Chekevic
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sweet! thanks Bon :)
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is there a way to dismiss all the AI you have recruited at once? deleteGroup perhaps? _groupname = group player; deleteGroup _groupname; hint "Your AI has been dismissed"; I tried that via an addaction, but it dosnt work.
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Dynamic-AI-Creator (DAC) V3.0 released
Chekevic replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think they have something to do with the time it takes to capture / colour / size / shape of the sector boxes.... -
Generic, re-usable, ammo/weapons drop-off script
Chekevic replied to wokstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just change the classnames in the arrays to mod it for i44, plan to drop it from the gyrocopter? :D I was also having problems with it not dropping the boxes, just hovering; here is how I fixed it: _DropPos = getpos player; _choice1 = 0; //_DropPos = _this select 0; //_choice1 = _this select 1; _tSide = side player; // *** This alters the side that spawns. Can be adjusted here. _spawnDistance = 1000; // *** How far in meters the helicopter will spawn from the drop location. _alt1 = 100; // *** Flight altitude. _CargoSpotA = [_dropPos select 0, _dropPos select 1, _alt1]; // *** Altitude-adjusted destination. if ((_choice1 < 0) or (_choice1 > 7)) then {_choice1 = floor random 8}; // *** Verify number in bounds and if not, assign random. // *** Ammo box arrays: _bluchoicesA1 = ["USBasicAmmunitionBox", "USBasicWeaponsBox", "USLaunchersBox", "USOrdnanceBox", "USSpecialWeaponsBox", "USVehicleBox", "LocalBasicAmmunitionBox", "LocalBasicWeaponsBox"]; _indchoicesA1 = ["LocalBasicAmmunitionBox", "LocalBasicWeaponsBox", "USLaunchersBox", "USOrdnanceBox", "SpecialWeaponsBox", "USVehicleBox", "LocalBasicAmmunitionBox", "LocalBasicWeaponsBox"]; _OpfChoicesA1 = ["RUBasicAmmunitionBox", "RUBasicWeaponsBox", "RULaunchersBox", "RUOrdnanceBox", "RUSpecialWeaponsBox", "RUVehicleBox", "LocalBasicAmmunitionBox", "LocalBasicWeaponsBox"]; // ****** Default choices: _c2D = _indchoicesA1 select _choice1; // *** The ammo box to spawn _vehc1 = "Mi17_Civilian"; // *** Default helicopter _ChuteT = "ParachuteMediumWest"; // *** Default parachute // ****** East choices: if (_tSide == east) then { _c2d = _opfChoicesA1 select _choice1; _vehc1 = "Mi17_rockets_RU"; _ChuteT = "ParachuteMediumEast"; }; // ****** West choices: if (_tSide == west) then { _c2d = _bluChoicesA1 select _choice1; _vehc1 = "MH60S"; }; // ****** Create helicopter: _rOrig = _DropPos; _rDir = random 360; _rDir2 = _rDir + 180; if (_rDir2 > 360) then {_rDir2 = _rDir2 - 360}; _rPos = [(_rOrig select 0)+(sin _rDir)*_spawnDistance,(_rOrig select 1)+(cos _rDir)*_spawnDistance, _alt1]; _DropDest = [(_rOrig select 0)+(sin _rDir2)*100,(_rOrig select 1)+(cos _rDir)*100, _alt1]; // Destination, just beyond player. _HeliCrew = creategroup _tSide; _HeliP = creategroup _tside; _Huey = ([_rpos, _rDir2, _vehc1, _HeliCrew] call BIS_fnc_spawnVehicle) select 0; _Huey setvehiclevarname "_Huey"; // ****** Split the pilot from the gunners, to allow the gunners to fire on targets of opportunity _tGuy = driver _Huey; [_tguy] join _HeliP; _HeliP setCombatMode "blue"; _HeliP setBehaviour "careless"; _HeliCrew setCombatMode "red"; _HeliCrew setBehaviour "combat"; // ****** Give orders and wait for heli to approach dropzone _tGuy doMove _CargoSpotA; _Huey flyInHeight _alt1; _vv1 = 0; while {(_vv1 == 0)} do { //hint "vv1 is zero"; sleep random 1; if ((_Huey distance _CargoSpotA) < 250) then {_vv1 = 1}; if ((fuel _Huey) < 0.2 ) then {_vv1 = 1}; if !(isengineon _Huey) then {_vv1 = 1}; if ((!alive _tguy)) then {_vv1 = 1}; if !(_tguy in _Huey) then {_vv1 = 1}; if (!alive _Huey) then {_vv1 = 1}; }; _vv1 = 1; //hint "moving to 25 and drop destination..........."; // ****** Give orders to reduce altitude and wait for arrival at dropzone _tGuy doMove _dropDest; _Huey flyInHeight 35; sleep 6; // ****** release parachute: if (_vv1 == 1) then { //hint "vv1 is two"; _DropPos = getpos _Huey; _Chute1 = _ChuteT createvehicle _DropPos; _Cargo1 = _C2D createVehicle _dropPos; _Cargo1 attachTo [_chute1, [0,0,0]]; _chute1 setpos _dropPos; _tGuy doMove _rpos; _Huey flyInHeight _alt1; // ****** Wait for parachute to land and then reset cargo position. waituntil {!alive _chute1}; detach _Cargo1; _Cargo1 setpos [getpos _cargo1 select 0, getpos _cargo1 select 1, 0]; "SmokeShellGreen" createVehicle (getpos _Cargo1); }; // Wait for helicopter to return to spawn, and tidy. _vv1 = 0; while {(_vv1 == 0)} do { sleep random 2; if ((_Huey distance _rpos) < 1000) then {_vv1 = 2}; if ((fuel _Huey) < 0.2 ) then {_vv1 = 1}; if !(isengineon _Huey) then {_vv1 = 1}; if ((!alive _tguy)) then {_vv1 = 1}; if !(_tguy in _Huey) then {_vv1 = 1}; if (!alive _Huey) then {_vv1 = 1}; }; {deleteVehicle _x} foreach units _tguy;deletevehicle _Huey; {deleteVehicle _x} foreach units _HeliCrew; -
Invasion 1944 w/ Domination 2.57z (custom) on Chernarus
Chekevic replied to saint_cs's topic in ARMA 2 & OA - USER MISSIONS
Three troops actually, those are the playable engineers, they spawn with 1944 weapons and backpack, as of yet Ive found no way to make the engineer work with any other class name than US Army>Engineer.... Weapon resting is off until I fix some problems with conflicts with one of the other scripts. The flak guns were stolen from an intercepted supply convoy :D -
Invasion 1944 w/ Domination 2.57z (custom) on Chernarus
Chekevic replied to saint_cs's topic in ARMA 2 & OA - USER MISSIONS
Hi guys :) glad your all having fun Ive still got a few things to figure out, like how, if its even possible to get the recruited AI to take part in the wounds script... synchronizeObjectsAdd just wont do its thing! lol -
.....wow my first post and it was in the wrong thread! full of fail :) anyway, Hi ! :D