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murraywcourt

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Everything posted by murraywcourt

  1. murraywcourt

    Reminds me of Flashpoint

    I agree that the campaign content is excellent, however it is harder to be immersed by the situation in what is supposedly 2035 than in 1985.
  2. murraywcourt

    UAVs: Feedback and wishes

    Darter should not engage targets by default, this is very confusing when you dont understand ai behaviours. Squad leaders / high command should be able to issue orders from uav turret view, this is more realistic than 3rd person command view.
  3. Benevolent hivemind, I have speedboats carrying squads and fire teams using assault boats attacking a beach. The players are getting ready for them, and I want there to be an option for the players to speed forward time to where the boats are 500m from the shoreline. I would have thought that this would involve a simple setpos command, however i have instead been through several hours of debugging hell. Setpos works, but the boats don't move afterwards. My solution is to move the boats, clear their waypoints and reissue their waypoints. This works for the assault boats fine, however the speedboats with separate crew and cargo do not. The utterly infuriating thing about this problem is that I have reconstructed it EXACTLY in a smaller scenario and it works perfectly. After teleporting the speedboat I have even tried adding the waypoints explicitly using the debug console (something that also works in the test scenario), to no avail. Why would addwaypoint statements lose their effect in large scenarios? Have I stumbled upon some form of limitation or bug? Here is the script: //move smallboats - this part works perfectly, even when code plaed after the code for big boats _sboats=[sb_1, sb_2, sb_3, sb_4, sb_5, sb_6, sb_7, sb_8, sb_9]; _sgroups = [sgroup_1, sgroup_2, sgroup_3, sgroup_4, sgroup_5, sgroup_6, sgroup_7, sgroup_8, sgroup_9]; //move boats { _marker = format["sbtp_1km_%1", (_forEachIndex + 1)]; _x setpos (getmarkerpos _marker); }forEach _sboats; //clear waypoints {while {(count (waypoints _x)) > 0} do {deleteWaypoint ((waypoints _x) select 0);} }forEach _sgroups; //reassign orders execVM "sgorders.sqf"; //move big boats //tp boats { _marker = format["btp_1km_%1", (_forEachIndex + 1)]; _x setpos (getmarkerpos _marker); }forEach [b_1, b_2, b_3, b_4, b_5]; //strip waypoints {while {(count (waypoints _x)) > 0} do {deleteWaypoint ((waypoints _x) select 0);} }forEach [b_1, b_2, b_3, b_4, b_5]; {while {(count (waypoints _x)) > 0} do {deleteWaypoint ((waypoints _x) select 0);} }forEach [group_1, group_2, group_3, group_4, group_5]; //reasign waypoints { _marker2 = format["b_land_%1", (_forEachIndex + 1)]; _wp2 = (group _x) addWaypoint [getMarkerPos _marker2, 0]; _wp2 setWaypointType "TR UNLOAD"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointCompletionRadius 50; }forEach [b_1, b_2, b_3, b_4, b_5]; execVM "gorders.sqf"; //issues orders to the cargo squads. hint "script complete"; This is driving me mad! Any light that the community could shed upon this issue would be greatly appreciated.
  4. murraywcourt

    Addwaypoint issues.

    I have tested it in the smaller scenareo and my first idea was right! All i need do it setpos and the waypoints should still work. I have come across a bug. i will post this on the bug tracker.
  5. murraywcourt

    Addwaypoint issues.

    Yes one set of markers is used for small boats and one for the speed boats so they dont file on top of each other. The telepoert/setpos part works fine, its just the addwaypoint part that doesn't work for no reason that I can see.
  6. murraywcourt

    Disapointed with the full release content

    I am glad they went for quality over quantity and focussed on the infantry aspect in the initial release, but I can't see harm in including old content to please the crowd. Very excited to see A3 being opened up as a platform for paid projects! This should hopefully make ambitious conversions like iron front less shambolic.
  7. murraywcourt

    Reality Check

    Quality before quantity is my firm opinions for A3. The static weapons have excellent character animations to go with them, that will also be compatible with a user made KORD mg, in the long run we will have FBI's underlying quality complimented by the quantity made more accessible by the workshop.
  8. murraywcourt

    Disapointed with the full release content

    Arma 3 has consistently down me away with improvements I didn't think would ever be made. Steam workshop is a godsend. Running over trees with a tank is finally fun! The trees fall over properly. The artillery interface is finally functional. Compare this to arma 2 at release, the toys were there but the mechanics underneath them were dated as can be. Lack of grrjety in official assets ---------- Post added at 17:28 ---------- Previous post was at 17:16 ---------- True there is less variety in the turrets, but my God! It actually looks like you are controlling them with your arms! That piece of animation work must have been far more complex than best putting in more turret assets. The same can be said for the test if tge game. Artillery interfaces are functional and fun! Who cares if the models are reused, modelling is the part that the community are good at, thanks to steam workshop the community can thrive like never before. I know that I am keener to ma ke interesting missions in the editor now that I know that they will reach a wider audience and can be updated instantly post release. Everything about A3 is a dream come true. Running over trees is even fun now! Who knows how awesome thus game will be in 12 months.
  9. murraywcourt

    Explosive charge script

    Some mortarshell classnames dont work, and some will only work if you use 'bomb setvelocity [0,0,-10]' on them so they collide with the ground after initialization.
  10. Hi everyone, I am trying to create explosive charge explosions in the editor. From six's classname directory I thought that I had the relevant classnames: _sites = [expl_1, expl_2, expl_3]; { _bomb = "DemoCharge_Remote_Mag" createVehicle getpos _x; sleep 5; deletevehicle _bomb; _blast= "DemoCharge_Remote_Ammo" createvehicle getpos _x; }forEach _sites; This doesnt seem to work in the way that it does for other explosions, for example: _sites = [expl_1, expl_2, expl_3]; { _bomb = "DemoCharge_Remote_Mag" createVehicle getpos _x; sleep 5; deletevehicle _bomb; _blast= "Sh_82mm_AMOS" createvehicle getpos _x; _blast setvelocity [0,0,-30]; }forEach _sites; Can anyone tell me how to find a classname that has recently changes using the editor?
  11. murraywcourt

    Explosive charge script

    I have tried' _ouch = "DemoCharge_Remote_Ammo" createvehicle getpos player;', this creates a physical charge at the player's feet, not the explosion. In previous arma games it has worked but in this one it doesnt.
  12. murraywcourt

    Explosive charge script

    Thanks, this gives me the classname "DemoCharge_Remote_Mag", and for some reason the command _ouch = "DemoCharge_Remote_Mag" createvehicle getpos player; doesnt do anything. Any ideas on what has changes since previous games?
  13. murraywcourt

    Explosive charge script

    Anyone know the classname for a explosive charge explosion? Can't find it anywhere.
  14. Thanks so much larrow, I am learning a lot from you!
  15. I am tryng to create a trigger for each of a range of vehicles. The idea is that speedboats approach the shore and drop men off, however they always come in too fast when under fire and end up launching themselves up the beach where the sit on their sides at a slight angle and cant use their weapons properly. My solution is the creation of a trigger for each speedboat that will slow it down just before it hits the coast. Here it is: _boats = [boat_1, boat_2, boat_3, boat_4, boat_5]; //group name of speedboats _physboats = [b_1, b_2, b_3, b_4, b_5]; //names of the speedboats _b_lands = ["b_land_1", "b_land_2", "b_land_3", "b_land_4", "b_land_5"]; //markers of landing sites _b_brakes = ["b_brake_1", "b_brake_2", "b_brake_3", "b_brake_4", "b_brake_5"]; // markers for 'slow down' sites. _bwp1 = []; _btrig = []; { // head to shore and drop off marines, this part definitely works _wp = _x addWaypoint [markerPos (_b_lands select _forEachIndex), 0]; _bwp1 set [ _forEachIndex, _wp ]; _wp setWaypointType "TR UNLOAD"; _wp setWaypointBehaviour "AWARE"; _wp setWaypointSpeed "LIMITED"; // slow down just before reaching shoreline. _trg=createTrigger["EmptyDetector", markerPos (_b_brakes select _forEachIndex)]; _btrig set [ _forEachIndex, _trg ]; _trg setTriggerArea[100,20,90,true]; _trg setTriggerActivation[ (_physboats select _forEachIndex),"PRESENT",false]; //activated by speedboat entering area _trg setTriggerStatements["this", "(_physboats select _forEachIndex) setvelocity [3, 0, 0]", ""]; //on act speedboat slows down }forEach _boats; The triggers don't work, however when I create them individually in the editor they do work. Can anyone see what is going wrong here?
  16. murraywcourt

    Explosive charge script

    Just discovered that my script places a charge, and not an explosion. _sites = [expl_1, expl_2, expl_3]; { _blast= "DemoCharge_Remote_Ammo" createvehicle getpos _x; }forEach _sites; What is the classname for the explosion?
  17. murraywcourt

    ArmA3 Classnames - no discussions

    What is the classname for the explosive charge ammo type these days?
  18. Hi, I am trying to get a speedboat to fire its GMG at a given area. The fireattarget command doesnt seem to work, i think this is because the GMG is operated by the commander and not the gunner, who uses the minigun. I have tried the dofire command aswell to no avail. Can anyone suggest a workaroud? Thanks,
  19. murraywcourt

    Force commander to fire weapon.

    Typo in my post, unfortunately that isn't the issue with the code! The code doesn't work regardless.
  20. murraywcourt

    Force commander to fire weapon.

    Apologies for not making myself clear. I have managed to the the boat to fire it's minigun using the 'dowatch' and 'fireattarget'; boat_1 dowatch targ; // causes both minigun and GMG to point towards 'targ' which can be anything null = boat_1 fireAtTarget [targ]; //causes the minigunner to fire one round. null = boat_1 fireAtTarget [targ, "GMG_40mm"]; // should cause the vehicle to use the GMG, but does not Trying to get the boat to fire its GMG by the above method does not work, don't know if this is because the classname is a dud or because the gunnner has no access to a GMG, and it is a commander used weapon.
  21. Hi, I have several groups, g_1, g_2, etc. I would like to give them all commands to move to different places, so that g1 is given a command to move to the empty marker g_1_adv, g_2 is given a similar waypoint to the marker g_2_adv, etc. How could I achieve this using a loop? Can I use a macro-style program that iterates an index variable that i can slot in to the group name and marker name? in other languages this would look like: %do i = 1 %to 10; g_&i. addwaypoint .... g_&i._adv; %end; Or should I use an array instead? Thanks for reading, let me know if you know of an efficient way of doing this.
  22. Larrow your solution works very well! I am now trying to do the same with triggers. The idea is that speedboats approach the shore and drop men off, however they always come in too fast when under fire and end up launching themselves up the beach where the sit on their sides at a slight angle and cant use their weapons properly. My solution is the creation of a trigger for each speedboat that will slow it down just before it hits the coast. Here it is: _boats = [boat_1, boat_2, boat_3, boat_4, boat_5]; //group name of speedboats _physboats = [b_1, b_2, b_3, b_4, b_5]; //names of the speedboats _b_lands = ["b_land_1", "b_land_2", "b_land_3", "b_land_4", "b_land_5"]; //markers of landing sites _b_brakes = ["b_brake_1", "b_brake_2", "b_brake_3", "b_brake_4", "b_brake_5"]; // markers for 'slow down' sites. _bwp1 = []; _btrig = []; { // head to shore and drop off marines _wp = _x addWaypoint [markerPos (_b_lands select _forEachIndex), 0]; _bwp1 set [ _forEachIndex, _wp ]; _wp setWaypointType "TR UNLOAD"; _wp setWaypointBehaviour "AWARE"; _wp setWaypointSpeed "LIMITED"; // slow down just before reaching shoreline. _trg=createTrigger["EmptyDetector", markerPos (_b_brakes select _forEachIndex)]; _btrig set [ _forEachIndex, _trg ]; _trg setTriggerArea[100,20,90,true]; _trg setTriggerActivation[ (_physboats select _forEachIndex),"PRESENT",false]; //activated by speedboat entering area _trg setTriggerStatements["this", "(_physboats select _forEachIndex) setvelocity [3, 0, 0]", ""]; //on act speedboat slows down }forEach _boats;
  23. murraywcourt

    Force commander to fire weapon.

    I have tried getting the commander to be a member of a different squad and still nothing. Anyone have any ideas?
  24. Thanks Larrow, The speed and behabiour were things that I copy pasted for flavour from difference parts of the code, so yea wern't supposed to be there. I will try your _foreachindex solution.
  25. i thought about that but I have to reference multiple arrays in the same statement. Here is my working code. _sgroups = [sgroup_1, sgroup_2, sgroup_3, sgroup_4, sgroup_5, sgroup_6, sgroup_7, sgroup_8, sgroup_9]; _sb_slows = ["sb_slow_1", "sb_slow_2", "sb_slow_3", "sb_slow_4", "sb_slow_5", "sb_slow_6", "sb_slow_7", "sb_slow_8", "sb_slow_9"]; _swp1 = [ "x", "x", "x", "x", "x", "x", "x", "x", "x"]; //initial values to be replaced for "_i" from 0 to 8 do { _swp1 set [ _i, (_sgroups select _i) addwaypoint [markerpos (_sb_slows select _i), 0] ]; [ (_sgroups select _i), 1] setwaypointspeed "FULL"; [ (_sgroups select _i), 3] setWaypointBehaviour "AWARE"; };
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