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zagor64bz

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Everything posted by zagor64bz

  1. zagor64bz

    Use Map Flags To Teleport To A Position

    OK..I found this Strategic map set up example but I'm still digging in...
  2. zagor64bz

    Use Map Flags To Teleport To A Position

    Never, EVER give up bro! Get around it if necessary, but never give up. I use to have a test mission somewhere set up for strategic map>tasks thing...let me see what I can do.
  3. Sure...I can tell how I did it: In the init.sqf I have this: null = [] execVM "Scripts\StoryBoard.sqf";///this will start the "movie-like" sequence.. StoryBoard .sqf enableRadio false; enableEnvironment false; playMusic "intro"; titleText ["","BLACK",0.01]; waitUntil {!isNull player && player == player}; sleep 3; 2 cutRsc ["RscLogoA","BLACK",0.01];///this is the first image you see..the story-telling one... titleText ["","BLACK IN",2]; sleep 13; titleText ["","BLACK OUT",2]; sleep 3; 2 cutRsc ["RscLogoB","BLACK",0.01];////...this is the second... titleText ["","BLACK IN",2]; sleep 13; titleText ["","BLACK OUT",2]; sleep 5; 2 cutFadeOut 0; titleText ["","BLACK IN",2]; [0, 0] spawn BIS_fnc_cinemaBorder;///this gives you the black top and bottom... enableEnvironment true; enableRadio true; player switchMove "Acts_PercMwlkSlowWrflDf2";// player walking i TitleText ["","BLACK FADED"]; TitleText ["","BLACK IN",5]; "dynamicBlur" ppEffectEnable true;// Screen Effects "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; sleep 5;// delay finish screen intro [] execVM "Scripts\takeoff.sqf";///this is for the F18 taking off animation sleep 1; 0= ["<t font='PuristaBold' size='2.5'>" + localize "STR_Intro" + "</t>",0,0,6,-1,0,3011] spawn bis_fnc_dynamicText; // display name of mission sleep 6; null=[[localize "STR_DynaTitle",localize "STR_DynaDate",localize "STR_DynaLoc",localize "STR_DynaPos"], 0.85, 0.75 ] spawn BIS_fnc_typeText;// display name of mission sleep 12; [1, 1] spawn BIS_fnc_cinemaBorder; // cinema border off player playMove "AmovPercMstpSlowWrflDnon"; // player walking stop Then you need a stringtable.XML, where you define the title of the mission.... This is mine: <?xml version="1.0" encoding="utf-8"?> <Project name="AVIATORS"> <Container name="Mission_Dialogue_Container_01"> // For briefing and screen title <Key ID="STR_Intro"> <English>U.S. AVIATORS: AIR WARRIORS</English> </Key> // Dynamic texts <Key ID="STR_DynaTitle"> /// this is needed if you want the location,date and whatnot in the lower right of screen. <English></English> </Key> <Key ID="STR_DynaDate">/// this is needed if you want the location,date and whatnot in the lower right of screen. <English></English> </Key> <Key ID="STR_DynaLoc">/// this is needed if you want the location,date and whatnot in the lower right of screen. <English></English> </Key> <Key ID="STR_DynaPos">/// this is needed if you want the location,date and whatnot in the lower right of screen. <English></English> </Key> </Container> </Project> Also, you have to put this in the description.ext class CfgMusic { tracks[]={}; class intro { name = ""; sound[] = {"Sound\topgun.OGG", db+25, 1.0};///music in storyboard.sqf }; }; class RscTitles { class RscLogoA { idd = -1; duration = 3; fadeIn = 0; fadeOut = 0; controls[] = {RsclogoPicture}; class RsclogoPicture { idc = -1; type = 0; style = 0x30; x = SafeZoneX + SafeZoneW/2 - 1.0/2; y = SafeZoneY + SafeZoneH/2 - 1.2/2; w = 1.0; h = 1.2; font = "PuristaMedium"; sizeEx = 0; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = "images\intro01.jpg"; }; }; class RscLogoB { idd = -1; duration = 3; fadeIn = 0; fadeOut = 0; controls[] = {RsclogoPicture}; class RsclogoPicture { idc = -1; type = 0; style = 0x30; x = SafeZoneX + SafeZoneW/2 - 1.0/2; y = SafeZoneY + SafeZoneH/2 - 1.2/2; w = 1.0; h = 1.2; font = "PuristaMedium"; sizeEx = 0; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = "images\intro03.jpg"; }; }; }; I hope it helps...cheers mate!!
  4. Here we go..again. I've been playing around with the editor, and this is what I've put together, just for fun. This is dedicated to all the "PILOTS" out there...and besides, not many scenarios based on AIR assets. It's an SP AIR CAMPAIGN, where you play as a NAVY or MARINE pilot, flying combat missions over enemy AO. Here more details: Summer of 2027... Winds of war are sweeping across the Middle East... ...Iran surprisingly announces his newly developed nuclear arsenal. Scared by the powerful neighbor, Syria, Jordan, and Iraq quickly form an alliance with Iran. Their armies, a.k.a. the CSAT, cuts through Egypt and Libya, ending his course on the Greek island of Altis. A foothold at the doorstep of Europe. U.N. resolution authorizes NATO intervention. The Sixth Fleet is mobilized and a carrier group is scrambled offshore Altis. U.S. Navy pilots and aviators from the 3rd Marine Aircraft Wing are tasked to conduct Air Superiority and Ground Attack mission to disrupt enemy operations, in preparation for a major invasion. Your task is to fly combat missions over enemy AO. FEATURING: -AUTO-CREWING OF VEHICLES (AI crew will join/dismiss as needed). -GUNNER to PILOT CUSTOM COMMANDS: (Control Altitude, Directions, Loiter Area, Land here and RTB while in the gunner seats. -"TAXING" THE DECK CUSTOM SCRIPT. (Move to catapult ready for takeoff action). -DECK-CREW WEAPONS OFFICER (Change pylons loads on the deck with GUI) -VIEW DISTANCE GUI (Set view distance based on foot/ground vehicles/air/drone use) -LANDING PATH HELPER (Action will set you up for landing, moving you to correct descend path.) -ENHANCED UAV LASER-INTEL (Provide additional INTEL on lased objects) . MISSION: The mission is based on Drongo's Area of Operation, which will give you random tasks and objectives To win the campaign, players must 300+ victory points (from killing enemies and completing missions). Killing an enemy troop gives .5 points, completing a mission gives 10 points. There is also a ''Political Will'' rating which is reduced by civilian casualties and failed missions. If it reaches zero, the campaign will be failed. Campaign progress is automatically saved at the end of a mission. MISSION TYPES: -Demo: Locate and destroy the objective. -SEAD: Locate and destroy the SAM/AAA vehicle. -Assault: Destroy the enemy forces occupying the town. -Downed Helo: Locate the downed helo and recover any sensitive items from the wreck (move next to the wreck for a few seconds). -Search and Rescue: Locate the downed pilot. Move close to him and he will join your squad. Bring him back to base. -Destroy Convoy: Destroy the enemy convoy before it reaches its destination. -Destroy Squad: Kill all members of the designated squad. -Destroy Vehicle: Destroy the designated vehicle. -Assassinate: Kill the enemy HVT -RTB: Approach the aoBase object. REQUIRED ADD-ON: DRONGO AREA OF OPERATION's COMMUNITY FACTIONS PROJECT. Note: Each add-on has his on dependencies. CREDITS AND SPECIAL THANKS: - @Grumpy Old Man for his invaluable PYLON LOADOUT SCRIPT. - @tonic-_- for his TAW script. -Drongo for his AREA OF OPERATIONS mod. - @beno_83au for his great Enhanced UAV intel script. - @Larrow, @wogz187, and EVERYONE ELSE THAT HELPED ME directly or indirectly, which due to my aging brain, I 'm forgetting. STEAM WORKSHOP LINK Please , subscribe, rate, but most of all REPORT bugs/problems/like/dislike. A little peek ..hahahahaha
  5. zagor64bz

    [SP CAMPAIGN] U.S. AVIATORS: AIR WARRIORS

    I'll dig in for sure, mate!!! Thank you.
  6. zagor64bz

    [SP CAMPAIGN] U.S. AVIATORS: AIR WARRIORS

    Sorry, looks like ENHANCED SOUNDSCAPE trows a hidden dependency, so I remove it. It was preventing (obviously) the mission to load. Now everything should be ok.
  7. zagor64bz

    Use Map Flags To Teleport To A Position

    OK..I'm trying to help here...let's see: You need to create a parent task, let's say "Disrupt enemy operations". Then, you'll need to create a series of "child tasks". -clear Enemy base ///child task 1 -Destroy SAM sites ///child task 2 -Assassinate Enemy Commander ///child task 3 -destroy ammo depot. ///child task 4 Once child tasks 1,2,3,4 are complete, then the parent task is fulfilled. In one of my mission, I use this script to achieve that. //make sure these 3 are identical inside the _makeTaskN arrays _myTaskIDs = ["Task01","Task02","Task03"]; //this task will be the parent task and checks if all three sub tasks are complete _makeParentTask = ["ParentTask01",player,[format ["Put the CERBERUS Crime Inc. out of business by killing all the BOSSES, destroying all the STOCKPILES and clearing all the HIDEOUTS !"],"DISMANTLE ALL CERBERUS ACTIVITIES",""],objNull,"ASSIGNED",4,true,true,"target"]; _makeParentTask2 = ["ParentTask02",player,[format ["Eliminate ALL the CERBERUS HVT"],"Eliminate ALL the CERBERUS HVT",""],objNull,"ASSIGNED",1,true,true,"kill"]; _makeParentTask3 = ["ParentTask03",player,[format ["Suppress the Air Defenses Network to allow CAS and HELI TRASPORT, as well as SUPPLY and VEHICLE drop. Use the CRUISE MISSILES support or place explosive to destroy RADAR and SAM site."],"Suppression of Enemy Air Defenses",""],objNull,"ASSIGNED",2,true,true,"DESTROY"]; //_makeParentTask4 = ["ParentTask04",player,[format ["Put the NARCOS out of business!"],"Complete all three tasks!",""],objNull,"ASSIGNED",0,true,true,"target"]; _makeTask1 = [["Task01","ParentTask01"],player,["Destroy ALL NARCOTICS,MONEY and WEAPONS stockpiles","Destroy ALL STOCKPILES",""],objNull,"ASSIGNED",3,true,true,"destroy"]; _makeTask2 = [["Task02","ParentTask01"],player,["Clear all the CRIMINALS hideouts in the RED circles.More you clear, more will disclose/unlock.","Clear ALL HIDEOUTS",""],objNull,"ASSIGNED",2,true,true,"attack"]; _makeTask20 = [["Task20","ParentTask03"],player,["<marker name='samtask'>SEEK and DESTROY</marker> SAM site to Suppress the Air Defenses Network<img image='pictures\sam.jpg'/>","Destroy SAM site",""],objNull,"ASSIGNED",4,true,true,"destroy"]; _makeTask21 = [["Task21","ParentTask03"],player,["<marker name='radartask'>SEEK and DESTROY</marker> RADAR site to Suppress the Air Defenses Network<img image='pictures\radar.jpg'/>","Destroy RADAR site",""],objNull,"ASSIGNED",5,true,true,"destroy"]; _makeTask23 = [["Task23","ParentTask02"],player,["Eliminate the NARCOS Boss IVAN LAZARAT<img image='pictures\balkan_hvt2.jpg'/>","KILL IVAN LAZARAT",""],objNull,"ASSIGNED",6,true,true,"kill"]; _makeTask24 = [["Task24","ParentTask02"],player,["Eliminate the MAFIA Boss MARIO CASALESI<img image='pictures\italy_hvt2.jpg'/>","KILL MARIO CASALESI",""],objNull,"ASSIGNED",7,true,true,"kill"]; _makeTask25 = [["Task25","ParentTask02"],player,["Eliminate the WEAPONS smuggler Boss NIKOLAY TAMBOV<img image='pictures\russia_hvt.jpg'/>","KILL NIKOLAY TAMBOV",""],objNull,"ASSIGNED",8,true,true,"kill"]; _makeTask26 = [["Task22"],player,["Meet your TEAM by the tactical area","Meet your TEAM",""],getPosASL deck,"ASSIGNED",1,true,true,"meet"]; //_makeTask8 = [["Task08","ParentTask03"],player,["Kill NARCOS HVT","Kill NARCOS HVT",""],"ASSIGNED",0,true,true,"kill"]; //_makeTask9 = [["Task09","ParentTask03"],player,["Pick up suitcase nr. 3","Pick up suitcase nr. 3",""],"ASSIGNED",0,true,true,""]; //spawning loops to handle individual task conditions //this is an easy way to edit and read/handle task conditions and results TexTask1 = false; TexTask2 = false; //TexTask = false; TexTask23 = false; TexTask24 = false; TexTask25 = false; //TexTask7 = false; //TexTask8 = false; //TexTask9 = false; ParentTask01 = false; ParentTask02 = false; ParentTask03 = false; _watchTask1 = [] spawn { _box = []; waitUntil {sleep 0.5; !alive (drugBox) AND !alive (drugBox2) AND !alive (drugBox3) AND !alive (moneyBox) AND !alive (moneyBox2) AND !alive (moneyBox3) AND !alive (weaponBox) AND !alive (weaponBox2) AND !alive (weaponBox3)}; ["Task01", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; TexTask1 = true; sleep 5; //waitUntil {sleep 0.5; (!alive drugBox}; //deleteMarker "drugBoxMarker1"; //sleep 1; saveGame; }; _watchTask2 = [] spawn { _areas = ["NARCOS","NARCOS_1","NARCOS_2","NARCOS_3","NARCOS_4","NARCOS_5","NARCOS_6","NARCOS_7","NARCOS_8","NARCOS_9","NARCOS_10","NARCOS_11","NARCOS_12","NARCOS_13","NARCOS_14","NARCOS_15","NARCOS_16","WEAPONS","WEAPONS_1","WEAPONS_2","WEAPONS_3","WEAPONS_4","WEAPONS_5","WEAPONS_6","WEAPONS_7","WEAPONS_8","WEAPONS_9","WEAPONS_10","WEAPONS_11","WEAPONS_12","WEAPONS_13","WEAPONS_14","WEAPONS_15","MONEY","MONEY_1","MONEY_2","MONEY_3","MONEY_4","MONEY_5","MONEY_6","MONEY_7","MONEY_8","MONEY_9","MONEY_10","MONEY_11","MONEY_12"]; //list of markers using EOS //list of markers using EOS //you don't need an if condition here but more likely waitUntil waitUntil {sleep 1; { getMarkerColor _x == "ColorGreen"; } count _areas == count _areas}; ["Task02", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; TexTask2 = true; sleep 5; saveGame; }; _watchTask23 = [] spawn { waitUntil {sleep 0.5;!alive (ZAG_HVT1)}; ["Task23", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; TexTask23 = true; sleep 5; saveGame; }; _watchTask24 = [] spawn { waitUntil {sleep 0.5;!alive (ZAG_HVT3)}; ["Task24", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; TexTask24 = true; sleep 5; saveGame; }; _watchTask25 = [] spawn { waitUntil {sleep 0.5;!alive (ZAG_HVT2)}; ["Task25", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; TexTask25 = true; sleep 5; saveGame; }; _watchParentTask = [] spawn { waitUntil {sleep 0.5;!alive (ZAG_HVT1) AND !alive (ZAG_HVT2) AND !alive (ZAG_HVT3)}; ["ParentTask02", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; systemchat "ALL CARTEL's BOSSES ELIMINATED"; ParentTask02 = true; sleep 10; }; _watchParentTask = [] spawn { waitUntil {sleep 1;!alive (SAM) AND !alive (SAM_1)}; ["ParentTask03", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; systemchat "CARTEL's AIR DEFENSES NETWORK DESTROYED"; ParentTask02 = true; sleep 10; savegame; }; SLEEP 5; _watchParentTask = [] spawn { waitUntil {sleep 1;(TexTask1 AND TexTask2 AND TexTask23 AND TexTask24 AND TexTask25)}; if (TexTask1 AND TexTask2 AND TexTask23 AND TexTask24 AND TexTask25) then { ["ParentTask01", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; systemchat "ALL TASK COMPLETED"; ParentTask01 = true; sleep 5; "END1" call BIS_fnc_endMission; //saveGame; }; }; {_x call BIS_fnc_setTask;sleep 3;} foreach [_makeParentTask,_makeParentTask2,_makeParentTask3,_makeTask1,_makeTask2,_makeTask20,_makeTask21,_makeTask23,_makeTask24,_makeTask25,_makeTask26]; I hope it helps man!!
  8. I've been searching through Actions and many wikis...but couldn't find anything about this. Any scripted command for AI planes to lower the tailhook? I'm trying to do is a little snippet to place the player plane with an add-action, set up for final landing on the carrier Freedom. So far this is what I get, and it works...but I would like to get the hook down as well. vehicle player setPosASL [26089.8,19323.9,250]; vehicle player setDir 170; vehicle player setAirplaneThrottle 0.4; vehicle player action ["flapsDown", vehicle player]; vehicle player action ["flapsDown", vehicle player]; vehicle player action ["LandGear", vehicle player]; vehicle player setvelocity [50 * (sin (getdir vehicle player )), 50 * (cos (getdir vehicle player )), 0]; NOTE: I'm aware that there's an "autolanding" feature. Thank you all.
  9. Yap, there is one indeed: this animate ['tailhook',0]; ///tailhook down this animate ['tailhook',1]; ///tailhook up EDIT: Even though the tailhook lower with this animate ['tailhook',0]; ///tailhook down, it throws an error. You need to use the whole codes sequences: vehicle player animate ['tailhook',0]; vehicle player animate ['tailhook_door_l',0]; vehicle player animate ['tailhook_door_r',0]; vehicle player say 'Plane_Fighter_01_tailhook_down_sound'; vehicle player say3D 'Plane_Fighter_01_tailhook_down_sound'; vehicle player SetUserMFDvalue [4,1]; [vehicle player] spawn BIS_fnc_AircraftTailhook; So, the little script is now complete: vehicle player setPosASL [26113.9,19591.6,300]; vehicle player setDir 170; vehicle player setAirplaneThrottle 0.5; vehicle player action ["flapsDown", vehicle player]; vehicle player action ["flapsDown", vehicle player]; vehicle player action ["LandGear", vehicle player]; vehicle player setvelocity [60 * (sin (getdir vehicle player )), 60 * (cos (getdir vehicle player )), 0]; vehicle player animate ['tailhook',0]; vehicle player animate ['tailhook_door_l',0]; vehicle player animate ['tailhook_door_r',0]; vehicle player say 'Plane_Fighter_01_tailhook_down_sound'; vehicle player say3D 'Plane_Fighter_01_tailhook_down_sound'; vehicle player SetUserMFDvalue [4,1]; [vehicle player] spawn BIS_fnc_AircraftTailhook; This will move the player plane in the correct descending path about 1km from the carrier, at 1000 ft altitude,+/- 160mph, 50% throttle, flaps down, and now tailhook down. After that, is up to the player to land that sucker. Thanks, LARROW!!!
  10. Great news then. Selfishly speaking, the "variable name" and lockout variable will be the ones I'm looking for. Again, thanks a lot for the help, GOM.
  11. zagor64bz

    USS Freedom Carrier landings

    Most of that code is for, is to get the plane, which is position near the catapult to hook up, unfold wings, start the engine and take off. (I'll put together a video to show you asap))
  12. zagor64bz

    USS Freedom Carrier landings

    I know..they say: "Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime"...BUT...geez, aren't we all here to help each other?😋😋😋 well..I'm WIP on a mission where the carrier is a big part of it. If you're doing the same, you'll soon find out the many limits and compromise you'll have to put out in order to use this asset. Anyway.. The first step is to look at THIS, Then, I manage to get the plane to land with this: _dynamicAirport1 = "DynamicAirport_01_F" createVehicle position this; /// I put this in the init box of the carrier, but you can use a game logic or even a helipad...BUT then you have to smooth out the position to get the jet to land with a minimum degree of reliability. Follow by this: YourPlaneName landAt _dynamicAirport1; ///this will make your AI YourPlaneName land at the carrier. Once they land, the do indeed turn and stop, but with a trigger that calls for a "setPos", I move them wherever I need to. For AI takeoff, I use this script extracted (and butchered) from the showcase JetDLC mission: ///takeoff.sqf null = [] execVM "Scripts\catapult_2.sqf";///this is a script I put together to get the deck crew animate for the catapult(could not get the BI_vanilla script to work, so I came up with this as a placeholder...) [] spawn { _mirroredAnims = false; //animate blast deflector _carrierObjects = BIS_plane_wingman nearObjects ["Land_Carrier_01_hull_07_1_F", 100]; _carrierPart = _carrierObjects param [0, objNull]; _carrierPartCfgCatapult = configfile >> "CfgVehicles" >> "Land_Carrier_01_hull_07_1_F" >> "Catapults" >> "Catapult4"; _carrierPartanimations = getArray (_carrierPartCfgCatapult >> "animations"); _dirOffset = getNumber(_carrierPartCfgCatapult >> "dirOffset"); _direction = (getDir _carrierPart - _dirOffset - 180) % 360; BIS_plane_wingman setDir _direction; sleep 3; [_carrierPart, _carrierPartanimations, 10] spawn BIS_fnc_Carrier01AnimateDeflectors; private _duration = getNumber(missionConfigFile >> "CfgCarrier" >> "LaunchSettings" >> "duration") max 6; private _stepLength = _duration/24; sleep 1; BIS_Plane_Wingman animate ["wing_fold_r", 0];BIS_Plane_Wingman animate ["wing_fold_l", 0]; sleep 5; BIS_Plane_Wingman setFuel 1; sleep 5; //[BIS_wingman,_mirroredAnims] execFSM 'playLaunchAnims.fsm'; private _posWorld = getPosWorld BIS_plane_wingman; BIS_wingman enableAI "MOVE"; BIS_plane_wingman flyInHeightASL [200, 200, 200]; BIS_plane_wingman forceSpeed 250; private _timeStart = time; private _timeLaunch = _timeStart + (24 * _stepLength); waitUntil { BIS_wingman setVariable ["carrierCatapultState",floor((time - _timeStart)/_stepLength)]; BIS_plane_wingman setPosWorld _posWorld; BIS_plane_wingman setDir _direction; time >= _timeLaunch }; BIS_wingman setVariable ["carrierCatapultState",25]; [BIS_plane_wingman,_direction] spawn BIS_fnc_AircraftCatapultLaunch; sleep 5; //ANIMATE BLAST DEFLECTOR DOWN #3 [_carrierPart, _carrierPartanimations, 0] spawn BIS_fnc_Carrier01AnimateDeflectors; sleep 10; }; I hope this helps.
  13. Ok..it's me, again. I have this snippet which tells my AI heli driver to move to that location. It opens the map and all. All working ok. IF ((Gunner (vehicle player)) == player) THEN {openMap true; onMapSingleClick " openMap false; Driver (vehicle player) move _pos; (vehicle player) vehiclechat 'ROGER, en route to destination'; onMapSingleClick '';"; }; What I've tried to do in the past couple of hours is to add waypoints to that. Specifically the "LOITER" ones. I try with: IF ((Gunner (vehicle player)) == player) THEN {openMap true; onMapSingleClick " openMap false; Driver (vehicle player) move _pos; Driver (vehicle player) setBehaviour "CARELESS";Driver (vehicle player) setCombatMode "BLUE";Driver(vehicle player) limitSpeed 220; wp = Driver (vehicle player) addWaypoint [_pos, 0]; wp setWaypointType "LOITER"; wp setWaypointLoiterType "CIRCLE_L"; wp setWaypointLoiterRadius 1500; (vehicle player) forceSpeed 60; onMapSingleClick '';"; }; NO JOY!!!
  14. That also works, thank you. Now..I realize that before adding a waypoint, I have to delete the previous one, right? As suggested HERE, I tried this openMap true ; addMissionEventHandler [ "MapSingleClick", { params[ "_units", "_pos", "_alt", "_shift" ]; openMap false ; _grp = group player ; while {(count (waypoints _grp)) > 0} do { deleteWaypoint ((waypoints _grp) select 0); };///as suggested _grp setBehaviour "CARELESS" ; _grp setCombatMode "BLUE" ; vehicle player limitSpeed 220 ; vehicle player forceSpeed 60 ; vehicle player flyInHeightASL [500, 500, 500];///added this for a smooth circling of loiter waypoint _wp = _grp addWaypoint [_pos,0] ; _wp setWaypointType "LOITER" ; _wp setWaypointLoiterType "CIRCLE_L" ; _wp setWaypointLoiterRadius 1500 ; removeMissionEventHandler[ "MapSingleClick", _thisEventHandler ]; }]; Works as intended now.
  15. Ok.... thank you LARROW..but I'm a little confused. If I got this correctly, you're telling me that if I have 2 onMapSingleClick snippets one will override the other? Let's say 1 is for a move command, and the other is for the loiter ones. If I use the move ones my AI group will execute the command, but if I use the loiter ones before they actually get where I send them, the move command will be overridden by the loiter ones? Those are the only 2 "onMapSingleClick" use for this mission so that it will not be a problem if they cancel each other out. Anyway, how would I use the EH you mention?
  16. And you make some of the finest ones, ma' man!!... 😭
  17. Damn..that's a nice way to put it!! Well said WOGZ!!!
  18. I guess it comes down to this, at least for me: don't let the mission get OBVIOUS!!! I meant... I like to think about a mission like it's a movie. Get the primary character, let the player knows where he's been and where he wanna go with this mission. Add a twisted plot and make the bad guys seem not so bad after all... until he does something REALLY bad. Make the "hero" do his job, but remember the murphy's law. Let something screw-up. It makes him more human, not "RAMBO" so much. But most of all, GIVE THE PLAYER FREEDOM. I hate pre-determinate choices, scripted paths, forced actions. Let the player choose his fate (or at least let him believe that..hahaha) and the way he wants to play. Maybe he likes "guns-blazing-gunning n' running" or maybe he's all "tactic-cool-navy-seals" kind of guy..or Sam Fisher it's his hero. Like I said, at least for me.
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