figure it out.
  9. Started a new game and the first few deaths, the AI were fine, but then it started glitching out again. I noticed something. If I was in combat and died, the AI would glitch. But after respawning and then waiting until the AI was no longer in combat mode, they would start responding to my commands here is a video:
  10. I played the latest version yesterday and noticed one major bug that made it quite annoying to play. With respawn enabled, the AI teammates would no longer obey orders and would get stuck following a path. What I mean is, I would die and then respawn. Some of my AI team would be with me at the spawn location. However, the AI would be walking away from me in a continuous path and no matter what I did, they would stay moving along that path. I tried the "unstuck AI" radio command, which only seems to work if they are stuck in a building or something. Often times I would just have to delete that unit and buy a new one. However, the next time I would die and respawn, they would do the same thing. I hope that makes sense to you. I never had this AI glitch in the previous versions of this mission. I have not tried the latest version of the mission with the respawn disabled, however I do believe it is the culprit behind the glitch. I love the respawn feature since I forget to save often, however it kind of sucks that it glitches the AI.
  11. tritard

    ACE for OA 1.12

    do not get the "arm explosives" action. tried all the explosive types from c4 and satchels to claymores and slam charges. did a search and found a short thread with only a couple posts and dead links so it wasnt any help. any ideas?
  12. "armored" civilian SUVs for use with PMC expansion would be neat. the BIS SUV is kinda...bare. maybe a white toyota 4 runner or mercedes with brush guard and able to not blow up when an ied blows up. maybe just the tires explode. variants with AND without weapons on top would be cool.
  13. im using cpbo. i think it was in the arma 2 tools pack from armaholic, tho im not too sure edit, finally got it to work. apparently extracting by selecting all from the list of files in the PBO does not work. simple "extract" worked.
  14. you are not understanding what i am saying. i extracted the ENTIRE mission PBO. loaded into editor. editor error msg said "could not find description-mso.ext". mission would not load in editor. so i viewed the files in the PBO. found the description-mso.ext file. tried to extract just it. it did not extract. in other words, could you view your description-mso.ext file and past the code from it on here?
  15. no. after i extract the pbo and try to load in the editor, it says it cant find decription-mso.ext file. when i view the file inside the pbo, there is a description-mso.ext file. however, when i try to extract it from the pbo, it either extracts another file or doesnt extract at all.
  16. i can never extract the description-mso file from the PBO. what code belongs in the description-mso so i can just create a new file? im working on an edited version for personal use. this is a wonderful map/mission btw, really great work.
  17. tritard

    MRAP - RG31 Mk5

    That's legit. Jut make sure u get the scale of the vehicle and the player seats setup correctly. The one currently available as a standalone download seems too large and the interior camera/seating positions are outta whack
  18. im working on creating an accurate representation of the ANA. i will only be creating new textures for the Takistan army soldiers. due to the takistani uniforms, i am slightly limited when it comes to 100% accuracy. so far, ive got the base camo pat laid out as well as a new camo for the gear and chest rig. i plan on making a couple different uniforms. based on all the pictures i have seen and the research i have done, the digital camo is slowly being phased in. with that being said, there will be a half digital half woodland bdu version, and a full woodland bdu version. later down the road, i may need some help from someone in the coding dept to create a full ANA faction and not just soldiers. UPDATE 3/30/2011 No fancy graphic to display today, just plain ol screen shots. Proof of concept. Why the shoulder velcro pockets will not work. They look awful and will not get any better. I know the alignment is off, but that is irrelevant. I will not be including the shoulder pockets. Unit patches and flags will be included on the shoulders in some sort of fashion. Here are some screens of the full BDU version. Still needs adjustment of the hues and maybe better contrast between each individual shape of the camo pattern. For the BDU uniform, there will no longer be camo gear. Instead there is a slight tan-ish green That's all for today, thanks for reading. More updates to come. UPDATE 3/31/2011 View update on page 2.
  19. BUMP - from the dead. just to let you guys know, i havent given up on this little project. i have gotten a proper config put together and the ANA tag registered as mine. Working on deciding which weapons each soldier will have as well as other gear. the skins have not changed much. i may tweak them a bit more but there is not a whole lot more i can do to the takistan models to make them more like ANA soldiers. still looking for volunteers to maybe help model some new gear/characters to make this a proper addon.
  20. if you would like to contribute your models to this, that would be appreciated but do not feel obligated.
  21. Shoutout to ARMA 2 coders: I NEED YOUR HELP! in order for this little addon to progress, i would like to bring someone else on board. someone with a strong coding skill set since i have none. eventually, if this addon gets enough popularity, i will release a second version with proper ANA models for the commandos, which i would need a modeler to help. i can make the textures and release it, but i feel that wouldnt be "doing it right". so please, ARMA 2 community, can you help?
  22. hah! getting ea to support a mod team or the modding community? yeah right! nice try
  23. UPDATE 3/31/2011 got some more screens. this time, its the mixed uniform. half afghan forest digital, half bdu woodland. ive also made the gear more tan-ish and less green. i think it gives it a better look. btw, i have updated the full bdu camo. altered the color of it a bit and sharpened the camo pat to make each shape more distinct. I have no new screens of this, but the mixed uniform has the BDU top. i think this uniform and the full bdu look strange. opinions? Thanks for reading, and thanks for all the comments so far! Update: Here are some in-game shots of the full BDU uniform. I'm still working on the shoulder patches so ignore what's currently there :)
  24. That helmet would be good for the afghan commandos but my skills are pretty limited. I'm a texture artist with very basic coding and no modeling skill. I attempted the Velcro shoulder pockets but unfortunately they do not work with the current TK model and skin file. I will continue to try and make them work but I doubt they will work. The arms in the skin file are flattened a bit which make it awkward. For now, I will not be doing a tiger stripe version. I am strictly basing this add-on off of official documents and photos. In the future, the ANA commandos may have a tiger stripe variant but as of right now, it will not be in the addon As soon as I am able to access a computer, I will link the Inge rather than embed. It's hard to do that on my phone
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