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braker

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Everything posted by braker

  1. Hello, I just want an cleaner way to get the AI uses landing lights than: null = [] spawn {while {true} do {chinook setPilotLight true; sleep 0.01};}; Anyone can help? Thanks for replies.
  2. Hello, I can't get the AI divers swims at the surface level... Anyone can help? The following command in the diver's init field dosen't work for me: this swimInDepth 0; Thanks and regards.
  3. 1.7141838* sory It was a mistake. EDIT: can you post a working SQM?
  4. Hi. This command have no effect for me in 1.72. Just try it and tell me what about.
  5. What do you mean by "JIP"? EDIT: Join In Progress? If a player join the multiplayer game the init field of objects is reexecuted?
  6. Hello, I would like to store the rotation params' of an object in order to reuse it later. How I can do that? Thanks and regards.
  7. Thanks for your reply. For some reason I missed/forgot this function. The problem is now solved by entering this line in the init field of the charge: chargeVectorDirAndUp = [this, truck] call BIS_fnc_vectorDirAndUpRelative; this attachTo [truck, truck worldToModel getPos this]; this setVectorDirAndUp chargeVectorDirAndUp; Or more simply: [this, truck] call BIS_fnc_attachToRelative;
  8. Here is the SQM file: version=53; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=1; class ItemIDProvider { nextID=7; }; class Camera { pos[]={22435.078,36.603054,19374.434}; dir[]={0.74071795,-0.47827306,-0.47202227}; up[]={0.40337974,0.87813753,-0.25704998}; aside[]={-0.53747457,-1.1497177e-006,-0.84342486}; }; }; binarizationWanted=0; addons[]= { "A3_Soft_F_Gamma_Van_01", "A3_Weapons_F_Explosives", "A3_Modules_F_Curator_Mines", "A3_Characters_F" }; class AddonsMetaData { class List { items=4; class Item0 { className="A3_Soft_F_Gamma"; name="Arma 3 - Unarmored Land Vehicles"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item1 { className="A3_Weapons_F"; name="Arma 3 Alpha - Weapons and Accessories"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item2 { className="A3_Modules_F_Curator"; name="Arma 3 Zeus Update - Scripted Modules"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item3 { className="A3_Characters_F"; name="Arma 3 Alpha - Characters and Clothing"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; }; }; randomSeed=8773610; class ScenarioData { author="Braker"; }; class Mission { class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; rainForced=1; lightningsForced=1; wavesForced=1; windForced=1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.014; forecastFogDecay=0.014; }; class Entities { items=3; class Item0 { dataType="Object"; class PositionInfo { position[]={22439.697,35.13797,19371.984}; angles[]={5.9270477,5.3319769,6.13234}; }; side="Empty"; flags=4; class Attributes { name="truck"; }; id=1; type="O_G_Van_01_transport_F"; atlOffset=-0.15500641; class CustomAttributes { class Attribute0 { property="ammoBox"; expression="[_this,_value] call bis_fnc_initAmmoBox;"; class Value { class data { class type { type[]= { "STRING" }; }; value="[[[[""FirstAidKit""],[2]],[[],[]],[[],[]],[[],[]]],false]"; }; }; }; nAttributes=1; }; }; class Item1 { dataType="Object"; class PositionInfo { position[]={22438.188,35.549477,19372.959}; angles[]={0.012765876,2.2236679,0.35820588}; }; side="Empty"; class Attributes { init="call{chargePos = truck worldToModel getPos this; this attachTo [truck, chargePos];}"; }; id=3; type="DemoCharge_F"; atlOffset=1.676506; }; class Item2 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={22436.998,30.648943,19363.871}; angles[]={5.9270477,0.27094686,6.13234}; }; side="West"; flags=6; class Attributes { isPlayer=1; }; id=6; type="B_soldier_UAV_F"; class CustomAttributes { class Attribute0 { property="acex_headless_blacklist"; expression="_this setVariable [""acex_headless_blacklist"",_value,true]"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; class Attribute1 { property="speaker"; expression="_this setspeaker _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value="Male12ENG"; }; }; }; class Attribute2 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1.01; }; }; }; nAttributes=3; }; }; }; class Attributes { }; id=4; }; }; }; Youc can see in this scenario that the rotation of the explosive charge in the 3D editor, doesn't match with the rotation of this charge when you play the scenario. Because the "attachTo" command reset the vectorDirAndUp of the attached object.
  9. Yes, but when I reattach the object, the vectorDirAndUp values are reset...
  10. Thanks for replies. But my object is attached to anotherone and when I try to setVectorDirAnd up, the coordinates are "converted" in object relative. So my new question: how to setVectorDirAndUp of an attached object using world coordinates instead of relative to object ones?
  11. Ok thanks for your reply I've tried it and it works in "safe" mode.
  12. Hello, I have a problem with this two waypoints: "LIFT CARGO/DROP CARGO"... When the helicopter arrives to the "LIFT CARGO" waypoint, it just stop and stay in hovering flight... So my question is: how to use these waypoints correctly? And otherwise, how to proceed to the cargo lifting? Thanks and best regards... PS: I have tried with a Chinook and the following cars/APCs: AMV-7 Marshall, HEMTT Transport (Covered) and Hunter. Thank again.
  13. Hello, I have a problem with the AI helicopter after paradrop. The helicopter stop following his waypoints after the paradrop. It just stay in hovering flight. I would like to make the helicopter follow his waypoints again after paradroping.... Here is the command that I've put in the "On Activation" field of the helicopter drop waypoint: paratroopers leaveVehicle heli; {_x action ["Eject", vehicle _x];} forEach units paratroopers; I d'ont see what other command line(s) I should use. I defeinitely need an expert. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here is my test senario (3D editor): https://mega.nz/#!FgAn3Rqa!2MR4nIZOQGo2l92l2l0nbHKg8Ar20hm6_r1uW06v1UI GOAL: the helicopter must land at Camp Rogain after paradrop. Thanks and regards. PS: the problem does not happen when the player is the paratroop team leader.
  14. Hello, I would like the command to open an helicopter ramp with a trigger... The helicopter that I talk about is the "Mi-290 Taru (Transport)" Thanks and regards...
  15. Ok, so it's as you said but the artillery units will shoot all of their rounds before go to next WP.
  16. Hello, it is two years since the "advanced" waypoints was added ("LAND" & "FIRE MISSION"). And I was not able to find any information about theses "new" waypoints... Anyone know how theses waypoints works ? What is the scripts triggered by them ? Thanks and regards. EDIT : the "LAND" waypoint is not difficult to use, but the other one seems to have no function...
  17. Thanks, I will make some tests and keep you informed of the results.
  18. Anyone use the "FIRE MISSION" waypoint type ?
  19. braker

    Vcom AI V2.0 - AI Overhaul

    This mod will improve the AI helicopters behaviour ?
  20. Ok I have found the solution... There was two problems: 1- the command "Eject"; 2- putting the paratroopers directly in the helicopter by the 3D editor. Solution: 1- name the helicopter (only if you want to directly spawn the paratroopers inside at the mission begining); 2- name the paratrooper group and putt the paratroopers in the helicopter by the following commands ("init" field of the group leader): paratroopers = group this; {_x moveInCargo heli} forEach units group this; NOTE: you can also move the paratroopers in the cargo by a "GET IN" waypoint (no need to use "moveInCargo" in this case); 3- add the following command to the drop waypoint activation field: null = [] spawn {{unassignVehicle _x; moveOut _x; sleep 1;} forEach units paratroopers;}; adjust the "sleep" value to change the drop interval beetween units; NOTE: if you want to prevent AI collisions during fall (because vertical drop or low "sleep" value), use this command instead: null = [] spawn {{_x allowDamage false; unassignVehicle _x; moveOut _x; sleep 0.5;} forEach units paratroopers; {waitUntil {isTouchingGround _x || position _x select 2 < 1}} forEach units paratroopers; {_x allowDamage true} forEach units paratroopers;}; be carefull with very low "sleep" values if you are in the paratrooper team because the player can kill the AIs by collisions, even if there is no damage allowed to they. Thanks to beerkan for his script which helped me to find the solution. Enjoy your paradrops !
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