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mtlphil

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Everything posted by mtlphil

  1. Hi everyone, I've been playing with the ACM and I've got it working however I can't get the "BIS_ACM_removeGroupClassesFunc" function to work correctly. I've scripted my ACM to 1) spawn only from the OA factions and 2) exclude the armor groups from these factions. However, on my most recent test run of the mission, the first encounter I have with ACM generated units is a group of M1A2 Tusks. Then after that a UN M113 group. I should also point out that the M1A2 Tusks were the green camo variety, which AFAIK are from vanilla Arma 2. Can anybody help diagnose what's going on here? Not only am I getting armor units when I've specified none, I'm getting units from factions that I have not set to appear (USMC Tusks). I'm thinking this may have something to do with running the game as Combined Operations. Maybe the ACM selects units from the group pool of both Arma 2 & OA. But if I've already restricted the factions to only OA factions, why the USMC Tusks? Is it generally recommended to use the ACM's "addGroupClassesFunc" instead to explicitly list the things you DO want to spawn? diag_log "INIT"; mySOM setVariable ["settings", [["ambush", "attack_location", "trap", "rescue", "patrol", "destroy", "search"], true, ["Razor", ["Razor"], "H.Q.", ["HQ"]], 120, false,120,0.8,[1000, 2500]]]; waitUntil {!isNil {myACM1 getVariable "initDone"}}; waitUntil {myACM1 getVariable "initDone"}; sleep 5; [1, myACM1] call BIS_ACM_setIntensityFunc; [["BIS_US", "BIS_CZ", "BIS_GER", "BIS_TK", "BIS_TK_INS", "BIS_TK_GUE", "BIS_UN", "BIS_TK_CIV"], myACM1] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1.0, myACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.2, myACM1] call BIS_ACM_setTypeChanceFunc; [myACM1, [ //BIS_US "US_MechanizedInfantrySquadICVM2", "US_MechanizedInfantrySquadICVMK19", "US_MechanizedReconSection", "US_MGSPlatoon", "US_M1A2Platoon", "US_M1A1Platoon", "US_M1A2Section", //BIS_TK "TK_MechanizedInfantrySquadBMP2", "TK_MechanizedInfantrySquadBTR60", "TK_MechanizedSpecialSquad", "TK_MechanizedReconSection", "TK_MechanizedReconSectionAT", "TK_T72Platoon", "TK_T55Platoon", "TK_T34Platoon", //BIS_TK_GUE "TK_GUE_MechanizedPatrol", "TK_GUE_MechanizedGroup", "TK_GUE_T55Section", "TK_GUE_T34Platoon", //BIS_UN "UN_MechanizedPatrolBMP2", "UN_MechanizedPatrolM113"]] call BIS_ACM_removeGroupClassesFunc; Note - I've already read the big ACM super thread so I'd respectfully ask not to just link me there. I didn't post there because there was a warning about the thread being very old. ---------- Post added at 12:41 PM ---------- Previous post was at 12:12 PM ---------- Just noticed that this script generates a ton of errors in my RPT file when I run this mission. It won't let me post it here cause it's too many characters. As far as I can tell the file / line numbers cited are all the game's own script files. When I comment out "removeGroupClassesFunc" call, no errors at all. I also tried formatting that function call in one long line rather than broken up like it is and it made no difference. ---------- Post added at 01:06 PM ---------- Previous post was at 12:41 PM ---------- Tested out the addGroupClassesFunc (with less units than listed above however), and it works perfectly. No script errors, only the units I've specified spawning. So far, from my experiments, the removeGroupClassesFunc seems to be broken and the addGroupClassesFunc is the way to go. If anyone else has insight on removeGroupClassesFunc, and what if anything I might be doing wrong, I'd be happy to hear it.
  2. Hi everyone, I'm trying to understand some weird behavior I'm seeing while learning the editor. I've set up a small patrol route for an AT soldier. Nothing fancy, a rectangular routel of four MOVE waypoints with a CYCLE waypoint to repeat. All move waypoints have 'No Change' set for all the speed & combat mode options. The unit itself has the following in the init: this setSpeedMode "LIMITED"; this setBehaviour "CARELESS"; this setCombatMode "GREEN"; When I preview the map, the soldier will take off at a run towards the first waypoint then after about a second switches to walking. I would've expected that he would simply walk from the get go because of his init code. Any idea what's causing this? Is this delay in him walking a result of the time it takes to process the init code at the start of a mission? If I manually set the waypoint Speed option to Limited he will walk from the very moment he spawns. But I would've figured the unit init + the No Change setting in the waypoints would've accomplished that as well. Thanks.
  3. mtlphil

    ACE for OA 1.11

    Fix confirmed. Did the Verify & Repair with Six Updater as indicated in the bug resolution comment and the box now appears Trying out all the toys within right now in fact. :) Again, awesome mod you & your team have made here. Now that I've put a few hours into the game I can confidently say Arma 2 is as close to my dream game as is currently available (until Arma 3 perhaps) and the mod only takes it up a notch. I'm looking forward to contributing what I can to help grow the mod. I've got 5 years of professional video game QA experience at this point and it'd be a pleasure to do anything I can to help improve something this cool.
  4. mtlphil

    ACE for OA 1.11

    I do have the test missions, just meant that the Magic Box didn't seem to be present in those either. Thanks for the check, makes me feel more confident that I don't have a corrupted/broken install of the mod. ---------- Post added at 08:42 PM ---------- Previous post was at 07:26 PM ---------- Entered the Magic Box not appearing in the bug tracker http://dev-heaven.net/issues/24103
  5. mtlphil

    ACE for OA 1.11

    I'll give that another try. I did wait for a while without success, but maybe not long enough. Should the crates themselves be visible while it is loads the weapons? Or does it just appear once it's ready? I'm not too worried about the scripts to take off the Class specific restrictions yet, I'll look into that once I get the vanilla one working. Just to be clear though, I don't need any special init scripting to get the basic, class restricted magic box right? Thanks for the help everyone. ---------- Post added at 06:25 PM ---------- Previous post was at 06:10 PM ---------- Doesn't seem to work, I've had the mission open since my last post (~10 minutes) and no sign of a crate. I've placed it right in front of my playable character in the middle of a highway so it can't be hiding. Isn't there supposed to be one in the ACE 2 Demo 1 Scenario? I wasn't able to find it in there in game either. Anyone know where it normally is in that scenario? Can I ask someone to sanity check this for me real quick on the latest update of ACE 2 from yesterday? Throw one into a custom mission just to make sure it appears. If other people can definitely get these to work then I guess my install is screwed somehow.
  6. mtlphil

    ACE for OA 1.11

    Hi, New to Arma 2 & ACE 2. Loving it so far. I'm struggling to add a Magic Box to a custom mission, I was hoping someone could help me troubleshoot. I've placed the box, it appears in the editor, but in game nothing shows up. The properties of the box are as follows: Side: Empty Class: AE Ammunition Info Age: Unknown Vehicle Lock: Unlocked Unit: Magic Box Special: None Nothing weird or complex about the mission, just a USMC rifleman on a Chernarus mountain and the crate. Just want to test out the different guns while also learning the editor a bit. Am I missing something? Do I need to init the magic box with a script or am I using the wrong class? I see in the ACE docs it mentions the 'ACE Ammoboxes vehicleclass' but I can't seem to find that. I've successfully added a USMC ammo crate from the AE Ammunition class and it shows up when I preview the mission. Thanks for any help. Awesome mod ACE team, I'm really blown away by it.
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