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Grumpy Old Man

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Posts posted by Grumpy Old Man


  1. Forget all about the setcaptive command, it will make most triggers/conditions unusable that check for a units side and is way too complicated to set up.

    If you want a reliable method that's easy to setup simply use addRating.

    put

    this addrating -20000;

    into a units init field and it will get shot, works for all sides

    this will put a unit to the "ENEMY" side and set it hostile to everyone


  2. Chopper lights are bugged since arma3 came out, unfortunately no response from the devs yet...

    Check this out if you want to help:

    http://feedback.arma3.com/view.php?id=15487

    For the landing the most basic thing would be to use

    dostop choppername;
    
    {
    
    unassignvehicle _x;
    [_x] allowgetin false;
    [_x] ordergetin false
    
    } foreach assignedcargo choppername;

    The chopper will land autonomously without having to spawn anything.

    It will also search for a fitting spot to land in without crashing (most of the time at least)


  3. Well everything you need to know is here:

    https://community.bistudio.com/wiki/attachedTo

    This is what I use to delete a strobe light that's attached to a floodlight which is attached to a popup target.

    _target addEventHandler ["Hit", {_obj1 = attachedobjects (_this select 0) select 0; _obj2 = attachedobjects _obj1 select 0; deletevehicle _obj2;}];

    _obj2 refers to the strobe #lightpoint and is used by the deletevehicle command.

    Working flawless. What's keeping you from using it?

    Cheers


  4. A lot of things can be broken on devbranch.

    Can't really help without knowing what's going on in your mission, since all these steps should be working.

    Last thing I can think of would be that you forgot to copy the init line to the init.sqf in your mission, other than that, no idea.

    Steps to install upsmon are in the "upsmon known problem and hints !R.txt" in step 4.

    Did you look there already?


  5. I played a mission, so ive placed 3 AntiAir Tanks of NATO-Forces to secure the sky, through my scope i saw how the cockpit is fleshing with blood due the hits of the AA-Tanks. But the AI must have some kind of mental powers, so while the Kaiman was easy hovering to the ground with his must-be-dead crew the chopper starts again with shooting and killed my whole team 8 AI´s.

    In my opinion it should explode much much faster, it cant be that the AI survive such an amount 0f bullets and and still have the time to land the chopper when 3 AA Tanks shooting the hell out of him

    Tried it out, the Kajman exploded after the Cheetah AI fired ~40 rounds at him, with at least 20 hits, sounds fair enough.


  6. Hey folks,

    Since civilian vehicles got randomized license plates I wondered if it's possible to return them to a script?

    How can I get this number?

    Can't really find anything in the addon config files

    The only thing I came across was in the vehicle cfg of cfgClasses: configfile >> "CfgVehicles" >> "C_Van_01_box_F" >> "PlateInfos"

    This seems to enable the license plate randomization, but no clue how to return them once in game...

    Cheers


  7. Ahh, but don't you need atleast 1.5 for the chopper to know the side of the units?

    This depends on overcast, daytime, and if the unit that gets to know about the targets has NVGs on.

    Unfortunately even a number of 4 will not be enough if it's night with full overcast, the chopper crew will only know that there are targets, not that they're hostile when the chopper is a bit further away.

    If it's bright daylight, no overcast and the squad is out in the open a 1 should be enough.

    @Pepe Hal

    Go and try sitting in the kajmans cargo seats and have it fly over a blufor squad out in the open, the kajman will immediately fire on the squad.

    Now go back to the editor, move yourself out of the cargo and observe the kajman flying over the squad without having you as player in the cargo or group.

    Nothing will happen, the kajman will continue with his waypoints without engaging.

    There has to be a big impact on AI increasing their skills when a player is in their group/same vehicle, I even checked the difficulty skill slider, was the same for friendly and hostile AI.

    Something fishy going on here...


  8. Thanks Varanon, I feared this would be the case...

    createDiarySubject might be the answer to your question. ;)

    I know about createDiarySubject, I wanted to create multiple instances of these subjects, to keep an extensive diary going, which is only possible with a proper separation.

    As of right now I can only create one subject with one entry, or am I doing something wrong?

    If I use "Diary" for the creatediaryrecord I can either make this record into the Briefing section or into a custom predefined section made by the creatediarysubject command, which goes straight on top of the map menu.

    I want to have something like Briefing - Year 1 - Month 1 - Week 1 - randomtext goes here

    if that does make any sense.

    Or are there other ways to do this? Maybe with a simple GUI?

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