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erupter

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Everything posted by erupter

  1. I'm feeling stupid, all the more because of beeing a noob and posting in this genious-laden forum. Anyway, I'm trying the editor and have searched by and large to understand invincibility. Yet no luck. I have this code this addEventHandler ["HandleDamage", {0}]; this allowDamage FALSE; in the init section of a couple helos, plus I've put a trigger like this expCond="getDammage Dampack1 > 0 || getDammage Dampack2 > 0"; expActiv="Dampack1 setDamage 0; Dampack2 setDamage 0;"; where Dampack1 and 2 are the names of the helos. The helos have been placed as groups, so fully stuffed. No matter what, my helos still fall to the ground. What am I missing here? if anyone cares, here is the full mission sqm version=11; class Mission { addOns[]= { "CAAir_E_UH60M", "fallujah_v1_0", "acex_usnavy_men_usmc", "acex_veh_t72", "cacharacters2", "CAWheeled2_Kamaz", "CAWheeled2_GAZ39371" }; addOnsAuto[]= { "CAAir_E_UH60M", "acex_usnavy_men_usmc", "acex_veh_t72", "cacharacters2", "CAWheeled2_Kamaz", "CAWheeled2_GAZ39371", "fallujah_v1_0" }; randomSeed=9055675; class Intel { resistanceWest=0; startWeather=0.28553796; startFog=0.063692428; forecastWeather=0.87804496; forecastFog=0.18720128; year=2016; month=6; day=17; hour=6; minute=0; }; class Groups { items=7; class Item0 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={8652.2637,7,1453.8934}; azimut=295; special="FLY"; age="30 MIN"; id=0; side="WEST"; vehicle="UH60M_EP1"; leader=1; rank="CAPTAIN"; skill=0.73333329; text="Dampack1"; init="this flyInHeight 90;this addEventHandler [""HandleDamage"", {0}]; this setBehaviour ""careless""; this disableAi ""TARGET""; this disableAI ""AUTOTARGET""; this allowDamage FALSE;"; }; class Item1 { position[]={8667.6152,7,1490.2454}; azimut=295; special="FLY"; id=1; side="WEST"; vehicle="UH60M_EP1"; rank="LIEUTENANT"; skill=0.59999996; text="Dampack2"; init="this flyInHeight 90;this addEventHandler [""HandleDamage"", {0}]; this setBehaviour ""careless""; this allowDamage FALSE;"; }; }; class Waypoints { items=4; class Item0 { position[]={4946.2764,6.9907308,3402.3823}; combat="CARELESS"; expActiv="diag_log text format [""Waypoint1 enabled =%1 : %2"", time, this];"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={4818.3286,6.9907308,4331.48}; combat="COMBAT"; expActiv="diag_log text format [""Waypoint 2 enabled =%1 : %2"", time, this];"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4804.7808,6.9900088,5888.2129}; combat="COMBAT"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5659.5249,7,6943.4502}; combat="COMBAT"; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={8650.209,7,1439.1101}; special="CARGO"; id=2; side="WEST"; vehicle="ACE_USMC_Soldier_TL_D"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=0.46666664; text="Mantid1"; init="this moveInCargo Dampack1;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item1 { position[]={8653.209,7,1434.1101}; special="CARGO"; id=3; side="WEST"; vehicle="ACE_USMC_Soldier_AR_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.33333331; text="Mantid2"; init="this moveInCargo Dampack1;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item2 { position[]={8655.209,7,1434.1101}; id=4; side="WEST"; vehicle="ACE_USMC_Soldier_AT_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.33333331; text="Mantid3"; init="this moveInCargo Dampack1;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item3 { position[]={8657.209,7,1434.1101}; special="CARGO"; id=5; side="WEST"; vehicle="ACE_USMC_Soldier_LAT_D"; player="PLAY CDG"; skill=0.2; text="Mantid4"; init="this moveInCargo Dampack1;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; }; }; class Item2 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={8684.3018,7,1440.1428}; special="CARGO"; id=6; side="WEST"; vehicle="ACE_USMC_Soldier_TL_D"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.46666664; text="Echidna1"; init="this moveInCargo Dampack2;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item1 { position[]={8687.3018,7,1435.1428}; special="CARGO"; id=7; side="WEST"; vehicle="ACE_USMC_Soldier_AR_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.33333331; text="Echidna2"; init="this moveInCargo Dampack2;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item2 { position[]={8689.3018,7,1435.1428}; special="CARGO"; id=8; side="WEST"; vehicle="ACE_USMC_Soldier_LAT_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.33333331; text="Echidna3"; init="this moveInCargo Dampack2;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; class Item3 { position[]={8691.3018,7,1435.1428}; special="CARGO"; id=9; side="WEST"; vehicle="ACE_USMC_Soldier_Medic_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.33333331; text="Echidna4"; init="this moveInCargo Dampack2;this addWeapon ""ACE_ParachutePack"";this addEventHandler [""HandleDamage"", {false}];"; }; }; }; class Item3 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={6730.7358,7,2533.3196}; id=10; side="EAST"; vehicle="ACE_T72B_Base"; leader=1; rank="CAPTAIN"; skill=0.73333329; }; class Item1 { position[]={6737.7358,7,2523.3196}; id=11; side="EAST"; vehicle="ACE_T72B_Base"; rank="LIEUTENANT"; skill=0.59999996; }; class Item2 { position[]={6723.7358,7,2523.3196}; id=12; side="EAST"; vehicle="ACE_T72B_Base"; rank="SERGEANT"; skill=0.46666664; }; }; }; class Item4 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={6656.2632,7,2466.8835}; id=13; side="EAST"; vehicle="ACE_T72B_Base"; leader=1; rank="CAPTAIN"; skill=0.73333329; }; class Item1 { position[]={6663.2632,7,2456.8835}; id=14; side="EAST"; vehicle="ACE_T72B_Base"; rank="LIEUTENANT"; skill=0.59999996; }; class Item2 { position[]={6649.2632,7.1086512,2456.8835}; id=15; side="EAST"; vehicle="ACE_T72B_Base"; rank="SERGEANT"; skill=0.46666664; }; }; }; class Item5 { side="EAST"; class Vehicles { items=13; class Item0 { position[]={6700.103,7,2489.4426}; id=16; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; rank="LIEUTENANT"; skill=0.59999996; }; class Item1 { position[]={6695.103,7,2484.4426}; id=17; side="EAST"; vehicle="Kamaz"; rank="SERGEANT"; skill=0.46666664; }; class Item2 { position[]={6703.103,7,2484.4426}; id=18; side="EAST"; vehicle="RU_Soldier_MG"; rank="SERGEANT"; skill=0.46666664; }; class Item3 { position[]={6705.103,7,2484.4426}; id=19; side="EAST"; vehicle="RU_Soldier_AT"; rank="SERGEANT"; skill=0.46666664; }; class Item4 { position[]={6707.103,7,2484.4426}; id=20; side="EAST"; vehicle="RU_Soldier_LAT"; rank="CORPORAL"; skill=0.33333331; }; class Item5 { position[]={6709.103,7,2484.4426}; id=21; side="EAST"; vehicle="RU_Soldier_GL"; rank="CORPORAL"; skill=0.33333331; }; class Item6 { position[]={6711.103,7,2484.4426}; id=22; side="EAST"; vehicle="RU_Soldier_Marksman"; rank="CORPORAL"; skill=0.33333331; }; class Item7 { position[]={6713.103,7,2484.4426}; id=23; side="EAST"; vehicle="RU_Soldier_MG"; rank="CORPORAL"; skill=0.33333331; }; class Item8 { position[]={6715.103,7,2484.4426}; id=24; side="EAST"; vehicle="RU_Soldier_LAT"; rank="CORPORAL"; skill=0.33333331; }; class Item9 { position[]={6717.103,7,2484.4426}; id=25; side="EAST"; vehicle="RU_Soldier_AR"; skill=0.2; }; class Item10 { position[]={6719.103,7,2479.4426}; id=26; side="EAST"; vehicle="RU_Soldier_AT"; skill=0.2; }; class Item11 { position[]={6721.103,7,2479.4426}; id=27; side="EAST"; vehicle="RU_Soldier_GL"; skill=0.2; }; class Item12 { position[]={6723.103,7,2479.4426}; id=28; side="EAST"; vehicle="RU_Soldier"; skill=0.2; }; }; }; class Item6 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={6659.2495,7,2513.1677}; id=29; side="EAST"; vehicle="RU_Soldier_TL"; leader=1; rank="SERGEANT"; skill=0.46666664; }; class Item1 { position[]={6654.2495,7,2508.1677}; id=30; side="EAST"; vehicle="GAZ_Vodnik_HMG"; rank="CORPORAL"; skill=0.33333331; }; class Item2 { position[]={6662.2495,7,2508.1677}; id=31; side="EAST"; vehicle="RU_Soldier_AR"; skill=0.2; }; class Item3 { position[]={6664.2495,7,2508.1677}; id=32; side="EAST"; vehicle="RU_Soldier_AT"; skill=0.2; }; }; }; }; class Sensors { items=7; class Item0 { position[]={7340.0986,7,2556.1665}; timeoutMin=15; timeoutMid=15; timeoutMax=15; age="UNKNOWN"; expCond="paradrop_start == 1"; expActiv="Mantid1 action [""eject"", Dampack1]; Echidna1 action [""eject"", Dampack2]; paradrop_unit1 = 1;"; class Effects { }; }; class Item1 { position[]={7448.2861,7,2557.1147}; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; expCond="paradrop_unit1 == 1;"; expActiv="Mantid2 action [""eject"",Dampack1]; Echidna2 action [""eject"", Dampack2]; paradrop_unit2 = 1;"; class Effects { }; }; class Item2 { position[]={7562.168,7,2556.1665}; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; expCond="paradrop_unit2 == 1;"; expActiv="Mantid3 action [""eject"",Dampack1]; Echidna3 action [""eject"", Dampack2]; paradrop_unit3=1;"; class Effects { }; }; class Item3 { position[]={7685.5396,7.4460449,2555.2185}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="paradrop_unit3 == 1;"; expActiv="Mantid4 action [""eject"",Dampack1]; Echidna4 action [""eject"", Dampack2]; paradrop_end = 1; Dampack1 setSpeedMode ""full""; Dampack2 setSpeedMode ""full""; paradrop_unit4 = 1;"; class Effects { }; }; class Item4 { position[]={4770,6.9907308,4054.1426}; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="paradrop_start = 1; Dampack1 setSpeedMode ""limited""; Dampack2 setSpeedMode ""limited"";"; class Effects { }; }; class Item5 { position[]={7801.3877,7,2557.6724}; timeoutMin=20; timeoutMid=20; timeoutMax=20; interruptable=1; age="UNKNOWN"; expCond="paradrop_unit4 == 1;"; expActiv="{deleteVehicle _x;}forEach crew Dampack1;deleteVehicle Dampack1;{deleteVehicle _x;}forEach crew Dampack2;deleteVehicle Dampack2;{_x addEventHandler [""HandleDamage"", {false}];} forEachMemberTeam Echidna;"; class Effects { }; }; class Item6 { position[]={7927.8784,7.1352539,2558.6475}; interruptable=1; age="UNKNOWN"; expCond="getDammage Dampack1 > 0 || getDammage Dampack2 > 0"; expActiv="Dampack1 setDamage 0; Dampack2 setDamage 0;diag_log text format [""T=%1 : %2"", time, _this];"; class Effects { }; }; }; }; class Intro { addOns[]= { "fallujah_v1_0" }; addOnsAuto[]= { "fallujah_v1_0" }; randomSeed=11761983; class Intel { startWeather=0; forecastWeather=0; year=2010; month=1; day=11; hour=12; minute=0; }; }; class OutroWin { addOns[]= { "fallujah_v1_0" }; addOnsAuto[]= { "fallujah_v1_0" }; randomSeed=16029571; class Intel { startWeather=0; forecastWeather=0; year=2010; month=1; day=11; hour=12; minute=0; }; }; class OutroLoose { addOns[]= { "fallujah_v1_0" }; addOnsAuto[]= { "fallujah_v1_0" }; randomSeed=7623343; class Intel { startWeather=0; forecastWeather=0; year=2010; month=1; day=11; hour=12; minute=0; }; };
  2. That's why I'm here ;) Besides before attempting to move the mission-gurus I have lots to learn to even begin to understand the possible answers :p
  3. Yeah, I'm an embedded-C programmer IRL. Fact is I'm used to much more documented "languages". This was born as an ingame scripting, features addes on the way, now it's almost a full blown language for the Arma OS. BUT imho it lacks a decent documentation, as to say: list of all classes (ok there's this) for each class, every component (properties) for each class, every action available (methods) inheritance casting and data type management and conversion For example in the Mission editing thread there is no reference to all the files that can be part of a mission and in what order they are processed. I'm just a sucker for clear&clean documentation :P
  4. Exactly! Especially when it comes to waypoint following: is it so difficult to make an AI JUST follow the waypoints??? Considering it's also extremely diffucult getting any AI do be effective you'd think it would be easy to get a stupid AI. Instead it's f***ing hard to get them doing what you want. Instead they do (badly) all sorts of things you DON'T want them to. Yeah but this kind of scripting must be managed in a way I've still to learn. Right now I'm using the editor and scripting from inside there. These things (as I understand) go in the init script of the whole mission. But that way you have to define all the groups and units before, or in the same init script and then initialize them there. Now I couldn't find a well laden out documentation on the file structure of a mission, what gets parsed first, file syntax, etc. So right now I'm trying the easy way. If anyone can suggest some docs to help me understand the scripting structure of a mission I'm all for it. Right now I just tweak the SQM sometimes. For example where should I put the code posted in this thread?
  5. Thanks twirly, I'll try that. I started a new mission from scratch. Now I have invulnerability, but I had to define every single element by hand. Meaning I had to place an empty helo and assign every crew member by hand with "this allowdamage false" in every init of every unit. This way it's invincible. But I can't find a way to give it speed orders anymore: any "this forcespeed xx" is ignored by both the helo and the pilot. All the disable AI didn't work to force sticking to waypoints: the helo avoids enemy fire. Moreover after some escaping manouvers (which are random) it tryes to settle at about 30m of altitude as if waiting for something. Another nice thing: I put two AH6 flir as escort, they are always hit before even firing a shot. Nice AI, isn't it?
  6. As you can see in the complete mission.sqm I posted, I already have those lines in the single heli init. And still they fall. Also no matter what I get evasive manuvers, something I'd rather not have. Ok I did a test. Removed all init from the helo and just left "dampack1 allowDamage false; dampack1 forceSpeed 10;" The helo gets shot down as usual, but this time the pilot does not do evasive manouvers and best of all my forced speed is totally ignored. So it appears my command are being ignored. Any idea why?
  7. Well... the chopper is fully staffed, it flies and follows the waypoints (when there are no enemies) and I can see the support gunners fire if I don't disable targeting. Although nothing of this shows in the sqm, don't know why.only the choppers show in the script. Anyway the choppers have been added as a group not as single units.this way they automatically come fully stuffed.
  8. erupter

    Ok, this is getting ridiculous :\

    If you have roll, pedals wouldn't do anything to it. Pedals are anti-torque, eg yaw. Collective all the way, not always. But sometimes I find I do, and when I do it's a sure way to fall down to earth.
  9. erupter

    Ok, this is getting ridiculous :\

    I downloaded it too, and am totally unsatisfied with it. It's not the torque I'm mostly disappointed, it's the apparent random right roll I'm getting. On cruise the heavy is cupsizing by itself even when trimmed, and on static power. Most of the times I fly the SWAT mission, I end up dying multiple times because the heli would dive or roll out of control. I don't exceed the VMO in these frangents, I'm desperately fighting the chopper. The light is somewhat better, but it is subject to the same forces, only to a lesser degree. I'm no real chopper pilot (only simple ppl), but given the workload I'm subject to, I can't believe this is anything "realistic". No way I'm buying the game if I can't try in advance that the flightmodel has been updated. As it is, even MSFS2000 is better in depicting helis! 'nough said.
  10. erupter

    ACE for OA 1.13

    Hi. I'm trying to launch A2CO (from Steam) with ACE. Using two different launchers, as well as manually calling the game from the command line, I always get the following error addon extended_eventhandlers requires addon CATracked2_AAV This results in a windows error before loading No entry 'bin\config.bin/CfgSurfaceCharacters.CRGrassWClutter' and a subsequent error message inside the game interface No entry 'bin\config.bin/CfgVehicles/Land_bouda1.scope' Now if i turn on the same mods (CBA,ACE, all ACEX) from within the game interface, loding is fine, no errors and I'm able to join MP servers. How can I troubleshoot this? Here is the command line I get from the launchers D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead>ArmA2OA "-mod=D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead; Expansion;ca;@ACE;@ACEX;@ACEX_RU;@ACEX_SM;@ACEX_USNavy;@CBA"
  11. Hi noob here. I'm trying to download some mods, have CO on Steam as base correctly recognized by Sixupdater 2.9.5pre. I tryed applying the A2 OA - ACE profile and: -all the CBA mods are skipped -ACE stops downloading at 55MBs (cargo, goggles and mv still missing) meaning that data transfer stops, but worker threads are still active (missing timeout?) What can I do? [edit] After closing it restarting, it has now finished the ACE, but stopped again on the ACEX_SM. Closed and restarted, it's finishing ACEX_SM. I suppose I'll have to do this over and over for all the mods...
  12. erupter

    ACE for OA 1.13

    Hi guys, noob here. I can't download the mod: sixupdater stop at 55MBs, direct link from 1dt page is a 404. What else can I try?
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