weparo
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Everything posted by weparo
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Hey guys, I'm having a bit of an issue. The code below is in the "on act" field of a waypoint. {_x assignAsCargo hummingbird_1; [_x] orderGetIn true;} forEach units end_shift; where hummingbird_1 is my helo and end_shift is my group. Now, so far so good, right? Wrong. What happens is that only one (number 6 I believe) of the group (end_shift) mounts up and enters the helo. The rest just idle... Any explanations? The command is only issued when the heli has all 6 seats free, and the group (end_shift) has exactly 6 members. I'm really puzzled :confused: Any help is apreciated :) Weparo
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Supressive (or aimed) fire from a Huey
weparo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, I'll make this quick, I can't get the UH-1H's gunners to fire at given targets via script. I can get the right gunner to aim at my target (crew huey dotarget humvee) and i can get the left gunner to fire its weapon (heli fireAtTarget [humvee, "M240_veh_2"] Any advice? I need this for a mission where 2 hueys fly a prerecorded route and I want to gunners to light some shit up :D Greetings, Wearo -
There is nothing below loiter.... At least not for me :\
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You said it! :D I would usually have noticed/remembered, but the squad that was in the helo before wasn't AI controlled, so yeah But thanks again
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ALLRIGHT! Issue solved. :) :) :) Here is what happened : The soldiers that were in the helo before, didn't get unassigned. :j: I noticed that when the squad that was in the helo previously, entered another vehicle, the group (end_shift) would mount up properly. So, I issued {unassignVehicle _x} forEach units previous_group_of_heli; command to unassign them. Everything works fine now. No matter which method to assign end_shift to the heli you use. :) Thanks for all the efforts made and see you in the field, Weparo
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So, I changed this {_x assignAsCargo hummingbird_1; [_x] orderGetIn true;} forEach units end_shift; into this : { _x assignAsCargo hummingbird_1; [_x] orderGetIn true;} forEach units end_shift; And it worked. Once. I didn't touch a thing, previewed it again, and I had the same mistake. So, i ran the following code in the debug console (while previewing) { _x assignAsCargo hummingbird_1;} forEach units end_shift; That made number 5 enter the helo. I ran the comand again, and #4 entered, after #4 entered, i ran it again -> #3 entered. I had to repeat this untill all units were seated, 1-6. If it helps, I could record the whole proccess, and put it up on YT.
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Quick question, where do I find said waypoint? We're talking about the editor right?
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Oh, no :D You miss understand. The pilot and co pilot are already in the chopper. They just landed, to pick up the group (end_shift). But they won't get in as cargo?! Well, one, does, sometimes four. But never all six of them :( :confused: Allright, so, I did some troubleshooting -> using assignedVehicle I noticed that only the 6th member of the group (end_shift) has the hummingbird assigned. The rest doesn't. How can that be?
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How about removing the ammo of the vehicle? Could that do the trick?
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Will we ever see a stable multiplayer running at 50-60 fps?
weparo replied to Holden93's topic in ARMA 3 - GENERAL
I get 50 - 60 fps... in MP. Maybe your system is just shit? EDIT : So, what I wanted to say is : My i5-4670k and the GTX 770 get 50 to 70 fps, on ultra, in single player and multiplayer (EUTW servers, 50 players). Arma 3 is a very demanding game, maybe OP should upgrade his PC? -
hasweapon simple syntax problem
weparo replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try (player hasweapon "arifle_MX_ACO_F" OR player hasweapon "srifle_EBR_SOS_F") -
I find it very annoying that the altitudes are given 'above ground' instead of 'above MSL'. Any way to have something like flyInHeight for MSL? Weparo
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well, the problem is that I want my heli to fly around in a circle, but because it is above extremly uneven terrain (mountain Kira, 040170) it just looks extremly stupid, and makes for a much more shaky environement. I've set it to fly in an altitude of 250, and the thing starts taking dives of +100m... ridiculus! Besides, altitude is always given in height above MSL, or another designated place. Weparo
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So, hi there, quickish question : What I want to do : An AI controlled heli reaches an area, and then moves in a pattern (circle) around said area/point. Then upon throwing a smoke grenade, thrown by a friendly unit, the heli is supposed to come out of it's waiting pattern, and pick the crew up. (the he flies the away, duuuh ;) ) What i know how to do : Basically everything, exept the waiting patter. Well, I know how to do it, with waypoints for instance, but how not how to move it out of the circle. How would you guys do it? Weparo
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So, I eventually got it done myself :P For those who wonder : Markers. I used a trigger to move the final waypoint (LOAD) along a set of coordinates. The heli would follow the waypoint. To end the circle I used an event handler on a friendly unit on the ground to move the LOAD Waypoint to a thrown smoke grenade. The heli would then land there and allow troops to get in. if anyone cares, I don't mind explaining further or even uploading a sample mission. :) Weparo out PS: But if anyone else has done something similar, please let me know how you did it
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Where I can find this kind of bunker in the editor?
weparo replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to 'add' elemtents to the editor? Your way is probably the best, but shouldn't it be possible to create an entry under the 'empty' category? -
Glad you got it working then! :) I suppose you could have made my version work with setWaypointPosition too
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Switch between Altis and Stratis
weparo replied to TAW_Yonose's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, obviously you could also import Stratis into the alits map.... and have both in one map :P That would somewhat go beyond making a mission... would be cool as an addon though :) -
@OP: Question - Why don't you do it with waypoints only? Load troops in the truck via moveInCargo and use a TRANSPORT UNLOAD waypoint syncronized to a GET OUT waypoint and then a GET IN and LOAD waypoint (also syncronized). Here, I've made you a pic to clarify http://imgur.com/KOt4Qg5
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agreed. It could also be done with a trigger, but it's nicer to have it done with a waypoint activation.
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You could try doing it with the GET IN, UNLOAD CARGO, LOAD CARGO and GET OUT Waypoints, or just use { unassignVehicle _x ; _x assignAsCargo heli; [_x] orderGetIn true; } foreach units red; Hope that helps, Weparo
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How to make the AI ​​use the flashlights
weparo replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My bad! Scripts called with execVM need to be executed in an init like this : _null = execVM "flashlight.sqf"; I know that this method works because I used it a couple days back in my mission :) Please let me know if you run into any other trouble, Weparo -
How to make the AI ​​use the flashlights
weparo replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK, I've looked at this. Now, what I saw was that you put { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x RemovePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; } foreach units group this; in the init of one soldier. Now, units group this; will execute the code for every member of the group. However the soldier wasn't grouped (a group isn't the same as a side), so it didn't work. Here is what you need to do if you want only CSAT to have flashlights (and no NVGs). Create a file called "flashlight.sqf" in your misssion folder. (just like a text file, but name it flashlight.sqf instead of flashlight.txt) In that file you put this code here : while (true) do { { if (side _x == east) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x removeItemFromPrimaryWeapon "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; } } ForEach allUnits; sleep 5; } This little script checks if a soldier is CSAT (east), and if he is, it will remove his NVGs, the IR pointer and add the flashlight. The script is in a 5sec loop, that means that it will re execute itself every 5 seconds. If any new soldiers spawn, it will also affect these because it is repeatedly executed. To execute the above code, put in the init of an object : execVM "flashlight.sqf"; If you also want NATO soldiers to use flashlights, let me know :) -
Add DAGR Rockets to the AH-9 Pawnee
weparo replied to Aebian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Allow me a dumb question, where is the difference between the two rocket types? -
How to make the AI ​​use the flashlights
weparo replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Problem is that they'll 'swich' out of that safe behaviour when engaged, and then turning off the flashlight. Using _x enableGunLights "forceon"; will force them to keep the lights on which makes for easier and (imho) cooler looking enemies.