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DirtyDel

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Everything posted by DirtyDel

  1. 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;}];
  2. I have a modified grimes simple revive script that allows this if you're interested. I can send it to you.
  3. 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.
  4. 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.
  5. 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.
  6. I'm sorry Harzach, but how do you propse I fix this? I tried class CfgVehicles . I'm at a loss.
  7. 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
  8. Still don't see it. Maybe you could just tell me
  9. nothing, they're closed at the bottom. just like the infantry code that works properly.
  10. 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 }; }; };
  11. 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.
  12. 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".
  13. 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
  14. 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?
  15. 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?
  16. 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.
  17. 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.
  18. let me know when you find out. i'm still trying to tackle this. it's not working.
  19. So this version is running error free. I have tested for the last hour. The new enhancements to snipers and ai movement are awesome. However; as another had already pointed out. there is a significant performance loss. I'm not sure if that's for script-users only, but with about 4 or 5 squads, it is nearly unplayable. It happens the second the first round is fired in combat. I'm hoping you can trim some script and get it back to optimal performance. I now you're working to improve things and I really like how far it has come, just trying to give you valuable feedback. Thanks for the dedication.
  20. Thanks genesis, that worked perfect. New update seems really good. I have another question. I'm not sure if you're familiar with Enemy Occupation System by bangabob: EOS has it's own AI Skill call. I'm wondering if I remove AI Skill completely from EOS, will Vcom AI inherently take over? (the desired outcome). What are you're thoughts?
  21. I'm getting bombarded with this radio error; I'm running the script version.
  22. Have you tested this recently? For the life of me, I can't get trigger zones to work. I had it several months ago and now nothing happens when entering the trigger: no units spawn, no debug, no hints, nothing.
  23. This is a really great mod and adds new immersion to the game. You put really good work into this and it's showing. I have some feedback for you. An option in the settings that forces all units to go to incapacitated state (no immediate deaths), which helps prolong my game with friends. A carry option/ animation would be great to get players to a location faster/ farther. Grimes simple revive implemented a good one. Also I think "contusion" is meant to be "concussion".
  24. Guys, I really tried posting a new new topic as a last resort. Syntax can get so frustrating. It gets to a point where I'm wasting so much time trying to figure it out. I'm trying to get a trigger that has a 50% activation chance when blufor is present within. Trigger 100m Activation [BLUFOR] Activation type [Present] What I've tried in condition: this && ceil random 2 < 1 (no activation) this && ceil random 2 > 1 (activates every time) this && ceil random 1> 2 (no activation) this && ceil random 1<2 (activates every time) random 2; (no activation)
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