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pcc

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Everything posted by pcc

  1. If AI wants to enter a seat, even if its locked they'll still attempt to enter repeatedly resulting in vehicle just sitting there waiting. What I'm trying to do is get the vehicle group to unload their cargo units at unload waypoint, but only give that waypoint to vehicles groups that have either FFV or cargo seats.
  2. Stable. I drove it on flat terrain with diagnostics for gear display. It uses just 1st gear but can still build a bit of speed.
  3. Can a machine gun be added to the T55? Also, T72 only uses 1st gear because of torque curve. I like its 100% torque at all rpms, but it needs rpm based shifting.
  4. Sometimes after AI plane is damaged, they'll head to the airport to land, but the landing autopilot doesn't always trigger and they get stuck circling the airport repeatedly. Is there way to check if they're trying to land and add land plane action? I would've used dammaged event handler, but not sure what the damage threshold that triggers AI to land is.
  5. AI team leader that survives after it's aircraft is shot down, will order other planes on its team to land for unknown reason I tried moving the landed pilots back into the aircraft but then the AI can no longer take off. It will be stuck moving the plane slowly forward until it hits something.
  6. The disembark order still persists after team leader dies. Can't even clear it with dostop and dofollow.
  7. I'm actually using that event handler to move the pilot back into their plane. I don't want them to abandon the plane, but they just can't take off anymore. If I use dofollow, they'll keep getting out of the plane even after team leader dies.
  8. I'm stuck on how to do this when drivers isn't in the vehicle. Can't rely on count alive vehicle crew because the driver with support waypoint disembark when ready.
  9. I'm need this for targeting position. doArtilleryFire [position selectRandom(allUnits side west),"8Rnd_82mm_Mo_shells", 5]; But I'm getting missing ) error in the editor.
  10. I'm still getting cargo units that randomly form their own group. I'm trying to delete all units of all groups except 3 groups. { if((groupId _x != "Blue") && (groupId _x != "Green") && (groupId _x != groupId(group player))) then { { deleteVehicle _x } forEach units (group _x); }; } forEach allGroups; But I'm getting Error group: Type Group, expected Object.
  11. Some vehicles are now not getting their cargo crew when they had before. Tempest transport for example. Also, the units were created to be in _originalGroup by createUnit, why did they need be joined to _originalGroup?
  12. The vehicles spawn on one of the markers in createVehicle markers array, but I how do get the particular marker chosen for that vehicle. I want to set my vehicle direction to the same direction as the markers they spawn on.
  13. Adding sleep returns generic error. crew _vehicle apply { _x addEventHandler ["GetOutMan", { params ["_unit", "_role", "_vehicle", "_turret"]; deleteVehicle _unit; }]; };
  14. I'm using this createunit syntax to fill vehicle cargo. _c = 1; for "_c" from 1 to (_vehicle emptyPositions "cargo") do { _cargo = _originalGroup createUnit [selectRandom _soldiersarray, position _vehicle, [], 0, "NONE"]; _cargo moveInCargo _vehicle; }; Most of the time the vehicle crew and cargo crew joins into _originalGroup no problem. But sometimes in spectate, I see extra groups that I did not create, with 1 AI unit by itself. How do I get them to rejoin _originalGroup? I have another separate patrol group and my own group I don't want joining with _originalGroup, just the new groups that I didn't create.
  15. { if (_x hasWeapon "Binocular") then { _x removeWeapon "Binocular"; }; } forEach crew _vehicle; Edit: Resolved.
  16. I want to replace the crew and fill cargo with random units from an array for vehicles spawned by spawn AI module. Could it be done from the expression field? Also, is it possible to adjust spawn AI module units' skill and merge all spawned units into one group?
  17. My mission is sector control, so it requires spawn AI module. I'm trying to fill vehicle's cargo with units picked randomly from an array. I could only get it to work by editing the module files directly, but I read that's bad practice. Another issue with the module is that it removes all AI weapon attachments, disables stamina, and lowers skill. Can I get the module to read from customized initGroup.sqf instead of it's default in modules_f_heli\Misc\Functions\ModuleSpawnAISectorTactic? I've seen it done with warfare module in Arma 2, but not sure how it's done for this module.
  18. If player leader is in driver or gunner seat, the AI will not fire the smokelaunchers against AT threats. Player also can't order commander AI to fire it. I tried giving AI smokescreen discretion with autofire=1; but it doesn't work for smokelaunchers like it does for tank cannons. Is there another config that controls AI smokescreen use?
  19. I want to override some CargoTurret classes of vehicles but the properties aren't overriding in my attempts. class Heli_Light_01_unarmed_base_F: Heli_Light_01_base_F { class Turrets; class CopilotTurret; }; class B_Heli_Light_01_F: Heli_Light_01_unarmed_base_F { class Turrets: Turrets { class CopilotTurret: CopilotTurret { //works }; class CargoTurret_01; class CargoTurret_02; class CargoTurret_01: CargoTurret_01 { //Doesn't work }; class CargoTurret_02: CargoTurret_02 { //Doesn't work }; ... }; };
  20. Do you have an example with CargoTurret classes? I'm still stuck because CargoTurret and CargoTurret_01 doesn't exist in classes above B_Heli_Light_01_F. Is it still possible to override it without having to copy its entire default properties?. I managed to get copilot to autoeject when dead, but I can't get the ones in cargoturrets seats to eject.
  21. The vehicles are classified as car already , but what config will control AI shooting at them? I noticed heavy snipers will fire at them, but those with rifles of 7.56 calibers or less will not, but I want to them to fire too.
  22. I tried replacing all mx rifle references in missions_f_epa, but they still show up on at the rearm tables and crates.
  23. I swapped some units via editing the campaign mission.sqm but the guns aren't listed. Where are they listed?
  24. File trying to edit is at file="\a3\missions_f_epa\Campaign_shared\Hubs\initFF.sqf"; I'm trying to using cfgpatches to remove friendly fire handlers from the campaign pbo, but I'm not sure what's next after this class CfgPatches { class missionEdit { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_missions_f_epa"}; }; };
  25. Some of the NAPA units like sniper, AKM, etc are missing name tags.
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