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kentrel

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About kentrel

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  1. Are you running Ace or any mod that has a fatigue system?
  2. This is what I used to create a nuke damage blast radius, when you positively have to destroy every building in the radius, accept no substitute. {_x setdamage 1; } foreach nearestObjects [Position, ["ANY"],radius];
  3. Yeah, pretty easily. You create your markers in the editor. Call them "One", "Two", etc newPos = getmarkerpos (["ONE","TWO"] call BIS_fnc_selectRandom); _unit setPos newPos;
  4. No, that won't work. Call FindSafePos the same way it's called there. Your problem is probably very simple to fix, but it depends which part of the code is being called. Anywhere you see a SetPosATL or a BIS_fnc_FindSafePos command just stick this in the line before it. hint format["PlayerStart: %1 Buildings:%2",CVG_playerstart,count buildings]; This will help you figure out which part of the code is being called when you spawn in the water. You should also definitely reduce this 200000 number to something more realistic to Utes, like 2000. _things = nearestObjects [_unit, [], 200000];
  5. Hey guys, I want to make a series of gun-racks similar to this famous scene in the Matrix. I'm modelling them as empty, and want to be able to fill them with the actual gun models from the game. Basically, I want it to work like a real gun rack. Is this even possible? I've looked at the gun rack models already in-game, and they remain the same no matter what guns are there. Is it possible, or am I wasting my time?
  6. What is the variable "CVG_playerstart" supposed to be? Put a hint in there to see what it's value is. BIS_fnc_findsafePos function prevents you from spawning in the water, so the only time it's not being called is when CVG_playerstart == 50. It's just using the location of the logic to set the unit, which has a 100m radius. If you're spawning in the water <100m from a town, which on Utes is likely, then that might explain why you're spawning in water. If this seems like the cause then just change the 100 to something smaller in the line "_logic = _group createUnit ["Logic",_townpos, [], 100, "NONE"]; " Oh, and i just noticed this line _newpos = [(random 1000),(random 1000),0]; _unit setpos _newpos;" That could be your culprit too. It just picks a random X and Y location. Replace it with a BIS_fnc_findSafePos You'll have to stick hints in each "If then" section to find out which one is being called when you spawn in the water. Anywhere you see SetPos without checking if it's water you'll have that problem.
  7. I had a look at his code. Much of it is in SQS which confuses me a little, but from what I can tell, it seems he solved it in more or less the same way I was planning on doing it. I'm curious how BI did it in the Army of the Czech Republic shooting range. A graphic pops up with the exact location of your bullet strike, and at the end of the round, it replays the bullet strikes.
  8. Is there a way to get the exact coordinates of a bullet strike on a model? Say my target is a billboard - how would I be able to compute the exact part of that billboard that was hit? I know Army of the Czech Republic has it in their shooting range, but I can't decrypt the mission file to see how BI have done it. I was thinking something like this, but is there something better? while {alive _bullet} do { _last_pos = getPosATL _bullet; sleep 0.01; };
  9. I've made a rooftop extraction script with the Player as pilot. Pretty basic. Units spawn on rooftops, player rescues them. This works well for buildings that have a BuildingPos on the roof. The AI will walk around the various positions, go up and down steps if necessary, and then get in the chopper. For buildings without a BuildingPos on the roof, like most Arma 2 buildings they walk off trying to board the chopper. No combination of stances or waypoints solves this as buildingPos seems to be essential for pathfinding. Now, I could probably solve this by keeping the DoStop command active, and using a MoveInCargo command, but I think its more imersive for the player to watch the AI moving about to get onboard. Is there another way that I haven't thought of to prevent AI walking off the roofs of those particular buildings? An invisible bounding box or something like that?
  10. I'm making a mission where an AI spawn group spawns on a random rooftop (from a set of locations I've picked) and the player has to fly to their location and extract them. The player locates them based on smoke grenades rather than waypoints. The point of the mission is to practice rooftop extractions. The problem I'm having is that smoke grenades often fall through the roof and just fills up the rooms below and depending on how tall the building is its rarely visible from above the roof. It spawns at the exact position that the AI does, so I know the heights are correct, but it must fall through to the bottom. When I go there myself and throw a smoke grenade it falls through. I try to move it again using setPosATL but no luck. Is there any solution or work around to this? Thanks
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