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vinnime

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Posts posted by vinnime


  1. Sorry my friend but where and how exactly do we add the entrys? And you scripted ctrl + shift + j to open the box not shift +j. Your explanation is a bit confusing for me..

    Shouldn't it be easier for an example mission that makes it all clear for all?

    [

    "MAIN ENTRY 1", //NAME OF THE MAIN ENTRY

    "cw_ActionMenuEntry1", //UNIQUE ENTRY CLASSNAME

    [ //ARRAY WITH ALL SENCONDARY ENTRYS THAT BELONG TO THE MAIN ENTRY

    ["SECONDARY ENTRY 1","execVM ""Scipts\entry1.sqf""","player == vehicle player"], //NAME OF THE SECONDARY ENTRY(STRING),ACTION(STRING),CONDITION(STRING)

    ["SECONDARY ENTRY 2","execVM ""Scipts\entry2.sqf""","damage player > 0.3"],

    ["SECONDARY ENTRY 3","execVM ""Scipts\entry3.sqf""","cursorTarget == MyUnit1"],

    ["SECONDARY ENTRY 4","execVM ""Scipts\entry4.sqf""","player != vehicle player"],

    ["SECONDARY ENTRY 5","execVM ""Scipts\entry5.sqf""","MyGlobalVariable == ""TEST"""],

    ["SECONDARY ENTRY 6","execVM ""Scipts\entry6.sqf"""],

    ["SECONDARY ENTRY 7","execVM ""Scipts\entry7.sqf"""],

    ["SECONDARY ENTRY 8","execVM ""Scipts\entry8.sqf"""] //<--THERE IS NO ,

    //YOU CAN ADD AS MUCH SECONDARY ENTRYS AS YOU WANT TO.

    ],

    "MAIN ENTRY 1 HEADER" //THE HEADER OF THE RIGHT LISTBOX

    ] call fnc_cw_gui_templates_menu_addEntry;


  2. @redleouf

    Thanks for the info. I will investigate the matter.

    @Alexsegen

    It says as well Antorugby

    @VinniMe

    Since Operation Flashpoint, BIS have trouble getting their helicopter hit the exact spot (lol). I have provided a script to "push" the helicopter to the precise area, but is still a bit primitive. I guess in a later release we can improve the accuracy.

    Greetings.

    @All

    The helicopter CH-47 family now use up to 3 strings to fast-rope. There is a "smart" routine that decides how many use as a function of the quantity available and the number of troops deployed. You will leave this Friday or Saturday with other improvements and fixes. (next v1.06)

    Keep radio frequency ....

    Greetings.

    The space in between point a en point b is the heli's landing path so i put *this in the onact of the waypoint in the FastRope_with_WP mission and guise what ,The Heli hovers exactly in the center of his landing zone.

    * Smoke = "SmokeShellGreen" createvehicle position LZ; helo land "get out";helo setvariable ["fastRopePos", getpos LZ]; helo setvariable ["fastRopeOn", true];

    It doesn't work very well with a trigger activation..

    Hope this helps a bit for someone?...


  3. yes but how to let the ai heli hoover exactly at the center of the LZ? the aircraft stops 20m before "fastRopePos" with the ----_baja = true ----(velocity _veh select 0) * 0.85---- and flyInHeight 9.99. And if the ai heli would fly higher, you could let ai units land on rooftops?


  4. Jo there ,

    The oldest version of AISS works with ALIVE. Put your artillery, see that you select "only profile synced units" in the Sincronisation line of the Profile System. If you want them to keep firing put this in there Init line nul = this spawn { while {alive _this} do { (vehicle _this) setVehicleAmmoDef 1; sleep 10} }; you also can play around with triggerss in on activation : West_Rnd_chance = .3; another or the same trig: East_Rnd_chance = .9; and Maybe trig's with : Max_Rnd_Radius = 140; set Higher or lower...

    And Mikey74, For AI Air superiority you could Talk to TeTeT, maybe he has a nice idea ...

    greetings


  5. Hello guys, is it possible to implement the clear building and the garrison_Building or all the ww aimenu features into High command and the same time players units? I'm using Hc extentions. Something like; in the Menus sqf file, "hcSelected player" instaed of "groupSelectedUnits player"? Together with "USER:WW_Communication" istead of "USER:BIS_MENU_GroupCommunication" that Dar suggested?

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