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Showing results for tags 'waypoint'.
Found 48 results
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How do I properly reference the object that called a waypoint's "on activation"?
420memelordxDlmao posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I'm trying to do something simple in the editor. - Have a drone fly to a point indicated by a waypoint - Once it arrives at the waypoint, have it drop leaflets. I know this is done by using the fire command. I would like to use something like this fire "Bomb_Leaflets"; in the "on activation" call for a waypoint, so that I don't have to have a variable name for each one of the drones I launch ( Would be nice to be able to put this functionality into a script that I can use repeatedly). The problem is that this obviously isn't working, and upon checking the name of the object with hint format ["waypoint completed, this is: %1, this name is %2", this, name this]; The result is either, with no variable name given to the object, "this is R Alpha 1-1:1" or if I give a variable name to the drone it attaches a capital D to the end of the variable name, as in: "this is {variable name of the drone}D". The name of the drone each time (name this) prints out as "Jeremy Wilson". Any help is appreciated, and sorry if this is a very basic thing, but I cannot find the answers to this for the life of me. -
Disable AI as waypoint statement
lawman_actual posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really don't know why I'm struggling with this; i've done it plenty of times before. _wayPoint_Alpha_wp3 setWaypointStatements ["true", " (units group_mainyu1) orderGetIn false; {unassignVehicle _x;} forEach (units group_mainyu1); qrf1Dismounted = true; {commandStop _x;} forEach (units group_mainyu1); {_x disabeAI ""FSM"";} forEach (units group_mainyu1); " ]; I'm just trying to disable certain AI aspects when a group dismounts from a vehicle. I keep getting error messages "missing ;" regarding the following line: {_x disabeAI ""FSM"";} forEach (units group_mainyu1); Usually this happens because I've used the wrong thing when referring to the string. I.e. i put "thing" instead of ""thing"" or 'thing'. Truthfully I don't 100% understand when to use "" or ' within an existing string, but usually i just try one or the other until it works. Might be useful if someone could explain to me what the rules actually are. Cheers, Law -
How to force the AI-units make the deployment of mines ?
mickeymen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody! I tried to find information, but did not find it :( How to force the AI-units make the deployment of mines, for example on the current waypoint ? I would like the enemy AI, to place mines at the specific/random points of the map. In this case, the direction of deployment is important, since such mines as SLAM, Claymore, Mine Dispenser are requires a certain deployment direction. Thanks for help!-
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I made Mission with an Ifrit Vehicle and gave the Vehicle just 2 Waypoints, the last with a repeat Function - after reaching the 1st Waypoint, the Vehicle dont move and seems like stuck Then i tested it with other Vehicle, and all Vehicle are moving to the given 2nd Waypoint - its only the Ifrit Vehicle (HMG, GMG and all other Variants have the same Bug)
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Spawning Units That Follow Waypoints With Triggers
AeroPostal posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello again. Today I'm in a situation where I want the player to move to a certain spot/trigger location where an enemy patrol (2 units, variable name patrol1) will spawn down the road a ways and follow a set of waypoints. How would I go about doing this? Again new to all of this, please be understanding! -
Suicide Car slowing down near waypoint
4K.Scar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have a vehicle with an IED attached to it and a move waypoint set on top of another vehicle, which isn't moving in this case. The waypoint's activation is "bomb1 setDamage 1;" My problem is when the suicide vehicle is almost at the waypoint, it slows down almost to a stop before exploding, and doesn't even get to the center of the waypoint, instead it explodes like 2 meters away from the target. I want it to ram full force, is that possible? I even tried "this ForceSpeed 100;" but it still slows down. Suicide Driver has these lines: this setBehaviour "CARELESS"; this disableAI "FSM"; this disableAI "SUPPRESSION"; this disableAI "AUTOCOMBAT"; this disableAI "CHECKVISIBLE"; And is also set to CARELESS -
Play animation at each waypoint
Jonathan Forsythe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, first time poster. How can I make an AI play an animation when he gets to a waypoint. Then, have him move to the next waypoint after a set amount of time and play a different animation. Scenario: A medic runs up to one dead body, plays the healing animation for 30 seconds, then moves to another body and plays another healing animation for 30 seconds, and so on. I haven't done mission editing in a loooong time and I never did much with scripting. Right now, I can get the AI to play the animation when the mission starts... and that's it, haha. Any help with this, or guidance in the right directions to tutorials (I've watched a ton that never hit this actual scenario), would be amazing. Thanks! -
Multiple groups follow a single waypoint
GioLabo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello chaps, I'd like to use one waypoint for several civilian vehicles. Can you tell me how to that? Thanks -
Hi everybody, I'm trying to spawn a vehicle with crew via script and add one or more waypoionts to it. eerything works fine if the spawnd unit is an infantry group. But if the group contains a vehicle it dosen't work. After searching the net for a solution I found dozends of topics bout it. But they all didn't help me with my problem. Here is the script I use: --------------------------------------------------------------------------------------------------------------------------- if(!isServer)exitWith{}; G001 = createGroup east; _veh = createVehicle ["CUP_O_BMP_HQ_RU",getMarkerPos "X1",[],0,"NONE"]; [ _veh, [ ["CUP_O_RU_Soldier_VDV_EMR","driver"] ] ] call BIS_fnc_initVehicleCrew; WP001 = G001 addWaypoint [getMarkerPos "X1a", 0]; WP001 setWaypointType "MOVE"; WP001 setWaypointSpeed "LIMITED"; WP001 setWaypointBehaviour "SAFE"; ------------------------------------------------------------------------------------------------------------------------------ The vehicle spawns after I have activated the script, but the unit doesen't care about the waypoint. I'm pretty shure I have forgotten something, but I really don't know what. Maybe one of you can help me with that. Thanks for helping me Greetz Joa
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[Multiplayer] Insertion Helicopter will not land
fernandolvferreira posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!- 21 replies
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[SOLVED] addWaypoint breaks when requested multiple times
paranoid_giraffe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am going to start off and say I've been trying to troubleshoot this code for several hours. Basically I have a market set up and I want a lot of AI to walk to different points of interest. Right now I have several flagpoles set up with variable names set as "POI_1" to "POI_15". The Code: _pois = [POI_1,POI_2,POI_3,POI_4,POI_5,POI_6,POI_7,POI_8,POI_9,POI_10,POI_11,POI_12,POI_13,POI_14,POI_15]; _rtime = 5; // random time for completion of waypoint _spd = (random (2))+1; // decude whether to walk to sprint _wpradius = 0; // waypoint radius _wp = (group (_this select 0)) addWaypoint [getPos (_pois select (random (count _pois))), _wpradius]; // create waypoint _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "BLUE"; _wp setWaypointCompletionRadius 3; _wp setWaypointForceBehaviour true; // _wp setWaypointPosition // _wp setWaypointScript if (_spd==1) then { _wp setWaypointSpeed "NORMAL"} else { _wp setWaypointSpeed "LIMITED"}; _wp setWaypointStatements ["true","_null = [this]execVM('ai_behavior.sqf');"]; _wp setWaypointTimeout [1, _rtime/2, _rtime]; _wp setWaypointType "MOVE"; Additionally, this is set up in the init box of the AI: _null = [this]execVM('ai_behavior.sqf'); And the problem is that this script works absolutely perfectly when there is one AI. I can set it to fast-forward and let it run for a very long time and the AI will walk to different flagpoles either walking or jogging to each, and the script will never hang up. The problem stems from having multiple AI. Then I get errors saying the following: '...ius = 0; _wp = (group (_this select 0)) |#|addWaypoint [getPos (_pois select (random (count _pois))), _wpradius]; Error 0 elements provided, 3 expected File C:\Users\****\Documents\Arma 3 - Other Profiles\Giraffe%20PVT%2e\missions\black_market.pja305\ai_behavior.sqf, line 38 Ignore the fact that is says line 38 - I have a lot of comments at the top of the script. This is for a multiplayer mission. Thanks for reading. EDIT: Oh yeah, and this isn't for a "life" server. (I know that carries a negative stigma for many people.) It's for a new PvP gamemode I am working on. EDIT2: CORRECTED CODE- 6 replies
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Hello, I have a problem with the AI helicopter after paradrop. The helicopter stop following his waypoints after the paradrop. It just stay in hovering flight. I would like to make the helicopter follow his waypoints again after paradroping.... Here is the command that I've put in the "On Activation" field of the helicopter drop waypoint: paratroopers leaveVehicle heli; {_x action ["Eject", vehicle _x];} forEach units paratroopers; I d'ont see what other command line(s) I should use. I defeinitely need an expert. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here is my test senario (3D editor): https://mega.nz/#!FgAn3Rqa!2MR4nIZOQGo2l92l2l0nbHKg8Ar20hm6_r1uW06v1UI GOAL: the helicopter must land at Camp Rogain after paradrop. Thanks and regards. PS: the problem does not happen when the player is the paratroop team leader.
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Hi. In my mission my AI has to move and invade an airfield. But it just sits somewhere 500m away from it sniping and generally moves really careful, our LAV does not move in but rather stay out and snipe enemies from there which i do not want. Anything i can do?
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How to create trough scripting each of the | (marked) waypoints ? _________________________| \|/
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- lift cargo
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[BUG?] syncing and "on act" not working with cycle waypoints
sarogahtyp posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
i ve 2 groups with 3 waypoints for each of them placed at 2D editor. there r 2 move waypoints and the last is a cycle waypoint to let em walk along the waypoints continuously. I ve synced every pair of waypoints each other. wp 1 of group 1 is synced with wp 1 of group 2 wp 2 of group 1 is synced with wp 2 of group 2 wp 3 of group 1 is synced with wp 3 of group 2 my thougts were that the group which is faster waits for the slower group on each waypoint. that works for the first and second waypoint but at the third (cycle) waypoint the faster group isnt waiting but running to wp 1 and waiting there until the slower group is at wp 1. I just need a confirmation for that behaviour to know if thats normal that syncing of cycle waypoints seems to be senseless... thx alot. EDIT after some more testing I noticed that cycle waypoints dont execute the "On Activation" field. I entered a systemChat in it which works if its a move waypoint but not if its a cycle waypoint. Is that intended or a bug?-
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AI Units sometimes refuse to follow waypoints. Help please!
boriz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Edit: I've did some editing to the mission and it seems like the issue does not happen as much as it did before, or at least it occurs much less frequently. There is still a problem with helicopters not working at all, but that is being handled by a different script, so I am probably gonna open another thread with focus just on that. Hello! I am having a problem with AI in Arma 3. It's simple, I want to spawn an enemy vehicle with AI in it and then send it on a death mission where it gets almost surely destroyed by players' heavy fire. However, oftentimes (at ~25% chance) the unit just sits still after its spawn and does nothing at all. So, this is my (almost) whole code. The important part is marked between ↓↓↓↓↓ and ↑↑↑↑↑: _group = createGroup east; _type = _usableUnits select floor random count _usableUnits; if (_type isKindOf "Car") then { _unit = objNull; if (_type == "B_G_Offroad_01_armed_F") then{ _unit = [_spawnLocation, random 360, _type, resistance] call bis_fnc_spawnvehicle; }else{ _unit = [_spawnLocation, random 360, _type, EAST] call bis_fnc_spawnvehicle; }; (_unit select 0) setdamage enemySpawnDamage; driver (_unit select 0) spawn scr_killWhenOnFoot; gunner (_unit select 0) spawn scr_killWhenOnFoot; _unit join _group; (_unit select 0) spawn scr_noFuelWhenCarIsStatis; AIunits = AIunits + (_unit select 1); // ↓↓↓↓↓ _wp = _group addWaypoint [posTarget, 0]; [_group, 1] setWaypointType "HOLD"; _group setCombatMode "YELLOW"; _group setBehaviour "CARELESS"; _group allowFleeing 0; driver (_unit select 0) spawn { while {alive _this} do { _startPos = Position _this; sleep 10; _currentPos = Position _this; if ( (_startPos distance _currentPos) < 1 ) then { _this DoMove posTarget; }; }; }; // ↑↑↑↑↑ }; This code is a part of a larger script which spawns a vehicle, fills it with AI units and then sends it to position posTarget through a waypoint. The last part is the problem. The unit sometimes refuses to move, even if its path is not obstructed at all. I've tried to fix this by telling the unit to DoMove every 10 seconds if its detected to be still, but it still doesn't fix the problem. Does anyone else have similar problem? Do you know how to fix this, or work around this issue? -
I have a helicopter with three waypoints; a MOVE waypoint, which is connected to a trigger, a LAND waypoint attached to an invisible helipad and with the condition that all units are inside it, and a third MOVE waypoint. I expected the helicopter to move in and land on the helipad once the first MOVE waypoint is skipped, but instead it simply flies over and stays hovering in midair over the trigger attached to it's MOVE waypoint. Why is this happening, and how can I get it to land on the helipad? Edit: Here's an example mission that demonstrates my problem; https://mega.nz/#!sMUByIQb!2snm5wTgDpMsCGJYxSXzoMZjqMKxWOa__TaDh0_AORE The helicopter should move past the first waypoint once the trigger is activated, but it simply stays in midair and doesn't move at all. There are no enemies on the map, or any other characters besides me and the pilot. As an extra note, I'm playing this mission in multiplayer. Edit: I was able to solve my problem by using multiple waypoints; I first used a Move waypoint right next to the helicopter that's connected to a trigger, and is skipped when the trigger activates. Then a Move waypoint attached to the helipad with a condition of true and an Actrivation with 'heli land "land";' in it. Then a Scripted waypoint also connected to the helipad, with a condition of "me in heli", then, a final Move waypoint out in the distance with a condition of true. Here is a more complicated mission I created using this information; it features a helicopter that ferries the player between sides of the lake whenever they get inside, and waits for them to reenter; https://mega.nz/#!FUkiFIYI!jm-56z1QLBkh9lEIPdt8iPOyHZKEWdnGU3dTsa2TD3Q
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- helicopter
- extraction
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Waypoint not completing after trigger
Maurdekye posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a series of move waypoints assigned to my unit's squad, and the first one of them attached to a trigger. I expected that when the trigger is activated, the waypoint would complete and the next one would become available, but instead the waypoint stays uncompleted and its name changes from its default description to "WAIT". After that nothing seems able to complete the waypoint. Is this a bug? -
Any way to get a 'lift cargo' waypoint to work with a Slammer?
colonelmolerat posted a topic in ARMA 3 - TROUBLESHOOTING
I'm trying to sling-load a Slammer with a Huron, using the 'lift cargo' waypoint (so that the AI will pick it up). I've lowered the Slammer's weight, but all the Huron does is descend over it, then fly away again, unattached. I've looked for scripts, but they all seem to just allow the player to airlift heavy objects, not the AI. Can anybody help, or recommend a simple method I can use? (I'm not very good at scripting, so may need a pretty clear explanation!) Thanks!-
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'Drop Cargo' waypoint - AI takes forever to drop cargo, even in open areas
colonelmolerat posted a topic in ARMA 3 - TROUBLESHOOTING
Using the 'drop cargo' waypoint, an AI helicopter carrying a vehicle takes a very long time to descend and release its cargo, even in very open fields. It will slow down, approach the landing site, then suddenly veer off at speed, circle the area a few times, and try again. This can repeat for many times before the cargo is finally dropped. I'm using version: 1.56.134627, on the main branch, Windows 10. Here is a link to an example mission: https://drive.google.com/file/d/0ByElbgVZoI3SYVJmWEF2RnpqNlU/view?usp=sharing (The Hurons carrying the Hunters demonstrate this behaviour. The Slammer is being dropped using some code.)-
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Hello, I've been working on a mission, and I had no errors for now, but now I have an issue with the Unload transport waypoint. Well I have a scripted helicopter route that: Takes off and land, drop off a squad, then go to another LZ, picks up another squad and flies away. Well, everything worked fine until I got to picking up another squad... I've linked the GET IN waypoint with the LOAD waypoint of the Helo and all this, but not working... so I jumped in the pilot's view and then I saw the issue. When dropping off the first squad, (all the squad was out the Helo) the waypoint stays at "HOLD", and it doesn't moves to the next waypoint. Can anybody help me to find the mistake here? I thought that maybe I have to assign the pilot and copilot as driver and commander, or the squad as cargo maybe? EDIT: the problem here, was that I had to assignAsCargo the squads you need to drop. so the code would be:
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set UAV waypoint and set type/behavior/altitude
thetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haveing difficulty with this one. Basically what's in the title. Set a waypoint where there's a marker, set the type, in my case it's loiter with range of 500m, behavoir is never fire and altitude 'High Altitude 500m'. Thanks in advance