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BEAKSBY

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Everything posted by BEAKSBY

  1. OK, this works! THanks!
  2. Clever solution, thanks!
  3. I thought I saw a post on the a little while ago. I want to create some bombs and just suspend them in airmwith dropping or detonating. I think it had something to do with animation? Any ideas?
  4. Thanks everyone, enablesimulation was what I saw a while back! What are object (helper) and why in particlular the small grass cutters? I assume I can use anything from the object assets Arma_3_CfgVehicles_EMPTY list like a can or pencil?
  5. So there is no way to scale an object....even if I don't need it to animate?
  6. Hi All, I'm trying to create a simple artillery drop with... _bomb = createVehicle ["Sh_155mm_AMOS",[(_pos select 0), (_pos select 1),0],[], 0, "NONE"]; // Bo_GBU12_LGB_MI10 ...but the shells won't spawn...however this works with Bo_GBU12_LGB_MI10???
  7. Ok, thanks, t'was the velocity.
  8. Hi All, I've been following https://community.bistudio.com/wiki/Artillery_Module but still having problems. I want to create a virtual artillery piece and use spawned shells from Spawn Mode on targetPos. 1) Is the _battery the unit itself or is it _artyman? 2) The virtual artillery should not be visible right? 3) Do I have to use UARTY with the Secop Manager (SOM)? 4) Please see my script below if you can identify the problem? The Artillery.sqf is triggered by another script. Artillery.sqf _pos = screenToWorld [0.5,0.5];// land position if (!isnull cursortarget) then { _pos = getpos cursortarget};// building / object position // Create AI battery programmatically _center = createCenter sideLogic; _group = createGroup _center; _batteryPos = getpos _artyman; _battery = _group createUnit ["BIS_ARTY_LOGIC",_batteryPos , [], 0, ""]; _battery synchronizeObjectsAdd [_artyman]; //artyman is one of the units in the arty group // Creating fire missions _HETemplate = ["IMMEDIATE", "HE", 0, 15]; // Requesting Fire Support _targetPos = _pos; _targetPos = getPosASL _targetUnit; [_battery, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; [_battery, "B_MBT_01_arty_F"] call BIS_ARTY_F_SetVirtualGun; // Initialization _battery setVehicleInit "[this] call BIS_ARTY_F_initVehicle"; processInitCommands; / Force shells to randomly hit in a 200 meter circle. [_battery, true] call BIS_ARTY_F_SetShellSpawn; // Turn spawn mode on: shells will spawn in the air above your target [_battery, 200] call BIS_ARTY_F_SetDispersion;
  9. I thought they would be compatible...what a waste. Thanks anyhow.
  10. Hi Folks, How do I get the bomb do always point down? _bomb = createVehicle ["Bo_GBU12_LGB_MI10",[(_pos select 0), (_pos select 1),20],[], 0, "NONE"]; I tried _bomb setVectorDirAndUp [[1,1,-1],[0,1,0]]; and setVectorUP [0,0,-1]; but has no effect since it's like rotating and spinning a can around.
  11. BEAKSBY

    Orient bomb down

    Thanks, but it does not work either. The values are from 1 to -1. I also think it depends on the objects current direction...I just can't figure it out.
  12. Damn, that's too bad. Cause using kbTell just got a lot more complicated than playSound or say! I looked in the Cfgs but have not found them yet...
  13. I used to get this issue too... I use _myVehicle setDamage 0; after I create _myVehicle. That fixed the ignition from not starting.
  14. OK, thanks I'll check CFGSentences again for it... I would have never found kbTell: Make the person tell to the receiver the sentence. ...and barely understand it. I thought I could just treat it as a class CfgRadio or even class CfgSound, but I guess not!
  15. Thansk Larrow, ...but where in the Config Viewer can I find these? I checked under configfile >> but can't find dubbing_f or modules nor supports? I tried this: playSound ["\a3\dubbing_f\modules\supports\cas_bombing_acknowledged.ogg"]; ...but no sound I even tries all these in my CAS.sqf: player sideRadio "RadioMsg1"; //player say ["RadioMsg1", 100]; //playSound "RadioMsg1"; witht his in my description.ext class CfgRadio { sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {"\a3\dubbing_f\modules\supports\cas_bombing_acknowledged.ogg", db-100, 1.0}; title = "Air Strike in bound. Stand-by."; }; }; ...but no sound
  16. Does anyone know where I can find the Cfg for Supports? I'm looking for the paa (pictures) for the bombing CAS and artillery icons? Thanks
  17. BEAKSBY

    Cfg Supports

    Bingo, thanks!
  18. Hi All, I can't seem to get the UAV to setAutonomous as true with the following: while {true} do { _laserTarget = nearestObjects [(position laserTarget player), ["landVehicle"], 5]; waitUntil {sleep 0.1; (_laserTarget isKindOf "landvehicle")}; _uav setAutonomous true; hint format ["#2 \n\n _laserTarget: %1 \n isAutonomous :%2", _laserTarget, isAutonomous _uav]; //_uav fireAtTarget [assignedTarget _uav, "missiles_SCALPEL"] ; };
  19. BEAKSBY

    disableAI "AUTOTARGET"

    Does anyone have a script to solve and share on how to get the UAV drone to only fire only when laserTargetting a target? I've tried this below, but it still just flies around. waitUntil {sleep 0.1; (laserTarget player != objNull)}; _uav setAutonomous true; _uav doTarget (laserTarget player); hint format ["targetVehicle: %1", (vehicles (laserTarget player)) select 0]; _uav fireAtTarget [(vehicles (laserTarget player)) select 0, "missiles_SCALPEL"] ; },"",10];
  20. Hi All, The _uav disableAI "AUTOTARGET"; in my addAction below is not preventing the UAV from firing. I don't want it to AUTOTARGET, only when the player uses his laserdesignator. What am I doing wrong? player addAction ["B_UAV_02_F", {_uav = createVehicle ["B_UAV_02_F",[1700,5600,150], [], 0, "FLY"]; _uav disableAI "AUTOTARGET"; createVehicleCrew _uav;},[],0,true,true, "","player hasWeapon ""Laserdesignator"""];
  21. HI All, I'm trying to determine if some minor bugs occuring in my scripts are caused by removing the event handlers ? cuel replied from this http://forums.bistudio.com/showthread.php?179260-Do-my-two-addEventHandlers-“Killedâ€-need-a-different-Number-(index)...so does anyone out there delete their EHs, and if so, do you then decrement any other EH associated with the object? What is the benefit of removing the EH? How do I display either some sort of unique ID associated with the object or even just the incremental index number of the added event handlers? from http://forums.bistudio.com/showthread.php?181471-What-is-the-benefit-of-removingaddEventHandler
  22. Do "killed" EH get removed when the object they are associated with is killed, then removed from a clean up script (using deleteVehicle)? Do you think I will be able to measure the performance cost by simply observing the framerate (with Fraps)? My game creates new "killed" EHs, every time a player purchases a vehicle and one is spawned. There can be up to 50 vehicles created in the game and therefor 50 EHs!
  23. How to set it ups so it doesn't flicker without setting it to off?
  24. Hi Folks, I 've noticed while scripting the importance of adding some delays using sleeps. For example if I do not include the sleep 0.5; below, the data in the array does not get passed to the funtion. // Send reward to player [[goldValue, _box], "DNA_fnc_addMoney", (side player)] spawn BIS_fnc_MP; sleep 0.5; deleteVehicle _box; Also, I need to add sleep delays to my while loops and after deleting an object if any further code follows it in the script. Does anyone have some other helpful tips or guidelines on when/where to add sleep delays and how long they should be? It's been mostly trial and error so far, but I don't want to over-delay something or forget to add a delay and risk having data lost...etc.
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