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HFTB

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Everything posted by HFTB

  1. HFTB

    UPSMON for arma3

    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?
  2. as the title says, i'm trying to add custom units to warfare BE (specifically joehunk & law-givers ACE-edited versions). i've tinkered with adding/changing the playable units, as well as the units purchasable at the barracks. i'm finding that i can add the units and purchase them and they function just fine, but for example they spawn without their backpacks. not game breaking by any measure but certainly annoying, in particular with units who have distinctive gear such as davegary's rangers, bink's army special forces, or meatball's marsoc marines. any guidance here is much appreciated. and on the off-chance that anyone with a savvy for troubleshooting these sorts of problems is equally as fond of all these addons and of warfare BE, get in touch and maybe we can hammer it out! thanks guys.
  3. 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?
  4. thanks guys. i've seen those pages and they aren't quite what i'm after but i'll find some middle ground.
  5. 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?
  6. HFTB

    Warfare BE

    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.
  7. i've been looking for something similar and would like to see the rest.
  8. 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?
  9. 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).
  10. 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...
  11. i just noticed that there is no Stryker Command Vehicle in the editor. does this problem exist for anyone else?
  12. 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."
  13. 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.
  14. 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.
  15. 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).
  16. HFTB

    Insurgency

    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?
  17. HFTB

    Insurgency

    has anyone had any success understanding and editing how exactly the AI spawning works? i see the parameter for adjusting the number of AI per player, but where do you change those numbers in the scripts so as to increase or decrease the number of AI that spawn? is it as simple as adding the new options to the parameter there in description.ext?
  18. HFTB

    Insurgency

    can someone tell me where to find the default parameter settings so i can edit them to default to my personal preferences? edit: ended up finding this. for anyone else who may have this problem in the future, the default parameter settings are in the description.ext file.
  19. you're right, that did it. thanks a lot.
  20. i'm having an issue where markers are disappearing from the map if they are referenced in a groups init/UPSMON parameters. i'm working on a mission which uses insurgency-style markers (red squares to indicate hostile areas), and if i reference one of the markers to have a group patrol or fortify within it, or if have a group triggered to spawn at a marker, it disappears. for groups i've placed in the editor, the marker will disappear as soon as they initialize, but for groups who i attempt to spawn into a marker dynamically via a trigger, the marker is fine until the group is triggered and spawns, at which point the marker will disappear. anyone have any ideas why this might be?
  21. hey cuel, i did some quick testing with that bit of code and it appears to work perfectly. thanks man, really appreciated!
  22. i'm trying to set up this trigger (hopefully just once, but i can do two if necessary) and i'm having some trouble. i'd like the trigger to work like this: BLUEFOR must occupy the trigger area for 15 seconds, and during that 30 seconds the trigger area must be completely clear of OPFOR, after which time a marker over the trigger area will turn from red to green. i want to use a timeout instead of a countdown so that the 15-second timer will reset if BLUEFOR leaves the trigger area, but ideally i would like it to also reset if OPFOR enters the trigger area. ultimately, the trigger(s) should require that BLUEFOR hold the trigger/marker area for 15 seconds and then change the marker from green to red (already got that sorted) as long as no OPFOR are present at the end of the 15 seconds. can this be achieved with 1 or 2 triggers or will it require a script? if the latter, is there anyone that would mind helping me get such a script together? i'm working on a mission that i'd like to function similarly to the insurgency game mode where there are a lot of red grids/markers which may or may not have enemies, and BLUEFOR must hold each marker for 15 seconds with no enemies present in order to capture it (which turns the marker from red to green). not all red markers will have enemies in them, but if they do, the marker should not change color to green. thanks very much for any help with this. it's really holding up progress on this very ambitious mission.
  23. that sounds great, but i have no idea where to even begin with regards to scripting such functionality. i'm just now really getting into the using the init fields of units and stuff like getPos, etc., and i've only begun understanding that stuff due to the fact that i've really started getting into UPSMON lately. anyone else care to help me get such a script together? it's a lot to ask i'm sure, but again, this is a very ambitious concept for a mission and such a script would really lay the groundwork nicely. many thanks again in any case.
  24. i'm still very new to a lot of this stuff and having a problem i can't seem to figure out. i'm trying to use the MON spawn script with a trigger to spawn a small enemy patrol when BLUEFOR is detected. i've essentially copied the sample code from the devheaven page for testing purposes, including the 'airport' and 'town2' markers. in the init of the template group's squad leader: nul = [this,"airport","move","delete:",300,"reinforcement:",1,"template:",1,"respawn"] execVM "scripts\UPSMON.sqf"; in the trigger act: nul = [1,position player,1,["town2","respawn"]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; question 1: the UPSMON debug shows the spawn triggering properly, but they don't seem to appear. is there anything amiss in the above code? question 2: again, being fairly new to some of this stuff, i'm a bit confused about how best to use the position parameter to designate where they spawn. "position player" is self-explanatory, but what if i want them to spawn in/around a specific compound on the map? i've poked around the BIS wiki and i tried creating a small marker right in front of myself in the editor named "test", then tried to use "getmarkerpos test" for the spawn position but it too had no effect. is there a better (or at least functional) way of achieving this relatively easily? again, i'm just trying to be able to spawn enemy patrols when the BLUEFOR player is detected in the vicinity via trigger. thanks a lot for any help! update: as usual, i figure my problem out a few minutes after posting. not even sure what the problem was -- i think it was that i forgot the quotations for the markername after the getmarker pos command (changing getmarkerpos test to getmarkerpos "test" seemed to do it). can someone confirm this though?
  25. i can't seem to get this to work. i've done everything necessary as far as i can tell (made the necessary changes in the mission description & init, adjusted the unit lists, etc) and created a trigger the way fro described on page 2. the "recruit units" option appears when i'm within range of the designated object, but i don't get the unit selection screen when i use it. i don't get any error or anything, using the action just doesn't cause anything to happen. the bon_recruit_units folder is in my mission folder as well of course. can someone help?
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