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edathome1982

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Everything posted by edathome1982

  1. I am currently trying to make an ALiVE mission. I want my fallen team members to respawn at a preset location. I have searched hundreds or respawn and AI spawn codes but cannot find what I am looking for. I have John, James, Jo, Fred, Ted and Tommy in my squad. Each is a specific class, Ted is a Combat Medic for example. I want a script that would either on radio or within a FOB area call and check if John, James, Jo, Fred, Ted and Tommy are alive. If they are not replace the units that are not there, as the class they were originally. So Ted dies and respawns as a Combat Medic, Jo the machine Gunner respawns as a Machine Gunner. Would also like if the script could drop them to my location via helo insertion. As I said I have looked in numerous places, but can't find specifically what I need. I know roughly how to get Ted to respawn at a marker and then join group, but if I have 3 squad members down, I'm lost. Scripting not really my strong point lmao.:j:
  2. I think I have over complicated this lmao. Not what I want the mission to do, but trying to think about it and how I was going to work it. I can just activate and sync modules/custom modules on triggers to throw units in when on objective is captured by either side. TAOR_1 gets taken and (trigger false becomes true) PLACEMENT module_x will then spawn its units and send them to the objective. If this makes sense? Or would those objectives still be attacked by an OPCOM that knows about them. As The OPCOMS have to know about objectives linked to modules for them to work in the first instance. edit: thought that just popped into my head. If this is the case is there a way of changing the BLACKLIST and TAOR lists on the fly? So a placement module that currently has TAOR_1 BLACKLISTED changes and adds it to it's "whitelist"? I assume this would have to be done with script :(
  3. So I would have to trigger the SYNC with MIL PLACE modules controling each section of the map? Is there a way then to "float" the units profiled from a given OPCOM? If I set Battalion size force I end up with hundreds of profiles in 1 place. And if possible only want those extra units to be created and sent to objectives that have been captured or left unguarded.
  4. QUICK question. Making a mission and I wanted to make tree'd OPCOMs. If I was to put OPCOM 1 in say a Head position, can I run 2 OPCOMs off this? (2 off each of these.....etc...) Or does each OPCOM have to be a seperate entity? The reason I ask is for the mission idea I have I wanted to have it so If I was to take out a sub commanding OPCOM the supply to that network would stop. An Insurgency Faction OPCOM would then start sending attacking groups to try and clean out my BLU units. If they are successful the main OPF_OPCOM would then pick up the TAOR and resettle its units. I was thinking about doing this with triggers till I work out how I would script it.
  5. edathome1982

    AI Squad respawn problem.

    Thanks Iceman, works like a charm, helo landing nicely too.
  6. edathome1982

    AI Squad respawn problem.

    OK lets go with running and getting in. I am much appreciative of this too. Rest of the mission so far has been quite easy. lol
  7. edathome1982

    AI Squad respawn problem.

    If its easier yeah. That way I could just have the helo land where ever I am. Limiting it all to 1 script.
  8. edathome1982

    AI Squad respawn problem.

    Its a single player mission. I am playing on large map so I have a few FOB where I want the AI to spawn at my location (as the script is written). Trigger will be attached to an item or proximity. but... Its an insurgency style mission. So if I'm not near a FOB I wanted the AI to spawn in a Helo then be inserted at my location. Hence the radio trigger in my original idea.
  9. edathome1982

    AI Squad respawn problem.

    I have had time to play and get this to work. I must have fudged something up when I changed the Marker names and group name. My next problem is..... what variable do I need to use to get the re-spawned unit into a Helo? wp1 = _unit addWaypoint [getmarkerpos "marker1", 0]; wp1 setWaypointType "load"; Helo is sat on pad in FOB waiting unit to load then drop to my position. If I used name of unit from editor would that carry over to the spawned unit? I could perhaps use that to load the Helo?
  10. edathome1982

    AI Squad respawn problem.

    That's what I meant by I have tried using the radio and the add action. Sorry if I wasn't clear there.
  11. edathome1982

    AI Squad respawn problem.

    They gone now lol, I was trying to hi-light what I had changed, then decided to put it in PHP and forgot to remove them. lol
  12. edathome1982

    AI Squad respawn problem.

    init.sqf grpArray = []; { grpArray pushBack [ _x, ( typeOf _x ) ]; } forEach units ALPHA player addAction ["Group Check", "grpCheck.sqf" ]; // Or radio trigger >> 0 = execVM "grpCheck.sqf" groupCheck.sqf { if ( ! ( alive ( _x select 0 ) ) ) then { _unit = ( ALPHA ) createUnit [ ( _x select 1 ), getPosATL Mk1, [], 0, "NONE"]; }; } forEach grpArray; grpArray = []; { grpArray pushBack [ _x, ( typeOf _x ) ]; } forEach units ALPHA; // - - Helo stuff I have tried to get this to work, my brain is seriously not wanting to work. I have created a marker named MK1 and ALPHA = group this; in my players init field. I get the addaction when I preview the mission. Kill a squad member and nothing happens. I have tried using radio trigger and the add action. I get nothing..... I cannot help but feel like I am missing something here
  13. edathome1982

    AI Squad respawn problem.

    Thanks Iceman, will have a look at this in the morning. If I stay here trying to sort this out now, I'm going wake up with keyboard imprint on my face lol. I assume For the array I name each unit then grpArray = ["John","James","Jo","Fred","Ted","Tommy"]; sorry brain = hurting right now..
  14. edathome1982

    HAFM ISIS Addon

    edit: serjames beat me to it lmao. I will have a go at doing it myself tho.
  15. edathome1982

    HAFM ISIS Addon

    I am currently building an ALiVE mission where I wanted ISIS to hold the main towns and an Insertion/Reinforcement point for OPF side. I have looked in the cfg files and can ONLY see ISIS and ISIS_Warriors as classnames for this mod. ALiVE won't pick up ISIS and says "there is a no units assigned to this".....blah blah. If however I use ISIS_Warriors as faction name, no error but it places vanilla OPF units. Do you have any plans on releasing this as ALiVE compatible or any work around to get it so I can use it?
  16. Thank you SoAk for clearing up about the mines. Hope you can implement disarm. makes the game a bit more real :D
  17. With AGM enabled it alters how the base game works. It adds the AGM toolkit which at the moment you either have to get the items through debug or like I have (added #include R3F Logistics in the mission folder and repbo it. Then using the debug console activate the script manually on an object with [execVM "R3F_LOG\init.sqf";] then [nul = [cursorTarget] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf";] I have tried having the tool for disarm and a toolkit in the AI bag as well as on my self. I approached the IED on my belly and there was no option to disarm. As soon as I was within arms reach BOOM. On the Random Ied script there is an option in the config files that you can set the unit types that can diffuse and or the item they must have to diffuse the IED. I was asking if there is any such file within the PBO to do this as the IED scripts I can see don't have anything about this.
  18. I am currently using AGM mod, and as a result cannot seem to disarm IED or mines. Could you point me to where in the files the required unit/tool required for disarm is located? I have looked in IED and IEDmil but cant see anything for diarming. I wanted to add tool needed the disarm tool from AGM toolkit .
  19. edathome1982

    [COOP] Digital Infantry Combat Environment

    I have been trying to get this mission to work all day. I have installed all the required mods. I have used the links in "this thread" to get the mission file and the latest @DICE. I load up the map in multi-player. I get a warning about a weapon sight, the game initialises then after the helicopter in the base explodes "MISSION COMPLETE". There are no error warnings and as I have seen in this thread nothing shows up red or blue to tell me anything, I literally get boom, mission complete.
  20. When I got the problem I started the Addon. I opened the settings window and pressed set key option. Then decided I wanted the same Key. I pressed the Caps button and the options window closed leaving me in GTI. But I couldn't close it. I clicked the cross icon top right of the panel. After that I couldn't open the GTI again. After installing the Black Rain campaign/mission and removing the Addon on start up the key was set to +. This I don't understand as I never use this key. I know a bit about FPS. Enough to know that mine on this current system sucks lol.
  21. I loaded up Black rain and removed the Mod version from my mods folder. Having set my key in Black rain I have now put the mod back and it seems to be working again now. It must have lagged a bit and not assigned the key. All sorted now and having a little play with it, its a nice little mod. Cudos zapat for an original concept in arma 3.
  22. I actually didn't change it. I clicked on the change button then I pressed the Caps button again and it all closed down. Have tried it in a mission created with nothing else but players and the alive system on the map. I cannot get the GTI to open up at all.
  23. So I tried to use this mod, I hit the settings button and went to press the option for key, and something happened. The addon closed down and now I cannot reopen it. I have tried to delete the addon and also looked through the PBO for where I could possibly change the activation key. Any insight into this please as I would really like to try this mod.
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