Flens
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Why won't these vehicles move when spawned?
Flens posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to spawn a convoy of POW's, so far it's working fine EXCEPT FOR THE PART WHERE THE VEHICLES MOVE TO THEIR WAYPOINT. Why is this? if (isServer) then { private ["_randomSpawn","_randomDestination","_convoyGroup","_convoyWP","_BurgerTankGroup","_unit","_index"]; while {true} do { _randomSpawn = getMarkerPos (["spawn","spawn_1","spawn_2"] call BIS_fnc_selectRandom); _randomDestination = getMarkerPos (["destination","destination_1","destination_2"] call BIS_fnc_selectRandom); if (_randomSpawn distance _randomDestination < 250) exitWith {}; }; _convoyGroup = createGroup opfor; _convoyWP = _convoyGroup addWaypoint [_randomDestination, 0]; _convoyWP setWaypointType "MOVE"; _convoyWP setWaypointSpeed "NORMAL"; _convoyWP setWaypointFormation "COLUMN"; ifrit1 = [_randomSpawn, 0, "O_MRAP_02_hmg_F", _convoyGroup] call BIS_fnc_spawnVehicle; sleep 8; truck1 = [_randomSpawn, 0, "O_Truck_02_covered_F", _convoyGroup] call BIS_fnc_spawnVehicle; truck1 = truck1 select 0; { _unit = _x select 0; _index = _x select 1; _unit assignascargo truck1; _unit moveincargo [truck1, _index]; _unit setcaptive true; removeHeadgear _unit; removeallassigneditems _unit; } forEach [[p1,13], [p2,14], [p3,15], [p4,5], [p5,7], [p6,8], [p7,9], [p8,10], [p9,11], [p10,12]]; sleep 8; truck2 = [_randomSpawn, 0, "O_Truck_02_covered_F", _convoyGroup] call BIS_fnc_spawnVehicle; truck2 = truck2 select 0; { _unit = _x select 0; _index = _x select 1; _unit assignascargo truck2; _unit moveincargo [truck2, _index]; _unit setcaptive true; removeHeadgear _unit; removeallassigneditems _unit; } forEach [[p11,5], [p12,7], [p13,8], [p14,9], [p15,10], [p16,11], [p17,12], [p18,13], [p19,14], [p20,15]]; sleep 8; ifrit2 = [_randomSpawn, 0, "O_MRAP_02_hmg_F", _convoyGroup] call BIS_fnc_spawnVehicle; }; -
One of the last few dev updates broke the simplecache script http://i.imgur.com/qlB76K1.png
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F/A-18 Super Hornet and Su-35S Flanker E
Flens replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Constructive? I pointed out obvious flaws in the design of this mod. How anyone can pretend like it makes any good sense for an airplane, THIS airplane no less, to behave the way it does is quite frankly beyond me. It's so goddamned bad it comes around and goes full circle - becoming entertaining because of its awfulness - but having a jet flying 500km/h backwards isn't something I'd like to see in any of the missions my group plays. -
F/A-18 Super Hornet and Su-35S Flanker E
Flens replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Testing out the su-35 and all I got to say is... is this some sorta joke? What logic lies behind the decision to set the stall speed at 105km/h? What logic lies behind the decision to limit cruise speed to 777km/h? It's like I'm flying a fisher price (or maybe just battlefield) version of this jet and not something that attempts to convincingly model the actual aircraft's flight characteristics. Now I know the latter is technically impossible with the limitations of the arma engine but what we have here is just plain laughable. -
floatingZoneArea=0; headBob=0; Still get the head bob with my weapon up (though it's subtle). Full head bob when weapon lowered, opening my inventory, in a vehicle or with a pistol equipped.
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Using the settings menu to turn the head bob doesn't disable it completely, and it returns in full force whenever you lower your weapon. How do I completely remove this nauseating bullshit?
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I do most of my loadout scripting in the init field but adding acre radios that way means they'll be added again every time someone joins in progress. How do I prevent this from happening?
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I've wasted a lot of time on getting tasks working for a different mission but I'm back again at this and attempting your latest fix to the simplecache I get an error: http://i.imgur.com/YQqnMYD.jpg ---------- Post added at 16:46 ---------- Previous post was at 16:40 ---------- Some questions btw, is it possible to set the helicopter reinforcement starting position to a specific location? (I'd like for all opfor reinforcements to be originating from one airbase) How do I give the helidropped soldiers a waypoint for the player's location? How can I get this working in multiplayer?
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- ai spawn script pack
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Fade distance for this pack seems completely broken (at least in dev build). No matter the distance to anyone who reloads I still hear it louder in my ear than even my own goddamn reload.
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http://pastebin.com/R6S8CsR8 Here's the init of my mission, how come fhq executes normally in singleplayer or localhost but refuses to show up in dedicated? I even tried moving the fhq calling lines to a trigger ingame but that didn't work either.
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Task modules broken in multiplayer, best workaround/alternative?
Flens posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Attempting to use modules to create tasks just means every tasks completes whenever someone joins. How do I prevent this from happening? Alternatively, how do I create tasks in sqf and have them complete/fail on trigger activation? -
Obviously I thought I would be execute the tasks from any point of the init, I was wrong. As a matter of fact it doesn't appear I can execute that code ANYWHERE in the init, I'm still seeing no tasks appear in multiplayer. Neither am I seeing a damn thing appear when trying to execute by means of trigger.
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You said previously fhq had no conflicts with isserver, what's with the contradictions?
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I don't even know how to do such an override so no, and the automatic tasksucceeded does not appear. This works however: ["TaskSucceeded",["","TEXT GOES HERE"]] call BIS_fnc_showNotification; ---------- Post added at 16:41 ---------- Previous post was at 16:04 ---------- Well I just tested the fhq tasks on a dedicated server and it DID NOT WORK No tasks appeared on the map screen init.sqf: if (isServer) then call compile preprocessFileLineNumbers "fhqtt2.sqf"; [ ["Task1", "task1description.", "task1title", ""], ["Task2", "task2description.", "task2title", ""], ["Task3", "task3description.", "task3title", ""], ["Task4", "task4description.", "task4title", ""], ["Task5", "task5description.", "task5title", ""] ] call FHQ_TT_addTasks; Kindly explain what is going wrong
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Apparently the tasks ARE being completed I'm just not getting the bloody notification in the middle of the screen I would otherwise expect. Now how the hell do I get the task completion notifications?
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How do I do that? I see the tasks after all so that part of the script is obviously working. http://i.imgur.com/ppqCpWe.jpg
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Takes maybe half a minute to despawn enemies, and there's an even longer wait to get them to spawn again. http://www.mediafire.com/download/tqap5qmgcr0yz98/POW.Altis.pbo Check the marker south of the player spawn. Range is set to 100
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Still nothing, the task refuses to complete. And yes, I do get a hint. The trigger fires just fine.
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["task1", "succeeded"] call FHQ_TT_setTaskState; This line will not complete any of the tasks created by the above. When the trigger conditions are met nothing happens.
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http://i.imgur.com/ySXdZz2.jpg
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It is. Were it written in a clear manner I would know what the different parts of the syntax do, which parts are necessary, which are not, what to put in the empty spaces etc. If I want to set the state of any of the tasks you posted to "assigned" I do not know how because they don't match the examples in the pdf. And when using the example code you posted, no tasks appear even in the preview, all I get is a vague script error that says something is wrong with line 57 call compile preprocessFileLineNumbers "fhqtt2.sqf"; [ ["Task1", "When", "who", ""], ["Task2", "where", "what", ""]] ] call FHQ_TT_addTasks; <- line 57 Does fhq have conflicts with if (isServer) then? My reason for being specific about the !alive check for the spawned vehicles is because of suspicion it may have been a trigger causing problems. I have ruled that out.
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Yes, your documentation is very unclear. How exactly do I create a pair of tasks with FHQ that are seen by any playable character, the first to check for the !alive state of a unit spawned in the editor, the second to check for the !alive state of four named units spawned through scripts?
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Well I followed the syntax to a tee and on a dedicated server no one saw any tasks.
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Is there any retard proof guide to task creation with FHQ for coop missions on a DEDICATED SERVER??
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And can you confirm that this works on a dedicated server? That's the important part.