HFTB
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hey guys. i just downloaded shay_gman's fixed scripts folder and am trying to use it in the editor. i created a patrol group and put in the leaders init: nul=[this,"patrol1"] execVM "scripts\upsmon.sqf"; when i preview the mission though, the group just stands there. i've created the marker of course and am not getting any errors. anyone know what's up?
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i sometimes have an issue where an AI squadmate will be attempting to revive either myself or another AI, but the unconscious character never actually revives. the first aid/reviing animation will complete and the unconscious characters model will sort of jerk as if it is going to go into the recovery/conscious animation (as with a successful revival), but then it snaps back into the unconscious animation. the AI will then attempt to revive again, and this seems to go on and on. this doesn't always happen but i have no idea what does make it happen. has anyone else experienced this issue?
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adding a named object to an AI units' inventory
HFTB replied to HFTB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys. i've seen those pages and they aren't quite what i'm after but i'll find some middle ground. -
adding a named object to an AI units' inventory
HFTB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i know i can addWeapon a radio (as an example) to a unit, but what if i want to give that object a name? if i want a player to have to retrieve a radio (or any other object) from an AI unit, but multiple units have that object, how can i ensure that the specific item required has a name so that i can check via trigger whether the player has retrieved it? -
in 0.71: how can i add additional enemy AI patrols on the map? i'd like to take the existing warfare BE map and add some extra AI enemies at various places on the map but when i do so in the editor, the enemies don't appear upon preview.
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Insurgency style respawn
HFTB replied to bangabob's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i've been looking for something similar and would like to see the rest. -
i got the mobile respawn to work but it seems that the AI don't revive at all, even with soldierWB set to can_revive. update: reading through this thread i found that you're supposed to use the actual classname of the units you are using, so i put my own in can_be_revived (BAF_Soldier_TL_DDPM) and my medic in can_revive ("BAF_Soldier_Medic_DDPM"). but when i click respawn and go unconscious, they don't react in any way and if i click 'call for help', it says that no potential revivers are available. anyone know what gives? final edit: it seems that the issue stems from my use of bon's AI recruitment scripts. i'm guessing only the named playable AI are able to make use of the revive scripts, so if i start a mission with AI disabled and then recruit AI using bon's recruitment script, those AI aren't named and thus they aren't recognized as being able to heal. is there any way around this or has anyone else had any success integrating this with bon's AI recruitment?
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i can't seem to get this script to work quite right. i'm trying to use it with the mobile respawn vehicle feature, and with some slight tweaking i got the demo mission working perfectly -- i'm able to deploy the MHQ vehicle's camo net and if i respawn i can choose either the "start" marker or the mobile respawn marker. but when i merge everything into the mission i've been working on, i just respawn at the "respawn_west" marker. i merged the relevant markers and triggers, and copied the necessary folders and text from the init.sqf and description.ext. i've reread the instructions a number of times now and everything appears to match the demo mission, yet in my own mission when i die there is no dialog of any sort of choice of respawn location; i just respawn at the respawn_west marker after 4 seconds. edited to add that i also named my playable units as needed (s1, s2, etc).
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UPSMON - Urban Patrol Script Mon
HFTB replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if i have a squad with a few members who have varied probability of presence (so they have a chance of spawning rather than always spawning) and i save them as a template and then reference that template when spawning another squad via trigger, is the template going to be the full squad with their probabilities set as they were in the editor, or will the saved template consist only of the units that actually spawned? hope that makes sense... -
i just noticed that there is no Stryker Command Vehicle in the editor. does this problem exist for anyone else?
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UPSMON - Urban Patrol Script Mon
HFTB replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for checking, seba. i was curious because of the following text from the devheaven page, detailing the "respawn" parameter: "First will respawn indefinitely until side surrender or enemies too close of respawn position, respawn position is initial position." -
UPSMON - Urban Patrol Script Mon
HFTB replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i was asking because of questions like the ones savageCDM has posed. i was also curious as to whether they would stop respawning permanently once an enemy was too close for them to spawn, or whether they would continue spawning once the enemy moved away again. -
UPSMON - Urban Patrol Script Mon
HFTB replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
would someone mind explaining exactly how the "respawn" parameter works (the 'indefinite' usage, not the set limit of spawns)? i've read the information on devheaven and used the parameter to good effect but i'd like to better understand how the script handles the ceasing of indefinite respawns for a unit when the enemy is too close (i.e. they will continously respawn, but as i understand it, they will cease to respawn if the enemy is too close to them or something -- that's the bit i'm curious about). -
i currently have several caches which are grouped to an assortment of markers at which they can randomly spawn. but i'm curious whether there exists a simple script or other method which can place the caches at a random location (from a pre-defined list, similarly to how grouping with multiple markers works) INSIDE a building. the idea is for there to be several compounds/villages where the caches might exist, and for those locations to require house-to-house searching in order to find the caches. thanks for any help with this.
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i'm having a very weird problem when trying to disable the ACE wounds module. i first tried simply deleting the module in the editor but it was still functional in-game, so i removed all references to the ACE wounds systems in the init.sqf file. ACE wounds is now properly disabled which is a good thing, but when i test the mission on LAN, it seems that my player is invincible. i see the blood splatters on the screen to indicate that i'm getting hit, but i'm never actually wounded or killed. does anyone have any ideas why this is?