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AlexStaines

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About AlexStaines

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  1. AlexStaines

    GBL Advanced Interaction

    Great mod - thanks for releasing Glowbal. Silly question - how do I set gbl_descentRateDrink 0.1 in the mission editor?
  2. AlexStaines

    Support Radio

    Thanks for your reply, Neo. I've implemented the code that you provided and it has almost fixed the odd behaviour that I was experiencing. [ NEO_coreLogic, [ WEST, [ [ getMarkerPos "NEO_mkr_transport_00", 270, "DDAM_Merlin_HC3_D", "Eagle-One", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_one.sqf"}];(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 2)} ], [ getMarkerPos "NEO_mkr_transport_01", 270, "AW159_Lynx_BAF", "Eagle-Two", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_two.sqf"}];(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 2)} ], [ getMarkerPos "NEO_mkr_transport_02", 270, "CH_47F_BAF", "Eagle-Three", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_three.sqf"}];(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 2)} ] ], [ [ getMarkerPos "NEO_mkr_cas_00", 270, "BAF_Apache_AH1_D", "Falcon-One", 0, {(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 2)} ] ], [ [ getMarkerPos "NEO_mkr_arty_00", "M119", "M119 K11", 4, [["HE", 999], ["ILLUM", 999], ["SADARM", 999], ["LASER", 999], ["SMOKE", 999], ["WP", 999]], {(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 3); { _x setcombatmode "BLUE"} foreach (_this select 3);{ _x setbehaviour "CARELESS"} foreach (_this select 3)} ], [ getMarkerPos "NEO_mkr_arty_01", "M252", "81mm Mor K12", 4, [["HE", 999], ["ILLUM", 999], ["WP", 999]], {(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 3); { _x setcombatmode "BLUE"} foreach (_this select 3);{ _x setbehaviour "CARELESS"} foreach (_this select 3)} ], [ getMarkerPos "NEO_mkr_arty_02", "MLRS", "MLRS K13", 4, [["HE", 999]], {(_this select 0) allowdamage false; { _x allowDamage false} foreach (_this select 3); { _x setcombatmode "BLUE"} foreach (_this select 3);{ _x setbehaviour "CARELESS"} foreach (_this select 3)} ] ] ] ] execVM "scripts\NEO_radio\init.sqf"; Now, my pilots / artillery crew are invincible at the beginning of a mission (you can shoot the gunner of a helicopter or a mortarman and they are undamaged), but at some point during the mission, something strange happens - they randomly abandon their posts and just stand around, chilling out. When you shoot the crew in this state, they are vulnerable and die right away. I'm running a large number of mods, in addition to the scripts associated with MSO, so I'm willing to bet the issue is related to some kind of conflict, although I have already tried removing all AI mods to no avail. Do you have any thoughts as to what could cause the state that the crew have been set into (i.e. allowdamage false) to be reset during the course of a game? Cheers! Alex
  3. AlexStaines

    Support Radio

    Thanks for creating this great script, Neo. I'm using it in a SP dynamic mission (based on MSO), but I'm having trouble fine-tuning the attibutes of the units that the script spawns. Specifically, I'd like to make the spawned helicopters, artillary and their crews invincible. I've had some luck with this formulation, but unfortunately helicopter pilots still seem to be able to take damage and randomly abandon their aircraft: [ NEO_coreLogic, [ WEST, [ [ getMarkerPos "NEO_mkr_transport_00", 270, "DDAM_Merlin_HC3_D", "Eagle-One", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_one.sqf"}];(_this select 0) allowdamage false} ], [ getMarkerPos "NEO_mkr_transport_01", 270, "AW159_Lynx_BAF", "Eagle-Two", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_two.sqf"}];(_this select 0) allowdamage false} ], [ getMarkerPos "NEO_mkr_transport_02", 270, "CH_47F_BAF", "Eagle-Three", ["pickup", "land", "land (eng off)", "move", "circle"], {(_this select 0) addEventHandler["Killed", { execVM "respawn_eagle_three.sqf"}];(_this select 0) allowdamage false} ] ], [ [ getMarkerPos "NEO_mkr_cas_00", 270, "BAF_Apache_AH1_D", "Falcon-One", 0, {(_this select 0) allowdamage false; (_this select 1) allowdamage false} ] ], [ [ getMarkerPos "NEO_mkr_arty_00", "M119", "M119 K11", 4, [["HE", 999], ["ILLUM", 999], ["SADARM", 999], ["LASER", 999], ["SMOKE", 999], ["WP", 999]], {(_this select 0) setcombatmode "Blue"; (_this select 0) setbehaviour "careless"} ], [ getMarkerPos "NEO_mkr_arty_01", "M252", "81mm Mor K12", 4, [["HE", 999], ["ILLUM", 999], ["WP", 999]], {(_this select 0) setcombatmode "Blue"; (_this select 0) setbehaviour "careless"} ], [ getMarkerPos "NEO_mkr_arty_02", "MLRS", "MLRS K13", 4, [["HE", 999]], {(_this select 0) allowdamage false; (_this select 0) setbehaviour "careless"} ] ] ] ] execVM "scripts\NEO_radio\init.sqf"; Could you give me a steer on: How I can make the spawned units AND their crews invincible How I can set the behaviour of the spawned units AND their crews If it is possible to 'lock' the units so that the crews can't jump out Thanks in advance! Alex
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