Jump to content

NickThissen

Member
  • Content Count

    54
  • Joined

  • Last visited

  • Medals

Posts posted by NickThissen


  1. I am trying to make a mission where units start in a helicopter flying at high altitude (say 500-800 meters). When the helicopter hits a trigger the units are ejected using a simple paradrop script.

    The problem is that, no matter what I do, the helicopter does not want to fly at this altitude. I start it out at 500 meters, I set its flyInHeight to 500, I set the waypoint (the only waypoint) to 500 meters AND set the flyInHeight again on that waypoint (can't hurt I guess). Even then, the helicopter completely ignores its waypoint and first decends to something like 100 meters. It does a couple of huge banked turns to descent quickly which completely ruins the mission because it's hitting all kinds of triggers and flying over enemies. Once it has reached the ~100 meter altitude it seems to go back to its waypoint.

    All I want is a helicopter to fly at 500 meters in a straight line, but whatever I do it completely ignores my orders and descends to about 100 meters before continuing.

    What's the reason for this? Is it not realistic for helicopters to fly that high? Is this a bug?

    To reproduce: just put a manned helicopter, put yourself as an AI in the helicopter (at least not pilot). Set its Elevation to 500 and use "this flyInHeight 500" as init line.

    Then put a waypoint somewhere straight ahead, far away (other side of Altis for example). Set its Height to 500.

    Start mission and you will see the heli first descends in all kind of weird circular paths, instead of just flying straight like I'm telling it to....


  2. Hi,

    I want a task marker to follow a vehicle in a convoy (the marker should follow the vehicle as it moves). I have achieved this by syncing a Set Task Destination module (Destination: synchronized object) with the vehicle in question. It seems to work fine at first, until the driver of the vehicle gets out (for example; when he spots me or gets engaged). The marker is actually following the driver of the vehicle, and when he gets out the vehicle is no longer marked (but the driver is).

    How do I synchronize the Set Task Destination module with a vehicle rather than its driver, which seems to be the default?

    Can I achieve this via scripting instead of syncing?

    Thanks!


  3. Hi,

    I have a co-op mission where a certain interaction should cause everything in a certain range around some object to be destroyed (eg buildings and trees), but the players and their vehicles should remain unharmed.

    I am using a simple script that loops through every item in 'nearestObjects' and damages it, but this also damages the units (even if allowDamage is set to false first). I solved that by checking first if the current object is in the player's group:

    _grp = group squadLeader;
    _units = units _grp;
    
    {
    if (_x in _units) then
    {
    	// object is in player's group, do something else
    }
    else
    {
                   // destroy it
    	_x setdamage 1;
    }
    } forEach (nearestObjects [(getpos objPos), [], 250]);

    This works, the units don't get killed but everything around them does. Now there is one problem remaining however: if the units happen to be in a vehicle, it will be destroyed and the units will die after all. How can I extend this check to also skip the vehicles that units might be inside of? If a unit happens to be NEAR a vehicle that is no problem, that vehicle should just explode and kill the unit, only the vehicles that units are actually in should remain alive.

    I could simply check if _x is in the vehicle of the squad leader (eg "_x in vehicle squadLeader") but that doesn't cover everything because some units may be in another vehicle. In other words; how do I extend this check so that it skips every vehicle that has a unit from the _units array inside it?


  4. Hi,

    I am trying to use the Defense module to create a 'defend the base' type of mission. I came across this thread which has an example mission (extracted from one of the built in missions) which shows how to setup this module (I also found a youtube video which does the same thing).

    I set this up in my own mission and it worked, except that it was not spawning any vehicles. I tried everything and eventually figured out that it can only spawn vehicles if the 'spawn triggers' (trigger that defines the area in which units can spawn) contains a road. It seems the module doesn't want to spawn vehicles unless they can spawn on a road. It might also have to do with the size of the trigger, I'm not sure.

    I was wondering if there's any more info about this module? I am looking for a few things like:

    1. How to control the number of units spawned? By default it spawns like 15-20 units each wave which is a bit much for my mission. I want more like 5-10 + 1 or 2 vehicles.

    2. Can I make it spawn vehicles in the middle of nowhere too? I am using it on the Takistan (arma 2) map and there just aren't a lot of roads, I don't want to spawn the units near a road because they would take ages to reach the base.

    3. Alternatively, can I select which type of units spawn in which trigger? For example: one trigger close to the base spawns only soldiers, while another trigger (near a road far away from the base) spawns only vehicles.

    Thanks for any help.


  5. Setdamage to 1 then set it to 0 then set it to 1 and sorted it will start destroyed with no smoke or destruction animations

    Doesn't seem to work, still destroys like usual. Do I need to add sleeps or something? at the moment I have a Game Logic object near the building with this in the init box:

    fact = (getPos this) nearestObject 32425; 
    fact setDamage 1; 
    fact setDamage 0; 
    fact setDamage 1;


  6. That's the only way to do it. You can use a black fade in screen to help mask its destruction. I think that's what most people do. Or shift your starting position to somewhere out of sight.

    I made a mission where a whole village was leveled and used the black fade in method.

    I really hate those few buildings that don't have damaged models though. Like the churches, hospital, and office buildings.

    The dust cloud takes like half a minute to settle, way too long for a fade in :(

    You could try using hideobject and spawn the a ruin from another building in it's place.

    One important thing to know is that sunken buildings can lower FPS dramatically as they're only moved underground and still using the CPU.

    Could you show an example of this? How do I spawn ruins?

    The FPS hit shouldn't be a problem as it's only one building, and it's on Takistan (the Arma 2 map) which is pretty good on FPS at least for me.

    BTW HideObject does nothing :(


  7. Hi,

    I want to create a two-part co-op mission where the first part ends with the destruction of a large building. I'd then like the second part to start off with that building already destroyed, but I can't figure out how to do that. I can get the building object via its ID and then destroy it via setDamage, but it will only start to get destroyed when the mission starts, and everyone can see it sink in the ground in a big pile of smoke. Is it not possible to skip that and just start with the rubble to begin with, without any of the 'building is being damaged' effects?

    In other words: how do I replace buildings by their destroyed counterparts without actually destroying them "live" in the mission? Thanks.


  8. Please port the AI respawn script, the ArmA2 version works in A3 but generates script errors.

    Call it multiple times?

    [["pos1","pos2","pos3","pos4","pos5"],[c1,c2,c3,c4,c5],true] execVM "convoyDefend\convoyDefend_init.sqf";

    [["posA","posB","posC","posD","posE"],[r1,r2,r3,r4,r5],true] execVM "convoyDefend\convoyDefend_init.sqf";

    etc.

    That's what I said, I am doing that but the second convoy doesn't move :(. Also reported already by z80cpu on this very page.


  9. Yes I am playing as Blufor.

    Here is a test mission:

    https://dl.dropboxusercontent.com/u/14309718/SuicideBombTest.Stratis.zip

    See for yourself how it works. It starts with you in the cargo of a truck, wait until the truck stops, get out and walk toward the group of civilians (note how they are already 'scared'). When close enough one of the civilians will move toward the truck and blow up. But the whole time he is in 'scared' mode and not running, even though I am setting setUnitPos to UP and careless and ... Nothing works.


  10. Hi,

    I want to make a mission where a suicide bomber suddenly runs out from a crowd of civilians and blows up the vehicle that the players arrived in. The idea is simple: players arrive by car (medic truck), get out and walk toward a crowd of civilians, after a couple seconds one civilian suddenly runs out shouting and runs towards the truck, then blows up.

    Everything basically works, except that it looks stupid because all the civilians (including the bomber) go into "scared" mode when we arrive. By that I mean: they drop down on a knee and only crouch. Even the bomber doesn't really run toward the vehicle but he is crouched the whole way and it just looks strange. I have set the unit to COMBAT or AWARE modes and set his combat mode to RED but nothing seems to have any effect, as soon as we arrive the civilians go into this scared mode and never seem to recover from it, even if I use a doMove command on them or trigger waypoints for them.

    How can I prevent the units from going into this scared mode, or how can I 'reset' them to their regular behaviour?


  11. you mean that you want the dots when you have gps and you dont want dots if you dont have gps???

    Yes, isn't that what the gps is supposed to do? If not, what's the purpose of the gps? I can't find any difference whether I use it or not.

    maybe this command ????

    this is for server config but i dont know if this working from a script for clientside.......

    Will try thanks.


  12. Here's what happens when I put a squad of tanks and give them a waypoint with a trigger (which is not activated in this clip!), and tell them to go to Column formation:

    They do eventually line up in a column, they just seem to think they are in reverse order or something and go out of their way to get to "their" position. In this clip they have plenty of room to do it so not really a problem, in my actual mission that room is not available and they just crash through everything...

×