

Dreadp1r4te
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Everything posted by Dreadp1r4te
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IgiLoad script - logistical support
Dreadp1r4te replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there an easy way to edit this so that the Mohawk can load a UGV into it without exploding? I tried adding it to the Mohawk and when loaded, it caused the aircraft to explode. :( I'd like to be able to paradrop UGVs for reinforcements. -
Need the expert's help! (createUnit related)
Dreadp1r4te posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't get it at all. I cannot for the life of me get this to work... _airlifteast = "O_Heli_Light_02_unarmed_F" createUnit [_eastposition, _eastspawn]; player moveInCargo _airlifteast; _wp = _eastspawn addWaypoint [getMarkerPos "opf_air_land", 0]; [_eastspawn, 1] setWaypointType "UNLOAD"; What I'm trying to do is spawn a Heli, then move player inside said heli via magics, and order the heli to fly to that position and unload the player. I can't even get the heli to spawn, despite using the exact syntax as listed on the createUnit wiki page. I've defined a group in an earlier expression: _eastspawn = createGroup east And the position variable "_eastposition" is an array extracted from a getmarkerpos, seperated into 3 variable so I can add 200m to the Z variable so it spawns airborne, so I'm at a loss here. Any help? -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure thing, will do. { _eheli = [getMarkerPos "opf_air_spawn", 225, "O_Heli_Light_02_F", east] call bis_fnc_spawnvehicle; _etaxi = _eheli select 0; _egroup = _eheli select 2; _egroup allowFleeing 0; player moveInCargo _etaxi; _wp = _egroup addWaypoint [getMarkerPos "opf_air_land", 50]; [_egroup, 1] setWaypointType "UNLOAD"; [_egroup, 1] setWaypointStatements ["TRUE", "(vehicle this) land 'LAND'"]; 10000 cutText ["Use your scroll wheel to gear up!", "BLACK IN", 10]; _econtact = isTouchingGround (vehicle _egroup); waitUntil {_econtact = true}; player action ["Eject", vehicle _wgroup]; sleep 1; _wheli lock true; _wp2 = _egroup addWaypoint [getMarkerPos "opf_air_depart", 0]; [_egroup, 2] setWaypointType "MOVE"; }; That's the entire block of code. I removed some spaces, because I keep my code properly spaced so it makes sense when one looks at the entire file, and add comments as needed, after I troubleshoot everything. Mostly everything I have is the same as yours; I'm at a loss as to why mine doesn't work. Note that the initial open curved bracket and ending close curved bracket are due to this block being inside an IF argument's "Then" block, which is working fine near as I can tell. EDIT: Also note that on my last test, using "player vehicle" in the waitUntil isTouchingGround condition for some reason caused the heli to eject me right after moving me into the cargo, so I switched it to check "vehicle _egroup" instead. That fixed the insta-eject, but again after the helo lands nothing happens. EDIT AGAIN!: I just changed the code around a bit back to stuff that SHOULD make sense (using player vehicle and such where possible) annnnd noted a mistake; I was trying to apply the Lock command to the variable _wheli, when I should have been applying it to _wtaxi, which is the actual vehicle object. Not sure if that was causing my issue, but I'm happy to report everything is working as expected now! The heli flies in, drops my happy ass off, chills for sec, then dusts off and heads out. Pretty slick! Thanks again for all the help! Couldn't have done it without ya. -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, I changed that, but the other expressions after the waitUntil aren't executing either. It should also lock the vehicle and add a new waypoint. This is what I'm about to test; it should work from what I'm reading... wcontact = false; // Initialize a variable, assign it false to prevent accidental trigger wcontact = isTouchingGround (vehicle player); // Change the variable to true once the player's heli has landed waitUntil { wcontact };// waitUntil won't trigger until the value of wcontact is true I just added the comments to explain my rationale. I realize I could just call the isTouchingGround function inside the block of the waitUntil function, but this way I can avoid any potential syntax errors on my part, as I can test independently the value of wcontact in game with the debug editor. -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow thanks a ton guys! Okay so I got the heli to land, and I set up a trigger to activate when the heli lands: waitUntil {isTouchingGround (vehicle player)}; player action ["Eject", player]; sleep 2; _wheli lock true; _wp2 = _wgroup addWaypoint [getMarkerPos "blu_air_depart", 0]; [_wgroup, 2] setWaypointType "MOVE"; But the problem now is that the waitUntil command isn't working. I tested the "isTouchingGround" bit in game with a simple variable and hint: _contact = isTouchingGround (vehicle player); hint format["This variable returns as: %1",_contact]; And it returned as true, meaning the problem has to be in my implementation of the waitUntil command. I do know that everything AFTER the "waitUntil" command isn't firing, so the script is in fact waiting, but it doesn't trigger when I land. Any ideas there? Oh and huge thanks for all the help. I'm learning a ton! :D -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haha fair enough, but unfortunately that script didn't help. In fact, with your syntax it broke the script file completely. I had to reword it such: [_wgroup, 1] setWaypointStatements ["TRUE", "this land 'LAND'"]; This fixed the script from crashing, but still doesn't force the aircraft to land. :( I also have [_wgroup, 1] setWaypointType "UNLOAD"; but conveniently the Unload command won't work without actual AI in the helo, and since it's a player transport... it's somewhat useless. Why BI did that is somewhat of a bistery. -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll try that out! Are you sure your syntax is correct? I'm really new to scripting but it looks like there's one too many " in the expression... -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright thanks a ton! That worked beautifully. New problem now! I can't make the aircraft land via a scripted waypoint... The Unload waypoint type won't work, because I'm only transporting players and not AI. Any ideas how to fix this? Keep in mind, must be executed via script not in editor. -
Need the expert's help! (createUnit related)
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Erm, won't that create an empty helicopter? An empty helicopter that's flying, at that? That sounds a bit... dangerous. Just sayin'. :P I want the heli that spawns to be crewed by AI, an air taxi of sorts. -
Thoughts on how to implement a sort of "follow mode" for autonomous Stompers?
Dreadp1r4te replied to dark_spectre's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another approach with a more intimate solution instead of relying on an AI unit + rough and dirty "squad" work (since that's not how a UGV would work IRL) would be to use the script the guy posted up above in tandem with some magi- extra scripting. In the init field of the UGV in the editor you'd put something like: REO1 addAction ["UGV Follow", UGVFormate]; //Adds a UGV Follow command to your scroll wheel action menu (REO1 being your object name in the editor) REO1 addACtion ["UGV Wait", {terminate UGVFormate}]; //Adds a UGV Stop command that terminates the recurring Follow command this addEventHandler ["killed", {REO1 removeAction 0}]; //Removes the actions from your action menu should the UGV be destroyed this addEventHandler ["killed", {REO1 removeAction 1}]; //Removes the actions from your action menu should the UGV be destroyed Then in the mission folder/file you'd add a new script as mentioned above, and in them use the code the guy provided earlier. Be sure to change the script names in the relevant fields if you don't use the examples! UGVFormate = {while (alive nameofyourUGVineditor) do { UGVFollow = ([REO1, 25, [REO1, nameofyourUGVineditor] call BIS_fnc_dirTo] call BIS_fnc_relPos); //Assigns a position 25 meters from you in the direction of the UGV to the variable UGVFollow nameofyourUGVineditor setCurrentWaypoint UGVFollow;// Instructs the UGV to move to that new position sleep 20; // 20 seconds to reexecute the script to keep the UGV following }; UGVFormate; // Reexecutes the script And finally in the mission init.sqm file you'd add the line: UGV_Commands = preprocessFile "nameofyourfollowscript.sqf"; // sets up the variables we assigned to the script snippets so that the game understands what we mean when we tell it to execute/terminate UGVFormate Anyways, I think that should work. No idea, really. I've only been scripting for... 3 days now? Who knows. Someone can doublecheck that if they want but it should work. :P Hope it helps. ---------- Post added at 17:24 ---------- Previous post was at 17:10 ---------- This is because UGVs are handled as 2 person entities: a driver and gunner. The gunner is technically the commander in thusly equipped vehicles, except for vehicles with designated commander seat. Issuing a move order to the commander would normally move the vehicle because he'll pass the command to the driver, except by adding the UGV to the group, you effectively kill the UGV AI driver, so it's like issuing a move order to a Hunter with a gunner but no driver. -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not running any mods that affect AI. Just JSRS and Blastcore. Latest build of CBA, as well. -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, this does work, and that's how I have it set up. Structurally, it looks something like this: BLU OPCOM (synced with) BluPlacement, IndPlacement, OpPlacement IND OPCOM (synced with) IndPlacement (for defense only, essentially) OPF OPCOM (synced with) OPPlacement, IndPlacement, BLUPlacement The problem is NO one attacks. The OPCOMS just freeze on analysis stage, and then just sit there doing nothing for upwards of 20 minutes. Haven't let it run any longer than that, as that's obviously an issue. I tested a smaller scale version of the same setup and everything worked fine, so it's apparently a size issue. Any way to fix this aside from reducing the scope of the engagement? EDIT: So I tried placing some more limiting variables on my scenario. Looks like part of the cause was simply too many objectives and not enough units; I reduced the number of objectives by setting the filters to not include small objectives, etc. This got the game moving, at least, but then I noted something odd; it seems that when one side is trying to capture an objective, if there are ANY enemy inside that objectives marker area (with OPCOM Debug On, the diagonal stripe shaded box markers) the objective won't capture. Also, OPCOM won't send anyone to look for them, either; they tend to move to their waypoints and just chill there. This brings the game to a standstill with this particular implementation. This only seems to be a problem at objectives where the objective box extends inside the objective box of another nearby objective; the nearby objective AI might spawn in the mutual area, even if it isn't one of THEIR objectives, and thus prevent capture. For a fix, you might either set the objectives so they can only be captured a certain distance from the center, rather than anywhere in the box. This would force the objective to cycle over, and in this case, the capturing AI would move on to the next objective (likely finding and killing the offending AI that spawned in the mutual area.) On the other hand, IF the objective was one that two or more factions were fighting for, the moving-to-center behavior would also simulate defense a little better. Finally, I encountered another weird bug. About an hour into the test session, the Opfor AI simply stopped working, at least while in virtual space. Their OPCOM was issuing move orders to several of them, however they all stayed clumped around one large military objective (where the vast majority spawned) and refused to move. Prior to this, several other Opfor elements had received and followed OPCOM orders, moving about and capturing stuff, but after they were destroyed, and OPCOM issued orders to their replacements, they just refused to execute them. Not sure what the deal is. I'll try to post a video later if it happens again. -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, so I'm having some difficulties with my mission here. I have a Blu OPCOM, Ind OPCOM, and Opf OPCOM set up, with appropriate Mil and Civ|MilPlac modules set up and synchronised properly (units are spawning correctly.) The Opf/Blu OPCOMs are set to Invasion mode, and the Ind OPCOM is set to Occupation mode, and Ind is set as friendly to no one in the editor. However, no one does anything. OPCOM debug reports flow in for a while, sending units tiny waypoints near their spawn positions, but neither side attacks the other factions unless they get within visual range of their own accord. And yes, I have Blu OPCOM synced to Ind and Opf Placement mods, and the same (respectively) for Opf/Ind (although with Ind it doesn't matter, they shouldn't be attacking just defending.) What am I doing wrong? -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well that's unfortunate. Would you guys possibly consider that as a feature later? Being able to edit/change or add/delete bases during the mission via script would open up a whole lot of options for mission makers. I realize that ALiVE simulates this by default, but for mission coding's sake it really needs to be scriptable. -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You might try the free application AppLocale (Microsoft app, get it here: http://www.microsoft.com/en-us/download/details.aspx?id=13209) which will allow you to force start Arma 3 with US localization, or conversely force start it with your correct localization (it may default to US locale, since it's a Steam thing). This may cause it to interpret your keyboard correctly. Alternatively you could try messing around with the Windows keyboard localization settings to see if you can change your keyboard to emulate US keyboards. Not really sure on this. @Friznit: The objectives changing sides are more for player benefit and scoring than for ALiVE's sake; I understand what the mod will do, I'm asking how to get it to physically reassign a TAOR from one faction to another mid-game, OR to disable/despawn an existing TAOR and spawn a new one at the same location that's associated with the opposite faction. Can this be done? -
ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What I'm trying to do is create dynamic objectives for a Blu vs Opf mission. After an objective has been captured (say, by Blufor), it will then be added to the Blufor TAOR and spawn Blufor equipment/gear/AI. If Opfor fights their way in and reclaims it, then it would switch back to Opfor and spawn Opfor equip/gear/AI, etc. Sort of a King of the Hill type scenario, I suppose. I'll do some more brainstorming and see if there's a better way I can accomplish this, but it looks like at the moment the best way is to create 2 TAORs on the same location, and have them spawn/despawn onto the map via triggers. That SHOULD accomplish the desired affect, assuming the Mil/Civ Placement Modules recheck for new objectives. If not, I might have to set it up so that both a new Mil/Civ Placement AND TAOR spawn on a trigger, and despawn the old ones. -
Yes, Arma 2, where vehicles magically decelerate to 20km/h instantly when you go the slightest bit onto the shoulder of the road. :rolleyes:
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He hasn't uploaded .208 yet :( That will fix the falling to death bit. I hope he uploads it soon so I can throw this on my dedi box.
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ALiVE - Advanced Light Infantry Virtual Environment
Dreadp1r4te replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick question: is there any way to either a) change a Mil Placement module's faction via a trigger/script or b) call a list of TAORs from a dynamic array via script (to accomplish the same thing?) What I'm hoping to do is create captureable objectives; instead of a long drawn out battle, once enough of one faction's forces at an objective have been wittled down, the invading faction can capture the area and set up their own assets/base there. Is this feasible? -
Hey BigPickle, do you plan on doing anything with the tanks? I only tested the Slammer, but that beast is powered by a 12 cyl diesel, and your sounds sound like... an electrical motor. =\ Other than that, I love the gunfire and ambient sounds, but I'd love to see the vehicles given some love. Marshal still uses stock sounds, as do several civilian vehicles. Edit: Also seems like some of the helos use samples recorded during flybys, played in a loop. This sounds awkward.
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Will be watching this intently for that PVP update. This is definitely something I need on my server. Great work, man. This gives UAVs the love they need.
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Questions about Arrays and Variables
Dreadp1r4te posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I'm very new to A3 scripting (or any Arma scripting, for that matter) but I'm trying my hand at it nonetheless because... well, everyone needs a hobby right? Anywho, here's what I'm trying to do. I'm trying to append a helicopter lifting script so I can define certain helicopters' lifting capacity for a MP mission. What I need to do is define the helicopter the player is flying by it's classname: _liftheli = _this select 0; From what I'm reading, that should return the current vehicle (hopefully by its classname?) as the value of the variable "_liftheli", since no arguments are being passed to this script, correct? If that's not correct, how can I extrapolate the classname from the player's current vehicle? Then, I need to compare the value of the aforementioned variable _liftheli to a pair of arrays to see which category it falls into. So first I define the two categories I have at the moment as arrays: _lhelo = ["B_Heli_Transport_01_F", "O_Heli_Light_02_unarmed_F", "I_Heli_light_03_F"]; _hhelo = ["I_Heli_Transport_02_F"] Then I compare the two to decide which vehicles can be lifted by these aircraft: _list = switch (true) do { case (_lifthelo in _lhelo): {["Car", "Motorcycle", "Ship", "Tank"]}; case (_lifthelo in _hhelo): {["Car", "Motorcycle", "Ship", "Tank", "Air"]}; default {["Car", "Motorcycle", "Ship"]}; The list variable is called later to determine which objects show up on the lift menu GUI. I can confirm that the list function is working correctly, but I can't get the class name for the helo to define correctly. Is there a better way to do this? Or can you spot my error? Sorry for my noobishness, but this is the first time I've done anything like this :D Thanks in advance for the help! -
Questions about Arrays and Variables
Dreadp1r4te replied to Dreadp1r4te's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, so looking at that last line of code, you're requesting the classname (typeof) command of the currently occupied vehicle (_this select 0) and then assigning it in string form to the variable "_liftheli," is that correct? Just trying to make sure I understand you correctly. To clarify, I'm not trying to send anything from one script to another; I need the current script to request the classname of the current vehicle, then decide what to do with it based on what it returns. Edit: Thanks guys for the help! I ended up using "typeOf" to assign the classname of a pre-existing variable that defined the player piloting the lifting heli, and then passing that through the switch do arguments to get what I needed. -
Dude's got a point; even if A3 isn't an RTS. If any soldier (or sailor in my case) had disobeyed my direct order to hold fire and stay in formation, his ass would have been court-martialed. On another, rather important note, please educate my AI drivers where the "reverse" position on the gear shift is. Might seem useless to some, but reversing in a tank to duck behind a building to dodge the AT soldier aiming at you can make all the difference, TUSK or not. ---------- Post added at 06:57 ---------- Previous post was at 06:54 ---------- Put the vehicle crew in stealth stance. Presto, lights off.
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Helicopter fastrope script
Dreadp1r4te replied to zealot111's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you add the ability to order AI under your command to Fast Rope? I have this installed on my BECTI Warfare server, and we love it. I'd like the ability to fast rope my squad into an AO, then stay on station for CAS, as opposed to having to fast rope with them to trigger their deployment.