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Erwin23p

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Everything posted by Erwin23p

  1. Well, coming back to the first problem, I have that code that executes an .sqf to all the vehicles with these classnames now here I have that .sqf: Well, when all the codes finishes to work, any of the vehicles explodes...
  2. Well, I'm finishing some tweaking and I'm going to try right now I think that I was doing that wrong, I thought I could have more than one (for example) jeep in that array, but I can only have 1 classname per each vehicle, even if I have 1000 jeeps on the map. The important thing, is that when adding the vehicle to the array, I have an _x that also run some functions, and my objectives is that this function works on all the desired vehicles on the map, I'm going to try and I tell you if now it works. Thanks for the help, I've have not realized what was I doing wrong.
  3. Can I use this with "vehicles"? I'm not sure but I think that word uses all the vehicles on the map.
  4. Hello, I'm trying to learn the way A3 does conversations, so I took one of their missions and started looking all... well I could get a lot of it but I got lost at some point, with the BIS_fnc_missionConversations and BIS_fnc_kbTell. Well, I know that to use BIS_fnc_missionConversations I need the missionConversations.sqf and to use BIS_fnc_kbTell I need class CfgSentences in Description.ext. but I've seen that in the mission I'm looking there is any trace of cfgSentences, I thought maybe through a .xml, but I didn't see any mentioning or any localize about this. Another example, the function Bis_playAllConversations defined in functions.sqf, directly uses sentences without any trace of a localize or stringtable.xml... I thought from the start that maybe the link with a maybe existing sentence in stringtable.xml (he he, I already have this but maybe misspelled something) is the "Showcase_Helicopter" string, because in BIS_fnc_kbTell, the second argument is: "_this select 1 (Optional): STRING - container name (default: current mission ID)" So, if this is the link with a container in a stringtable.xml how I can do the same thing? Here is my try: (for now it's almost a copy just for learning from the original) missionConversations.sqf: #define BASE Elca_AirBase #define PILOT Elca_player case "INTRO": { sleep 1; ["01_Intro","CTRG_Pilot",nil,"side"] call bis_fnc_kbTell; }; my stringtable container: And in some other place, "["INTRO"] spawn BIS_fnc_missionConversations;" but it gives me error: Class "CTRG_Pilot" not found in Cfgsentences. Don't mind about the texts nor the translations, it's not yet finished and it's only for testing :D
  5. Hello, I'm working on a mission where I have several radio messages: I set up a headquarters entity, select side and "base" and then set my custom callsign. I try it with a generic radio message, and works nice but when I do this: [west, "HQ"] sideRadio "HQ_Task1Announcment"; The messages plays and the text message is displayed but the entity is still Crossroad. It's not a very crucial error but I would like to set up my custom HQ. I found some topics about stringtable.csv but it doesn't work anymore... by the way, I would like to know your opinion about this radio message, it is from a text-to-speech modified with Adobe Audition. PD: Is it better to have one topic with many different questions and add more in the same topic or create various ones? Thanks a lot, Erwin.
  6. Erwin23p

    UAV follow player

    After trying a lot, I still couldn't figure this out... I'll leave the script here, the code is still WIP so maybe there are a lot of errors but now I'm just focusing on solving this problem: mission.sqf SOLVED: I had another trigger in the editor that when I got in the helicopter, it would assign again all the group as cargo thus confusing the AI i suppose.
  7. Hello, I'm doing a mission where there is an empty UAV (that new badass helicopter :D) and in case it's needed, I have a script that creates a crew, set a combat mode and the skill of the helo, but I can't get the uav the follow me... It's a transport helicopter mission so it's here to "defend" me. The actual script: _drone = d1; createVehicleCrew _drone; _drone setCombatMode "RED"; _drone setskill 1; while {alive _drone} do { _drone move getpos player; // _wp = group _drone addWaypoint [position h1, 0]; // _wp setWaypointType "LOITER"; // _wp setWaypointLoiterType "CIRCLE_L"; // _wp setWaypointLoiterRadius 100; sleep 2; }; The _wp variable it's something I've tried that didn't worked neither...
  8. Erwin23p

    UAV follow player

    I have a new little problem, when I have an AI group with the order to board my Empty helicopter if now I get in that helicopter while they're still boarding, the team leader of that group won't get in the helicopter. If I am in the pilot seat before the boarding order, only two out of four members of the group will board, and will not run (I have set them to speed "FULL"). If I board the pilot seat after the order is given, three members get in the chopper but the team leader doesn't but at least they are running. Unique solution is to board the chopper after them, but that's not a suitable solution. I'm assigned as driver of the helicopter, and each member of the group is assigned as cargo. I'm sorry for asking so much question, I know that this kind of problems can be solved trying, trying and trying, but I don't have much time and maybe someone know the answer but I'll continue trying. Thanks a lot for helping me.
  9. Erwin23p

    UAV follow player

    Again, thanks a lot for all the explanation and your help, I'll try to mess around with that :D
  10. Erwin23p

    UAV follow player

    Thanks a lot now it works but if the trigger is in the script, why the Boolean has to be global? Could you explain just a little bit the code in the while loop, I don't understand it at 100%, I know it's about selecting waypoints. Yeah in this script I totally forgot to delete the trigger, thanks. would the landAt command work with the Falcon?
  11. Erwin23p

    UAV follow player

    _drone = d1; _h = h1; _lp = dronelp; _onDuty = true; _drone engineOn true; createVehicleCrew _drone; sleep 1; _drone_grp = group driver _drone; _drone setCombatMode "RED"; _drone setBehaviour "COMBAT"; _drone setskill 1; _drone flyInHeight 100; _wp = group _drone addWaypoint [position player, 0]; _wp setWaypointType "LOITER"; _wp setWaypointLoiterType "CIRCLE_L"; _wp setWaypointLoiterRadius 100; waitUntil {!isTouchingGround _h}; [west, "HQ"] sideChat "Be advised, Falcon started following you."; _t = createTrigger ["EmptyDetector", getPos player, true]; _t setTriggerArea [0, 0, 0, false]; _t setTriggerActivation ["ALPHA", "PRESENT", false]; _t setTriggerStatements ["this","_onDuty = false; hint 'Trigger Activated';",""]; _t setTriggerText "Dissmis Falcon."; while {_onDuty AND alive _drone} do { if (currentWaypoint _drone_grp != _wp select 1) then {_drone_grp setCurrentWaypoint _wp;}; _wp setWaypointPosition [position player, 0]; sleep 2; }; [west, "HQ"] sideChat "Be advised, Falcon is RTB."; if (!alive _drone) then { deleteWaypoint _wp; {_drone deleteVehicleCrew _x} forEach crew _drone; deleteGroup _drone_grp; } else //RTB {}; The hint in the trigger is to check if the trigger is actually being activated, when I press the radio message it successfully hints the message so I don't know why it's not working.
  12. Erwin23p

    UAV follow player

    Sorry I think I didn't explained exactly the problem. In this while loop if one of the two conditions are not met the loop is skipped and the script continues, well at the start of the script the _onDuty Boolean is set to true and I have a trigger created inside the script with a radio "Alpha" activation. When I activate this trigger, nothing really happens, like if both conditions of the loop are still true when usually after setting "_onDuty = false" the loop should be skipped...
  13. Erwin23p

    UAV follow player

    Hello again it's working well but I have more problems... I tried doing more modifications to continue but I found a problem that I cannot solve, but it seems so easy but I cannot figure this out. in the while loop, I have two conditions one is the _onDuty boolean and the other is the alive condition, I tried while {_onDuty AND alive _drone} do {}; and also while {_onDuty == true AND alive _drone} do {}; When the boolean changes to false, nothing happens but when I destroy the drone, the script continues. What am I doing wrong?
  14. Erwin23p

    UAV follow player

    I've tried a little, and seemed to work, here your script with some modifications. _drone = d1; _h = h1; _drone engineON true; createVehicleCrew _drone; sleep 1; _drone_grp = group driver _drone; _drone setCombatMode "RED"; _drone setBehaviour "COMBAT"; _drone setskill 1; _drone flyInHeight 100; //Throw me error Expected object instead of group, had to change it to simply _drone. _wp = group _drone addWaypoint [position _h, 0]; _wp setWaypointType "LOITER"; _wp setWaypointLoiterType "CIRCLE_L"; _wp setWaypointLoiterRadius 100; waitUntil {!isTouchingGround _h}; hint "Falcon started following you"; while {alive _drone} do { if (currentWaypoint _drone_grp != _wp select 1) then {_drone_grp setCurrentWaypoint _wp;}; _wp setWaypointPosition [position player, 0]; sleep 2; }; deleteWaypoint _wp; {_drone deleteVehicleCrew _x} forEach crew _drone; deleteGroup _drone_grp; Thanks a lot, will test more when coming back later.
  15. Erwin23p

    UAV follow player

    Yeah, but after some tries, the only thing it does is fly around the initial position (that's with the loiter waypoint) or follows me for some seconds and then start spinning in a 10 meter radius like a dog after its tail xD
  16. Erwin23p

    UAV follow player

    Affirmative
  17. Yeah, sure, I'll add some explanations, and maybe some variations too.
  18. Hello, with Eden editor there are a lot of new question, and I have a little one that is maybe very easy. if you spawn a quadbike and go to attributes, below, you will have this skin selector: I would like to know, how to select one of these skins in a script, for example, using createvehicle... Thanks a lot.
  19. Erwin23p

    Vehicle skins

    yeah, I can understand, sorry for bothering :c But I searched for this stupid question before asking, I only found colors or images... Thanks anyway
  20. Erwin23p

    Vehicle skins

    Thanks a lot, but I think I just found an easier way... quadBike = "B_Quadbike_01_F" createVehicle [4701.02,5501.63,0]; [ quadBike, ["Black",1], true ] call BIS_fnc_initVehicle; btw, if I have some questions about scripting, can I ask you? it's because I don't want to open 100 threads...
  21. Can you transport ammoboxes and supplies in general? I tried but I couldn't :c nor loading quadbike on Huron... I tried some of that coding, but I could not do anything.
  22. Hello, in one of my missions I use kk's script for having the camera view of the drone on a screen, but I have a little problem. I want the see the drone UI in the screen, I know is not the same camera that the one from the drone, but is this possible? Script used: http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ Thanks a lot, Cheers.
  23. Erwin23p

    Drone UI on screen

    Thanks for the help, I'll try that when I'll get home. What I exactly want is the see the same thing as the drone gunner optic, but in that acreen. What I see now it's this: https://s32.postimg.org/cxp0x2s9x/Screenshot_20160727_203323_1.jpg What I want to see: (it's an image texture) https://s31.postimg.org/908bvc6nf/20160724002709_1.jpg
  24. but how to run 2 or more path? just like with unit capture... I know with just movement of helicopter for example, I can record multiple paths and run them at the same time.
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