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colonelmolerat

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Posts posted by colonelmolerat


  1. I'm trying to sling-load a Slammer with a Huron, using the 'lift cargo' waypoint (so that the AI will pick it up).

    I've lowered the Slammer's weight, but all the Huron does is descend over it, then fly away again, unattached.

    I've looked for scripts, but they all seem to just allow the player to airlift heavy objects, not the AI.

    Can anybody help, or recommend a simple method I can use? (I'm not very good at scripting, so may need a pretty clear explanation!)

    Thanks!


  2. For some reason, my profile an 'interests' field that's filled in. (It's weird as anything, I suspect it's automatically taken the data from somewhere - Facebook perhaps?).

    If I go to my profile settings, I can't delete this interests field. There is another interest field I can edit (that's blank), but if I put anything here, I end up with two interest fields on my profile.

    How can I remove these 'interests'?


  3. Even with the waypoint speed set to full, they creep along. I hadn't realised that "The group will form into a Compact Column like formation" though - perhaps the bug is because they can't get into formation in the first place?

     

    They spend forever very slowly moving about, getting nowhere. Perhaps they're trying to get into formation, but can't because they're boats and not very manoeuvrable?

    If they're set to 'aware' they drive straight off in full speed, but then you lose the benefits of 'careless' behaviour (ignoring enemy fire, etc).

     

    At the moment, I've had to set the behaviour to 'aware' and  set 'allowfleeing' to 0, but this is obviously a sloppy workaround.


  4. Using the 'drop cargo' waypoint, an AI helicopter carrying a vehicle takes a very long time to descend and release its cargo, even in very open fields.

    It will slow down, approach the landing site, then suddenly veer off at speed, circle the area a few times, and try again. This can repeat for many times before the cargo is finally dropped.

     

    I'm using version: 1.56.134627, on the main branch, Windows 10.

     

    Here is a link to an example mission:

     

    https://drive.google.com/file/d/0ByElbgVZoI3SYVJmWEF2RnpqNlU/view?usp=sharing

     

    (The Hurons carrying the Hunters demonstrate this behaviour. The Slammer is being dropped using some code.)

     


  5. When using a quadcopter UAV, if I set the mouse to 'Aim up/down/left/right' in Controls>View, I can control the UAV turret, but not move it using the mouse.

    If I leave these fields blank, I can move the UAV with the mouse, but not control its turret.

    Can anyone help? I want to be able to both fly it with the mouse and then switch to gunner, and control that with the mouse.

    I've asked around and other people can control both with the mouse. I've checked the bindings and can't see anything unusual.

    What could I be missing?

    Thanks!

    Edit:

    Anyone??

    I can't work it out at all. Can anyone suggest anything? It's totally ruining drones for me.


  6. If I set down a unit in the editor (far away from any light), and set the time to midnight, certain patches of the ground in the distance (where it's a dark blue, rather than the light blue sky or black darker ground) have an odd kind of moving fuzziness, like lots of tiny, slightly-opaque vertical lines moving along the screen.

    Has anybody else had this? Is it just my monitor, or graphics settings?


  7. I'm trying to use a trigger to add a waypoint for some units.

    The units start in a helicopter, land, get out, move, then join group null and split off, then sit down and rejoin their group (this group is empty when they rejoin, it's just so I can call them both easily).

    When the trigger is called, I want them to stand up again and move to another waypoint.

    I can do this when units have had no waypoints before, but I can't get it to work for those units.

    Here's what's in the trigger that makes them sit down, and rejoin a group:

    [arnold, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim;
    chopcrew = group arnold;

    For the second line I've also tried 'arnold join chopcrew'

    (The other unit is the same, but 'arnold' replaced by 'barry'.)

    Here's what's in the trigger:

    board = chopcrew addwaypoint [Chop, 0];
    [chopcrew, 0] setwaypointtype "Get In";
    chopcrew setcurrentwaypoint [chopcrew, board]

    (Chop is the name of the helicopter I want them to get in, board is the name of the waypoint I'm setting, chopcrew is their group).

    Can anybody help please?


  8. Hello,

    I'm trying to make a helicopter land, then the crew move to different locations and sit down (so it looks more realistic than them just hanging around).

    How can I do it?

    Here is what I've tried with near-success (but I'm almost totally new to scripting, so it could be totally wrong):

    In the helicopter's 'init' field:

    chopcrew = crewthis

    Then two markers called 'Mark1' and 'Mark2' where I eventually want the crew to move, and a get out waypoint, and a move waypoint where I want the helicopter to land.

    In the move waypoint's 'onact' field:

    arnold = chopcrew select 0; arnold domove (getMarkerPos "mark1");
    barry = chopcrewselect 1; barry domove (getMarkerPos "mark2");
    chris = chopcrew select 2; chris domove (getMarkerPos "mark3")

    I've been practising with a vehicle with three crewmen, as then I don't have to wait for the helicopter to land. Just pretend it's a helicopter with three crew members.

    What happens with this script, is that the helicopter lands, the crew get out, move to the first waypoint, then split up. Arnold moves to mark1, Barry to mark3 and Christ to mark3. However, once they reach their points, Chris moves back to Barry, then they both move back to Arnold.

    Eventually, I'll use:

    [Arnold, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim

    for each of them, but at the moment, if I do this:

    arnold = chopcrew select 0; arnold domove (getMarkerPos "mark1"); [Arnold, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim;
    barry = chopcrewselect 1; barry domove (getMarkerPos "mark2"); [barry, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim;
    chris = chopcrew select 2; chris domove (getMarkerPos "mark3") [Chris, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim;

    They just sit down as soon as they get out.

    Can anybody help? Is what I've tried so far a complete mess?

    Thanks!

    ---------- Post added at 12:09 ---------- Previous post was at 10:38 ----------

    I've had some success with this in the waypoint's 'onact' field:

    arnold = myarray select 0; arnold setname "arnold";
    barry = myarray select 1; barry setname "barry";
    chris = myarray select 2;chris setname "chris";
    [arnold] join grpNull; arnold domove (getMarkerPos "mark1");
    [barry] join grpNull; barry domove (getMarkerPos "mark2");
    [chris] join grpNull; chris domove (getMarkerPos "mark3");

    and then three triggers at the waypoints, activation type Blufor (like the crew) marked with

    arnold in thislist

    and in the 'on activation' field:

    [Arnold, "SIT_LOW_U", "ASIS"] call BIS_fnc_ambientAnim

    Of course 'arnold' is replaced with the relevant name.

    This may be a horrible way of doing it, but it's my first attempt at anything this complicated!


  9. [Title edited for clarity]

    I posted a question, but worked part of it out, so I thought I'd edit this. The original post is attached.

    I'm trying to set up a map in which the only available spawn is the Zeus spawn module, and the players don't get the spawn location menu when respawning.

    Currently, my mission works fine, but when somebody dies, they get the spawn location menu, with the only choice being the Zeus spawn module.

    There are no spawn markers (eg respawn_west) placed on the map. My description.ext looks like this:

    respawn = 3;

    respawnDelay = 2;

    respawnTemplates[] = {"MenuPosition"};

    respawnOnStart = 0;

    I had to add 'respawnOnStart = 0;' because otherwise I get the message 'No Spawn Available' before I've managed to spawn as Zeus and create a spawn point.

    Unfortunately, if I delete 'respawnTemplates[] = {"MenuPosition"};' when the player dies (even after Zeus has placed the respawn), it acts as if there are no spawn points placed. The Zeus respawn will only work if the player has the option to select it with that respawn template. I want the respawn to work without that menu appearing.

    [Previous Post]

    I'm trying to make a mission where the Zeus respawn module is the only respawn.

    This is my current description.ext:

    // Respawn type

    respawn = 3;

    // Delay in seconds before playable unit respawns.

    respawnDelay = 2;

    // Lets player choose spawn

    respawnTemplates[] = {"MenuPosition"};

    However, unless I place a 'respawn_west' marker, I can't start the mission because there are no spawn points. If I DO place a 'respawn_west', then the player has a choice of that respawn, or the Zeus one.

    If I remove the 'respawnTemplates[] = {"MenuPosition"};', then the player doesn't get a choice, but they'll always spawn at the 'respawn_west'.

    If I set the respawn type to instant, then the character respawns where they died, not at the Zeus respawn module.

    Can anybody help? Thanks!

    EDIT:

    I added this to the description file:

    respawnOnStart = 0;

    And that lets me start the map now, even with no spawn point set.

    If I then set a spawn point with Zeus, I can only spawn there.

    However, it still only works with 'respawnTemplates = {"MenuPosition"}'. I'd like to know if there's a way to make it work without that.

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