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DirtyDel

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Everything posted by DirtyDel

  1. I'm attempting to use markers to have an object in one mission (and a character in another mission) randomly spawn at marker positions using the "set random start" function. However, I can't edit the height of the markers (currently using empty markers). For example, a laptop or HVT spawning in a multiple story building. I searched the forum and found some marker array stuff, which I could not get to work. I'm seeking guidance from the blessed ARMA elders.
  2. I was so close to achieving that on my own. I missed the brackets after =.
  3. In the HVT mission, I have 5 small objects (hidden/ no simulation) labeled as obj1-obj5. The script you provided is in the characters' init. The HVT spawns randomly at all 5 locations. In the laptop mission, I did the same, and placed the script in the laptops init, which prompts the "local variable in global space" error
  4. Works absolutely fine with character model, but I'm getting global error (local variable in global space) for an object (laptop)
  5. the "set random start" function only works with markers. Can you provide an example so I can explore this option?
  6. I did what this guy described this morning by grouping the heli to a member in the convoy vehicle, it worked perfect; the heli was circling the vehicle as the convoy moved. then I reloaded the mission to make changes and didnt save the original grouping, I cannot recreate this. I just spent two hours trying to figure this out. Anyone have any ideas? I keep having the heli command guy to disembark convoy and get in heli, or if higher ranking member is in convoy vehicle, the heli moves above it and stops all movement.
  7. I did my fair share of searching before having to start a new thread. Basically, I have sector control game with ai_spawn modules and everything is working correctly with units spawned from the ai_spawn module counting as death tickets. However, I have editor-placed units on the map that are garrison units (their way point activates once a side's tickets are below a certain level- they move to the objective and stay). I cannot get these editor-placed units to count as tickets upon death. I tried placed placing the following in the squads init: _unit addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  8. I have a modified grimes simple revive script that allows this if you're interested. I can send it to you.
  9. I got it! It was because I was trying armored before the other classes and I wasn't closing out WEST. Thank you so much for the time spent helping me.
  10. no, that was a snippet of the Class Armored. I have it working with infantry only for both Army and Iraq. Only when I add the part in the Armored it doesn't work.
  11. So I had deleted before I wrote it back into my first post in this thread, that's why there was small errors including ". the following is what I have now and its still now working: class Armored { class Abram { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGEANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "CFP_B_USARMY_1991_Grenadier_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; }; }; class east { class Iraq { //Name for your custom faction I Don't know how to properly make a vehicle group. looking for guidance.
  12. I'm sorry Harzach, but how do you propse I fix this? I tried class CfgVehicles . I'm at a loss.
  13. class CfgGroups { class west { //Side, must be one of East, West or Indep for spawnAI module to recognise it class myCustomFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomInfGroup { //Can be called anything, name also used for blacklisting class unit0 { vehicle = "rhsusf_army_ocp_squadleader"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGEANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "rhsusf_army_ocp_rifleman"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "rhsusf_army_ocp_rifleman"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class class Mechanized {}; //SpawnAI module looks for this class class Armored {}; //SpawnAI module looks for this class }; }; }; class myCustomInfGroup { //Can be called anything, name also used for blacklisting
  14. Still don't see it. Maybe you could just tell me
  15. nothing, they're closed at the bottom. just like the infantry code that works properly.
  16. class Armored { Abram { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "LIEUTENANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01""; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGEANT"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01""; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01""; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; }; };
  17. Following your instructions, I was able to get this working with infantry on both sides; however, I'm seriously struggling with mechanized and armor. How do I do this the entries in "Class Motorized {}:" , "Class Mechanized {};" , and "Class Armored {};" ??? I tried the same format as infantry with unit0 being the tank itself, but none of it is working. Thanks for all the help, I really benefited from all of this, so did the guys I play with.
  18. Is it possible that you could add an option to disable your revive system and keep the helmet, gun, flee behavior? basically, once someone goes down, they are vanilla dead. OR, you could make an option that disables death and puts players into the incapacitated state. I hope to see AI revive players soon. also, i've tried to help you with translation before. "Contusion" = bruise. You want to use "Concussion".
  19. Is there any way we can toggle helmet knock-off and weapon drop without enabling the medical system? I want to use grimes simple revive with this but I'm running into conflicts? I've been testing this alot
  20. Wow man, this is incredible. What adjustments did you make to core in the 8/10/19 post? or is that including the auto feature in video? also can you help me with bastion? i still cant figure out why its ending the mission when the last wave is completed. does anyone know how to integrate grimes simple revive script into eos?
  21. I figured it out. I attempted to edit out the ai skill and deleted another component that was causing issues. does anyone know how to remove the "mission completed" in a bastion zone? I have my mission where we go into a hot zone and clear before moving on in the scenario; however, once we clear the last wave in the bastion zone, the mission is ending with "mission completed". I can't figure out how to stop it. any thoughts?
  22. Is it possible a map like fallujah, with a ton of buildings / alleys, has an effect on performance due to the script? i have tested on different maps and fallujah tends to bog down as soon as the fist shot is fired.
  23. good news. that means i ave something inherently work with my eos script. can you tell me if a bastion trigger is working correctly on your system.
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