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fawlty

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Everything posted by fawlty

  1. I'm trying to do something like this but instead of path I would like it to be show or hide. Here's how my repeatable trigger is set up, in this case for civilians but it doesn't matter. Condition this && player inArea thisTrigger On Activation {_x enableAI "PATH"; _x setVariable ["pathEnabled",TRUE] } forEach thisList On Deactivation {_x disableAI "PATH"; _x setVariable ["pathEnabled",nil] } forEach (allUnits select { !isNil {_x getVariable "pathEnabled"} }) Wanted something like this rather than having to syc all the ai with the module. Thanks
  2. Thanks Beno, I got the first part "On activation" to work but no luck with "On deactivation". Thanks anyway. Joe, thanks for the reply but I think we may be talking a different subject.
  3. I've noticed with Prairie Fires transport support provider a player is able to move to the copilots seat and take over the flight. Vanilla Arma doesn't allow that. Any chance a script in the modules vehicles init would allow this?
  4. Another question would be, can the ai copilot or even all the crew less the pilot be deleted in the modules vehicle init to free up the seat.
  5. omri2050, I've been running into this problem which I never had in the past with some of my compositions. Example, I used to be able to remove, say a vehicle crew and change out the vehicle to whatever I required then added the crew back into the vehicle, but now when I do that the crew is non existent in game. I experimented with this yesterday and as long as I delete the vehicle and add a new one the crew will be available as it has been in the past. Could be somethings changed during some update. I use CUP alot so don't know if this is happening with vanilla assets.
  6. fawlty

    Attaching objects

    Thanks to you both for the info. I found "attachToRelative" to be the easiest method for my needs, it'll save me lots of time in the future. Only wish I had of asked earlier. Cheers
  7. In the editor, is there a way of getting location coordinates for attaching objects other than trial and error. I'm trying to attach a gunner to a commercial frigate.
  8. Just finishing up a mission I am working on and doing some testing. I've noticed frame rates ranging from 60fps down to 24fps every 45 seconds or so. (I have Arma capped at 60frames) My CPU usage is steady at 14% (intel 11600k at 5ghz) I have 32gb of ram and only about 11gb is being used. GPU D3D usage is where things get strange, when frames drop my d3d gpu usage drops to about 30% When frames are at their max my gpu usage is at about 65-70% I can't understand why or if there's a fix to keep the d3d gpu usage at 70% Any ideas? Thanks
  9. fawlty

    Frame rate fluctuation

    OK, got it figured out. I'm using this great script by nKenny in conjunction with hold path. I set the rush script with to high a value that was activating too many ai some not in the play area. Once I reduced the script to a reasonable number my frames stayed steady maxed out. Thanks Jackal for the suggestion re script, that sparked my idea to play with the scripts settings.
  10. fawlty

    Frame rate fluctuation

    No I noticed it also playing prairie fire on the original map as well. I think I'll make a copy of the mission and start removing things to narrow the problem down. Will report back if I can track it down. It does feel like there's a repeating script effecting things. I usually set all triggers to server only to limit issues.
  11. I'm getting this error when entering zeus It's a Steam subscribed composition The composition is called 'VehicleForestryBunker' I've tried unsubscribing to it also deleting the folder from the drive but am having no luck getting rid of it. Any suggestions?
  12. fawlty

    Steam composition problem

    Update; Deleted all the compositions by the author to fix the problem Leave this up in case it helps someone in the future.
  13. Did some more checking J-Boy the msg has something to do with deleting boat and crew using this in a trigger. call{{deleteVehicle _x;}forEach crew b1_4; deleteVehicle b1_4;} As soon as I hit that trigger, up came the error msg. Also noticed it's not showing all the time. Don't think it's going to effect anything. Hope this helps
  14. Thanks for the reply J-Boy. I'll get it uploaded tomorrow for you to have a look at. Just started the mission so it's pretty basic, (no mods) but will direct where the msg activates. Cheers ...F
  15. J-Boy, Great script, I know I'm going to get a lot of use out of this. I've just started putting a mission together using it and am getting this error msg although the ai do still follow wp as they should. Is there something I missed?
  16. Dreadpirate helped me with my heli extract script for dedicated server I originally had for ingame mp hosting. example In the player's init: playersGroup = group this; Then: {_x in heli_1} count (units playersGroup ) == {alive _x} count (units playersGroup ) Worked great and I appreciate it. I have one more I use with triggers for mortar attacks, I'm having trouble with Mort1_1 commandArtilleryFire [getpos player, "8Rnd_82mm_Mo_shells", 2] getpos player is not right Once I have this set for dedicated server I should be good for other scripts I use. Would like to use the mortar script and the extract script in the same mission.
  17. No what I meant was, does HC only work on dedicated servers? There's probably more to HC than what I understand but if HC only works on a dedicated server then that's not the route I'm interested in. Sorry for the diversion Gmate
  18. Gmate, I'm kind of in the same boat as you. I've been making and hosting missions for years now and know that when things get busy in a mission, triggers don't fire, ai won't act as they should etc. The one thing I've always wondered is, does HC only work on dedicated servers or can they work in a hosted session?
  19. Right again Pierre, must have been a copy and past issue. Checked it out this morning and works as it should. Thanks again for you help.
  20. Guys I'm trying to enable ai path for all enemy ai within the radius of a trigger. I've used this to delete after leaving a played area call{{deleteVehicle _x} forEach nearestObjects [junk_1, ["all"], 75];} (junk_1 being the trigger name) but want to enable path as we approach a zone Thanks
  21. Hey Pierre, Getting a invalid number in expression error, so it's a no-go.
  22. Any suggestions of disabling ai path once the player leaves the trigger zone? I tried disableAI "PATH" with another trigger plus this or player inArea thisTrigger No Go
  23. Thanks Johnny, I used this in the condition, (Opfor present) this && player inArea thisTrigger and it worked great. Save me using modules for each ai to move.
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