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3l0ckad3

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Everything posted by 3l0ckad3

  1. Short and simple, I just do not understand 2 things; only the crew deletes, and it stops at the unload then crew deletes. Trying to put this command _wp2 setWaypointStatements ["True","{ deleteVehicle _x }foreach thislist;"]; into this sqf to delete the airframe after its use.. // Scripted Helio Drop _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "marker1", 140, "B_Heli_Transport_01_F", _crew1] call BIS_fnc_spawnVehicle; _wp1 = _crew1 addWaypoint [(getmarkerpos "marker2"), 0]; _wp1 setWaypointType "TR UNLOAD"; _wp1 setWaypointSpeed "FULL"; _wp1 setwaypointstatements ["this land 'land'"]; _wp2 = _crew1 addWaypoint [(getmarkerpos "marker3"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp3 = _crew1 addWaypoint [(getmarkerpos "marker1"), 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "FULL"; _mygroup = [getmarkerpos "marker1", WEST, ["B_soldier_AR_F","B_soldier_AR_F","B_soldier_AR_F","B_soldier_AR_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1a = _mygroup addWaypoint [getmarkerpos "marker3", 0]; sleep .5; _mygroup = _mygroup; { _x assignAsCargo (_airframe1 select 0); _x moveIncargo (_airframe1 select 0);} foreach units _mygroup; }; Also, why do setwaypointstatements Don't work on the way point their assigned ? Cheers gents! Q
  2. I'm pretty sure you know about this; worth a shot tho if it helps.. _veh flyinHeight 30;
  3. Does anyone know if you can use an empty vehicle and have the driver grouped to no one, but just have the commander and gunner grouped ? Then you could run the driver in careless and the gunner and commander in combat ? And just spawn them via moveIn command ? I'm going to try this later to see if it can be a dirty workaround.
  4. I found syncing a further way point even if it is a troop heading across the map out of the mission area helps. Been looking for a good fix too..
  5. 3l0ckad3

    How to remove prone for an AI?

    I too would like to see an argument on this.
  6. If you need help in the editor or in script I can help you out.. I have both models for you to use already working.. I suggest PM me so I notice I have your attention. Cheers dude and good luck..
  7. I have been using it all night,, it works..
  8. You my man are a life saver, I'm going to load this up now to see if she works! ------------------------------------------------------------------------------------------------------------------- Okay, I tested it and it works! Thank you so much! Here is a sample mission for you or others that are curious about this also. http://www.mediafire.com/download/9k528luqvilmz97/3lock_Spawn_Script_v2.VR.rar Keep in mind I made a soft edit of the code and file paths and added new files.
  9. I'll keep it short and sweet.... I spawn and give them way points via trigger call to my .sqf Trigger: Nul = execVM "3lock_Spawn\3lock_ai_skill_test1.sqf"; Calls 3lock_ai_skill_test1.sqf //Spawn Alpha Test West 1 // _bf1 = [getmarkerpos "spawn2", WEST, ["B_HeavyGunner_F"],[],[],[],[],[],90.8493] call BIS_fnc_spawnGroup; _bwp1 = _bf1 addWaypoint [getmarkerpos "bwp1", 0]; _bwp1 setWaypointType "MOVE"; _bwp1 setWaypointSpeed "NORMAL"; _bwp1 setWaypointBehaviour "AWARE"; _bwp1 setWaypointFormation "LINE"; _bwp1 setWaypointCombatMode "RED"; _bwp1 setWaypointCompletionRadius 5; _bwp1 setWaypointDescription "Move here."; _bwp1 setWaypointTimeout [60, 60, 60]; _bwp2 = _bf1 addWaypoint [getmarkerpos "bwp2", 0]; _bwp2 setWaypointType "HOLD"; _bwp2 setWaypointSpeed "NORMAL"; _bwp2 setWaypointBehaviour "AWARE"; _bwp2 setWaypointFormation "LINE"; _bwp2 setWaypointCombatMode "RED"; _bwp2 setWaypointCompletionRadius 5; _bwp2 setWaypointDescription "Move here."; And the question is how do I get those units to spawn with my chosen logout ? I would like to attach these two sqf files to those units. And I also understand it has to be after they spawn , but when I I try to use the code after the spawn line it breaks the way points. These are not editor units, they are spawned via trigger call to a sqf. Since it is a group spawn I would have to identify their ids somehow maybe ? Yes I know there is millions of scripts that do this and better, but this is my attempt at understanding the game more, and developing my limited knowledge. Might I add I have spent countless hours developing these and rarely ask questions, normally an answer on the wiki or vids cure the ignorance, but this evades me. Reading or vids don't scare me ether; so bring on the work if you know where I should be looking.. CANSOFMG.sqf; waitUntil {!isNull player}; _unit = _this select 0; removeallweapons _unit; removeheadgear _unit; removeallitems _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit unassignItem "ItemGPS"; _unit removeItem "ItemGPS"; _unit additem "itemmap"; _unit assignitem "itemmap"; removeUniform _unit; _unit adduniform "CFB_JTF2_Uniform"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "FirstAidKit"; removevest _unit; _unit addVest "MEF_Vest_Blk_Medical"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SUPER_flash"; _unit addItemToVest "SUPER_flash"; _unit addItemToVest "SUPER_flash"; _unit addItemToVest "SUPER_flash"; _unit addItemToVest "SUPER_flash"; removebackpack _unit; _unit addBackpack "MEF_Blk_Carryall"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "PMC_m249rt_mag"; _unit addItemToBackPack "NLAW_F"; _unit addItemToBackPack "Laserbatteries"; _unit addItemToBackPack "16Rnd_9x21_Mag"; _unit addItemToBackPack "SmokeShell"; _unit addItemToBackPack "SmokeShell"; _unit addItemToBackPack "SmokeShell"; _unit addItemToBackPack "HandGrenade"; _unit addItemToBackPack "HandGrenade"; _unit addItemToBackPack "HandGrenade"; _unit assignitem "tf_anprc152"; _unit additem "tf_anprc152"; _unit addHeadgear "CFB_JTF2_Helmet"; _unit linkItem "NVGoggles_OPFOR"; _unit addGoggles "G_Lowprofile"; _unit addWeapon "Laserdesignator"; _unit addMagazine "PMC_m249rt_mag"; _unit addWeapon "PMC_m249"; _unit addMagazine "NLAW_F"; _unit addWeapon "launch_NLAW_F"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addMagazine "16Rnd_9x21_Mag"; _unit addWeapon "hgun_P07_snds_F"; _unit addHandgunItem "muzzle_snds_L"; _unit setFace "PersianHead_A3_04_sa"; _unit setSpeaker "Male01ENG"; [_unit,"ptinsignia"] call bis_fnc_setUnitInsignia; _unit enableFatigue false; and this skillconfig.sqf _unit setSkill ["aimingspeed", 1]; _unit setSkill ["spotdistance", 1]; _unit setSkill ["aimingaccuracy", 1]; _unit setSkill ["aimingshake", 1]; _unit setSkill ["spottime", 1]; _unit setSkill ["spotdistance", 1]; _unit setSkill ["commanding", 1]; _unit setSkill ["general", 1]; _unit setskill ["Endurance", 1]; _unit setskill ["courage", 1]; _unit setskill ["reloadSpeed", 1]; _unit setUnitAbility 1;
  10. 3l0ckad3

    China - PLA Infantry (Alpha)

    http://alivemod.com/wiki/index.php/Supported_Factions If it is there it is compatible..
  11. Name:Quinton Soldier name: Blockade Age:31 Language:English Games: Arma X (box set) and tons of other games Timezone:Central Location: Saskatoon Canada Mic:Yes Experience: Im new to Arma but its love at 1st play.. I only play realistic shooters.. been gaming more then 20 years.. Roles preferred: Well im new to the game so hand me a rifle and point me to the way of danger!! im no run and gunning rambo ether i like tactical play!! Looking for: -mature players to invest my time in -Tactical game play with teamwork and a plan before the assault -Organized -Realism is essential -Training and Operations once a week communication email voodooevolution@gmail.com xfire 0blockade0 steam 0blockade0 i also have mumble and teamspeak3 ventrillo as well as skype so im sure we will have no problems on that front :D
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