Jump to content

Purzel

Member
  • Content Count

    262
  • Joined

  • Last visited

  • Medals

Everything posted by Purzel

  1. I had "engineOn", the problem was the missing AI-unit on driver-seat. After I recorded the path, I forgot to switch back from playable to AI.... Now it works. ;-) My recommendation: Fly through a trigger, which activates the recording, so you have all three chopper recordings startet at the same time and try to fly all at same speed, so you have no mid-air-collision at the final animation.
  2. Hi folks, I need help with some helicopter action (has to work on dedicated server!): A group of three helicopters should fly in a row, land in a row and unload its troops (OR: fastrope the troops) Important is the formation in a row. The chopper should enter the runway in a row and put out the AI-troops. This is what I got: three choppers (grouped, named "exfilheli1b", "exfilheli1c","exfilheli1d") three AI-groups sitting inside the choppers (each AI-group has its own "get out"-waypoint), the leading helicopter has one waypoint "unload transport", which is synced to all three AI-group leaders "get out"- waypoints, on the runway are three invisible helipads on which the first choppers waypoints is connected, This waypoint (unload transport) has the following on activation-code: exfilheli1b land "GET OUT"; exfilheli1c land "GET OUT"; exfilheli1d land "GET OUT"; the choppers don´t land in formation "row", instead they hovering up and down (never touch the ground, sometimes the AI-troops jump from ~20m into death) sometimes they don´t land, and hover ~1m above the ground. But they should fly in in formation, land in formation each on its designated helipad and put out all the troops. Suggestions anyone? If someone could tell me alternativly how to hover the choppers and let the AI-troops fastrope with ACE, this would be great too! A big THX! and greetz Purzel PS: Does some has the correct code to lower the ramp from the RHS-mod CH53, I can´t get it work. I would like to lower the ramp if the CH-53 is landed.
  3. Ok, I´ve tried to use UnitCapture and Play... But rotors and engine are off? When I captured the three choppers it was running.... Any suggestions? Video:
  4. Thanks das attourney, many tests later I believe it depends on several points: On the map (Rahmadi), where "0m" seems to be not exact on the ground. If I set the helipads height at -0.5m to -1m, it sometimes works much better, but not always. It depends on the distance between the chopper too, though there are in a wide row formation, they will not land. There are too many unknown factors, why they´re not landing in a row. When I used only one helicopter it is working, but more chopper seems to search and "fight" for a helipad, then theyre confused, which one exactly they should choose and start hovering, flying around and they can´t decide if and where to land. This happens no matter if they have an own waypoint to an own helipad... So I decided, to use the BIS_fnc_UnitCapture and _UnitPlay-functions. This works much more better, than everything else I´ve tried before. Problem for me is, to get a fine and clean approach, but first tries were very promising... One more question: Should I let the choppers "landing"-Waypoint on the map? So I can syncronise it with the AI-troops "Get Out"-Waypoint, and use the next chopper-WP to fly it away after letting the troops out. or will this not work, because of the played track before? When I steer the chopper into its "Unload-Transport"-WP-area, will it work as described above? Greetz Purzel If its working, I will post a video-clip here.
  5. Hi there, does anybody uses the Trustmaster HOTAS Warthog joystick? It will not be recognized in ArmA3. Drivers and firmware-updates are done, T.a.r.g.e.t.-Software is running. Solution in Post #19 The joystick is recognized by Windows device manager (can be calibrated) and it is running in "DCS:World". A downloaded custom ArmA-profile for the T.a.r.g.e.t-software ist working with all buttons, but none of the axis (none of them: thrust, L/R, F/B, every "slider" is not working and cannot been selected) In ArmA3 (Config) my trackIR is recognized and it is shown, but not my joystick...! Does anybody have that joystick and can give me some hints? I´ve searched a lot, but all I´ve found is that thread with the downloaded profile for the target software... Greetings Purzel
  6. Hi Folks, how do I check the distance to the nearest player in Multiplayer...? I tried this: while {(jeep1 distance allPlayers) > 500;} do {jeep1 allowdamage false;}; The object "jeep1" should be indistructible as long as any player is not closer than 500m, because sometimes the jeep (driven by AI) crashes at walls or got flat tires... How do I get this...? (Yes, all waypoints are "SAFE" and speed is "NORMAL" for staying on road, but sometimes it happens...) Greetz & Thx Purzel
  7. Interesting: If I´m alone on our dedicated server, the sidechat will not work... If there are two or more players online, it is working... Strange...
  8. Does anybody have an idea about the three problems from above?
  9. yes. it´s enabled... but no error-message
  10. @gc8: " _group setGroupID ["ICEMAN"]; " does not work... chat is still displayed as "CROSSROADS"... I placed a gamelogic named "OPZ" and put all the following stuff into the init-field. OPZ=[West,"HQ"]; this setGroupID ["OPZ"];
  11. We´ve got a hostage situation in MP. Three hostagetakers are in a room with a hostage: One should aim at the hostage, one is a bystander and one is behind a camera. The hostage is sitting on a chair. (Blufor unit, but setcaptive true) Remember: This is a multiplayer-situation, our human team should rescue the hostage, so it has to work on a dedicated server! and as a bonus there should be the following little cinematic scene: If the team enters the room terrorist1 (left behind the hostage) should pull its weapon and fire at the hostage (which results in a dead hoastage, if the team eliminates him not fast enough!). terrorist2 (leaning on wall rightsided) should attack the team. terrorist 3 (behind camera) should grab the weapon on the table with the monitor or pull its handgun and attack the team. I want to create a CQB-situation, which is challenging the team (almost no time, fast and precise aiming) How can I manage the first tango to holster its weapon and aim not until the team enters the room? I´ve got a trigger placed running through the room to cover up both entrances. I already used to try DoWatch and DoTarget on terrorist1, but it fails because of the knowledge how to holster the weapon. How can I command the other AI-units to aim straighly at the entering team? Means: Leaving their states from the following code: terrorist1 playmove "AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon"; [terrorist2,"LEAN","ASIS",{(player distance _this) < 2}] call BIS_fnc_ambientAnimCombat; [terrorist3,"WATCH1","ASIS",{(player distance _this) < 2}] call BIS_fnc_ambientAnimCombat; Unfortunatly the above BIS_fnc_ambientAnimCombat-code needs a rifle, but my terrorist guys 1 & 3 should only have handguns. -Unfortunatly the building has more than one floor and when I set the BIS_fnc_ambientAnimCombat-value higher than 2 it could release the animation from a floor above or below. (and this scene is part of a bigger (fast-roping-)mission, which only works on this hotel-building and I cannot put this scene into the first floor or into another building because of the other mission goals.) Because of a sniper-team on an overwatch-position in an opposite house at least the terrorist2 and terrorist3 AI-units should not just stand still, but use the relaxed ambientCombat-animations (maybe terrorist1 could talk some terrorist-blabla into the camera while waiting for the players, so the sniper team have to see/report something.) and only grab their weapons, if the assault-team players entering the room. I don´t want to use the init-lines from the units, a better solution would be a server-sided script, which runs from the beginning. (because it will cause traffic on every time a user connects and streams the whole init-stuff to all clients and - it would reset a changed animation-state to the previous state if someone enters the server while entering the room!) The hostage sits on a chair and if a player is nearby the hostage should stand up and surrender to get handcuffed by the assault-team. He is bound to the chair by this code: hostage setcaptive true; [hostage,"SIT_U1"] call BIS_fnc_ambientAnim; a trigger checks the distance to the hostage: Condition: ({(hostage distance _x) < 1} count playableUnits) > 0 On Activation: if (isServer) then {hostage enableAI "ANIM";[hostage, true] call ACE_captives_fnc_setSurrendered}; but if a playable unit is nearby nothing happens. What did I miss? Hints anyone? Telling me how to change the animation-states correctly would be appreciated..! Greetings Purzel
  12. Uh, We´ve got some more mods running, I´ll try to port it to Tanoa without the mods, but I don´t know how to set a hostage captive and transportable without ACE. ("hostage setcaptive true" is just to make them neutral and not be shot by any AI-unit.) Maybe someone else could involve here and help you with the hostage -without-ACE-stuff ? But please give me some time to rebuild the mission, my time is actually very spare...
  13. This is what I´ve got: - The animation stuff is not easy to handle, animations often shove the owners to another position. So I decided to attach the hostage to terrorist2. Terrorist2 itself can be attached to a litte item on the ground (e.g. photos, papertowel, matches, etc) - After some animations the units are in another direction as before, so I had to use the setdir-command. - The remote-exec-thing: If I use it the animation will allways be synced to all players. If there is a sniper-team (sniper and spotter) both will see the same animation. So thats the reason I decided to use the remoteExec-function. In SP you could probably go without, but this is made for dedicated MP-server. Put the following stuff into your files: (All .sqf-files are in a folder calles scripts.) Init.sqf: (in mission-root-directory, not in the script-folder!!!) if (isNil "BREACH") then {variable = false}; // sets the BREACH-variable to "false". Set up your scenario: 3 terrorists, 1 hostage. (one Tango behind a camera, hostage in front of two Tangos) Name them hostage, terrorist1, terrorist2, terrorist3. (t1 is the executioner, t2 is the slapper, t3 is behind camera.) 1 trigger inside the room, behind the the door. create a hostagesetup.sqf: and start it from the init of the hostage: if (isServer) then {[] execVM "scripts\hostagesetup.sqf";}; if (isServer) then { BREACH = false; while {!BREACH and damage terrorist1 == 0 and damage terrorist2 == 0 and damage terrorist3 == 0} do { hostage setcaptive true; hostage disableAI "FSM"; hostage attachTo [terrorist2,[-0.5,1,0]]; hostage setdir 90; hostage setBehaviour "CARELESS"; hostage forceSpeed 0; terrorist1 forceSpeed 0; terrorist2 forceSpeed 0; terrorist3 forceSpeed 0; terrorist1 setunitpos "UP"; terrorist2 setunitpos "UP"; terrorist3 setunitpos "UP"; terrorist1 disableAI "FSM"; terrorist2 disableAI "FSM"; terrorist3 disableAI "FSM"; terrorist1 setBehaviour "CARELESS"; terrorist2 setBehaviour "CARELESS"; terrorist3 setBehaviour "CARELESS"; [hostage, "Acts_ExecutionVictim_Loop"] remoteExec ["playMove", 0]; [terrorist1, "Acts_Executioner_StandingLoop"] remoteExec ["playMove", 0]; [terrorist2, "Acts_Executioner_StandingLoop"] remoteExec ["playMove", 0]; [terrorist3, "Acts_CivilIdle_1"] remoteExec ["playMove", 0]; sleep 25 + (random 15); [terrorist1, "Acts_C_in1_briefing"] remoteExec ["playMove", 0]; sleep 25+ (random 15); hostage attachTo [terrorist2,[-0.5,1,0]]; hostage setdir 90; [terrorist2, "Acts_Executioner_Squat"] remoteExec ["playMove", 0]; [terrorist2, "Acts_Executioner_Squat_End"] remoteExec ["switchMove", 0]; hostage attachTo [terrorist2,[-0.5,1,0]]; hostage setdir 90; [terrorist1, "Acts_Kore_Introducing"] remoteExec ["playMove", 0]; sleep 25 + (random 15); hostage attachTo [terrorist2,[-0.5,1,0]]; hostage setdir 90; [hostage, "Acts_ExecutionVictim_Forehand"] remoteExec ["playmove", 0]; [terrorist2, "Acts_Executioner_Backhand"] remoteExec ["switchMove", 0]; hostage attachTo [terrorist2,[-0.5,1,0]]; hostage setdir 90; [terrorist1, "Acts_starterPistol_loop"] remoteExec ["playMove", 0]; sleep 30 + (random 15); }; [] execVM "scripts\geisel1.sqf"; [hostage, true] call ACE_captives_fnc_setHandcuffed; }; this will create the scene, where the hostage is slapped from time to time and on tango get on its knees to talk to the hostage from time to time. animations can be found under "cutscenes" (ESC -> Animations -> ...) create the trigger on the position inside the room, where you want the entering team to be when the hostage should be shot by the terrorists.: trigger height should not be -1 (instead use 2m, so one could trigger it from the floor or air above!) name it entrytrigger activate by BLUFOR (or the side, you need) Trigger-init: if (isServer) then {BREACH = true; nul = [] execVM "scripts\hostage1.sqf"; nul = [] execVM "scripts\hostage2.sqf";}; create the hostage1.sqf: (hostage is shot) if (isServer) then { while {damage terrorist1 == 0 and damage terrorist2 == 0 and damage terrorist3 == 0} do { hostage setcaptive false; hostage forceSpeed 0; terrorist1 forceSpeed -1; terrorist2 forceSpeed -1; terrorist3 forceSpeed -1; terrorist1 enableAI "FSM"; terrorist2 enableAI "FSM"; terrorist3 enableAI "FSM"; terrorist1 setBehaviour "COMBAT"; terrorist2 setBehaviour "COMBAT"; terrorist3 setBehaviour "COMBAT"; terrorist1 reveal hostage; /* terrorist1 doWatch hostage; terrorist1 doTarget hostage; */ [terrorist1, "Acts_Executioner_Kill"] remoteExec ["switchMove", 0]; [hostage, "Acts_ExecutionVictim_Kill"] remoteExec ["switchMove", 0]; [hostage, "Acts_ExecutionVictim_Kill_End"] remoteExec ["playMove", 0]; detach hostage; terrorist2 setBehaviour "Combat"; terrorist2 reveal hostage; terrorist2 doWatch hostage; terrorist2 doTarget hostage; terrorist1 doFire hostage; }; }; create hostage2.sqf: (terrorists attacking entryy-team) if (isServer) then { while {damage terrorist2 == 0 and damage terrorist3 == 0} do { NearestEnemy2 = terrorist2 findNearestEnemy entrytrigger; NearestEnemy3 = terrorist3 findNearestEnemy entrytrigger; terrorist2 setBehaviour "Combat"; terrorist2 reveal NearestEnemy2; terrorist2 doWatch NearestEnemy2; terrorist2 doFire NearestEnemy2; terrorist3 forceSpeed -1; terrorist3 reveal NearestEnemy3; terrorist3 doWatch NearestEnemy3; terrorist3 doTarget NearestEnemy3; terrorist3 doFire NearestEnemy3; terrorist3 enableAI "FSM"; terrorist3 setBehaviour "Combat"; terrorist2 forceSpeed -1; terrorist2 enableAI "FSM"; }; detach hostage; };
  14. Sorry for not keeping in contact for a while, I was very busy... hahaha! nothingtheless the "breach"-trigger doesn´t start of... its set to "only Blufor present"... but nothing... So I can´t check, if all "kill-the-hostage"-stuff is executed...
  15. I´m getting it done (slowly!), between working and family... AI units are moving when executing code... hostage slides to right side. I´ve tried to fix it by a "this stop true"-command... but hostage moves at all... grrr I still have problems to synchronize the slapping and hit-animations of terrorist 2 and hostage... [terrorist2, "Acts_Executioner_Backhand"] remoteExec ["playMove", 0]; [hostage, "Acts_ExecutionVictim_Forehand"] remoteExec ["playMove", 0]; I´m wondering, if cinematic scenes are practicable at all... I´have still hope, it could work (just because the sniper team has something interesting to watch and report). Is there a possiblitiy to jump to a previous line of the .sqf, so animations will repeat, until sequence is interrupting by entry-team (which starts the hostage-killing-sequence) or until terrorists are dead by snipers? So I could use a repeating of some animations again and again... Greetz Purzel
  16. switchmove and freeing the hostage ist working now. How can I use a switchmove animation in a loop? Terrorist1 should stand and animate ... How do I switch one animation into another? e.g.: [terrorist1, "Acts_Executioner_StandingLoop"] remoteExec ["switchMove", 0]; > executioner (tango1) is standing and waiting [terrorist1, "Acts_Executioner_Kill"] remoteExec ["switchMove", 0]; > executioner pulls weapon and shoots hostage [hostage, "Acts_ExecutionVictim_Kill_End"] remoteExec ["switchMove", 0]; > hostage is falling dead to side How do I get animation 1 and 2 running after each other? I would like to show some mistreating-actions (found it in "cutscenes") in between the standing animations, so our spotter/sniper-team has to report the cruelties to the entry-team. (I know its just eye-candy, but nice) If I get the execution scene running, I will insert some beating-the-hostage-stuff....
  17. OK, I´ve tested it as you said: hostage was the only Blufor unit. tried to kill him by script (via radio command). T1 is not shooting at hostage.. to-do-list: Try to change ambientAnimation to AmbientCombat animation. (this may nt work for hostage, so I´ll try to fix it with the switch-move animations Give me some time... I´ll report in a few minutes
  18. T2 has only an AK-47 T1 & T3 have only handguns (MP-443 from the RHS-mod. Weapons are drawn. Wait a few minutes and I will test the triggered thing. AI is set to maximum... reaction should be fast as possible. @johnnyboy: stupid question: where do I find the animations? Is there a pictured list?
  19. OK... Nothing works as desired... start-situation: if (isServer) then { hostage setcaptive true; // keep tangos from targeting hostage until breach trigger fires [hostage,"SIT_SAD1"] call BIS_fnc_ambientAnim; terrorist1 setunitpos "UP"; // Keep tango standing up straight terrorist1 action ["SwitchWeapon", terrorist1, terrorist1, 100]; // Tango holsters pistol terrorist1 setBehaviour "CARELESS"; terrorist2 setunitpos "UP"; // Keep tango standing up straight //terrorist2 action ["SwitchWeapon", terrorist2, terrorist2, 100]; // Tango holsters pistol terrorist2 setBehaviour "CARELESS"; // Keep tango from reacting until your breach trigger fires terrorist3 setunitpos "UP"; // Keep tango standing up straight //terrorist3 action ["SwitchWeapon", terrorist3, terrorist3, 100]; // Tango holsters pistol terrorist3 setBehaviour "CARELESS"; }; hostage-shooting script: if (isServer) then { hostage call BIS_fnc_ambientAnim__terminate; detach hostage; hostage setcaptive false; terrorist1 setBehaviour "Combat"; // Besides the obvious effect on behaviour, this also causes tango to pull pistol terrorist1 reveal hostage; terrorist1 doTarget hostage; terrorist1 doFire hostage; }; attack entry-team script: if (isServer) then { NearestEnemy2 = terrorist2 findNearestEnemy hostage; NearestEnemy3 = terrorist3 findNearestEnemy hostage; terrorist2 setBehaviour "Combat"; // Besides the obvious effect on behaviour, this also causes tango to pull pistol terrorist2 reveal NearestEnemy2; terrorist2 doWatch NearestEnemy2; // rescuer1 should be first one through the door. Maybe need a script to find closest rescuer instead terrorist2 doTarget NearestEnemy2; terrorist2 doFire NearestEnemy2; terrorist3 setBehaviour "Combat"; // Besides the obvious effect on behaviour, this also causes tango to pull pistol terrorist3 reveal NearestEnemy3; terrorist3 doWatch NearestEnemy3; // rescuer1 should be first one through the door. Maybe need a script to find closest rescuer instead terrorist3 doTarget NearestEnemy3; terrorist3 doFire NearestEnemy3; }; Problems: The hostage isn´t de-attached from the chair after glueing it there with "[hostage,"SIT_SAD1"] call BIS_fnc_ambientAnim;"... Larrow told me to detach it with: "hostage call BIS_fnc_ambientAnim__terminate;" Unfortunatly this is not working... even not with "detach hostage;" Tango1 and 2 don´t shoot at anything. Instead Tango1 (who should kill the hostage) follows the player with its gun, but is not firing at all (not at both: hostage or player) Tango3 shoots at player. Question: Whats wrong?
  20. Thanks to all! I´ll give it a try if I have some time and post the results here.... stay tuned!
  21. Hi Folks, is it possible to show hidden buildings in EDEN? I tried to get the three-part Kavala Hospital into the Sahrani map, but I can´t see it in the editor. The problem is, you will have to put the following three building-pieces together: Land_Hospital_main_F (Main Building) Land_Hospital_side1_F (Wing with stairs) Land_Hospital_side2_F (Helipad on top) But without seeing, what you are doing its impossible... Greetz Purzel
  22. OK... Thank you.. It´s a little strange that such things are not documented in EDEN, especially, why some buildings are hidden at all? I´d know no good reason for that...
  23. Unfortunatly the above solution from Larrow does only work on the player, who found the intel file. If he´s shot or has a connection lost, all data would be gone. The best solution would be if all players get the picture... Any suggestions? Greetz and THX!
  24. Great ! I´ll try both solutions...!
×