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XanoX  



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#1 Posted at 2013-02-02 00:53        
     
Hi everyone,

This is the first time i use your forums, i hope to have a great time with you guys !
I might come and look around often, since i like editing and Arma.

To the subject now: i'm not blind, saw a topic with the exact same question in the search engine.
But the solution to the problem is a link to Bohemia Interactive forums witch i can't access for
an unknown reason. It tells me my IP is banned by the administrator even if i never visited that
website before. I tried to send them an e-mail explaining my situation they are yet to respond after
two weeks. So i'm asking you here now ;

1 - How do i make vehicules controlled by AI move trough waypoints without halting at every turn ?

2 - Is there a way to eject units in cargo of a plane, but not the pilot. Without having to call the command for every single units in the cargo like "eject unit1, eject unit2 ..." if possible.

3 - How do i make a Kamikaze bomber running toward you and exploding himself when within a certain radius of any blufor ? (If possible, that one might be hard or even over my present experience with the editor)


Thank you guys !
-Xavier

Added 29 minutes later:

If i may be even more exigent of you guys, here another question (again).

I usually use the command !alive to trigger things, but what should i do if i want :

-Each time a Civilian is killed show a warning (i know how to show a warning but not when any civilian is killed instead of a specific unit). And then, when tree or more are killed it end the mission.

This post was edited by XanoX (2013-02-02 01:23, ago)


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#2 Posted at 2013-02-02 01:30        
     
1. not really possible AI suck at driving, there is a function called unit capture where you can pre record the path of a vehicle but there is no sound or steering animation.

2. {_x action ["eject",heliname]} foreach crew heliname-[driver heliname]

3. in the bombers init put trig1 attachto [this,[0,0,0]]
set the trigger as follows
place a trigger about 10 x 10
blufor present
name the trigger trig1
on act
bomb = createvehicle ["Sh_122_HE",thistrigger,[],0,""]


The last question depends on a few things but one way is to count the civs at the start of the mission by first placing this in an init line
cvs = civilian countSide allunits;killcount=0


then in a trigger
repeating
cond cvs != civilian countSide allunits
on act cvs = civilian countSide allunits; killcount=killcount+1;hint format ["Civs Killed %1",killcount]

In a final trigger
repeating
cond killcount==3
Then set type to how you want it to end.

This post was edited by F2kSel (2013-02-02 01:51, ago)


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XanoX  



Posts: 5
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Country: ca
Location: Quebec
Occupation: Engineer
Age: 31
In-game name:

 
#3 Posted at 2013-02-02 02:23        
     
Thank you i will try those,

Side notes :
#1 http://www.armaholic.com/forums.php?m=posts&q=8194
It seem, there was a way, i just can't go take a look...

#2 Seem perfect

#3 Semm good

#4 I see a potential problem, that script is great, but it doesn't take into consideration about who killed the civilian.
Let say it only matter if a blufor killed one ?

Thank you again, i would have search for ages to find how to do these ! :-D


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#4 Posted at 2013-02-02 03:13        
     
1. The fewer waypoints the better and place them before the turns.

4. That's why I said it depends on a few things.If you want to keep track of kills by BLUFOR then you'll need to add an eventhandler to all civilian units.


Place this in a units or game logic init. You only need to do it once not for each unit.

killcount=0;{if (side _x == civilian) then {_x addeventhandler ["Killed",{hint format ["Civ killed by %1", (_this select 1)];if (side (_this select 1)== WEST ) then {killcount=killcount+1}   }] } } foreach allunits

Do this as before
In a final trigger
repeating
cond killcount==3
Then set type to how you want it to end.

It will keep track of civs killed by Blufor.
I don't think the game keeps track of grenade/pipebomb or vehicle kills.


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XanoX  



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#5 Posted at 2013-02-02 03:18        
     
Thank you !!!

Now back to making that mission !
*WRITE*

Added 20 hours later:

A little question, again :)

" in the bombers init put trig1 attachto [this,[0,0,0]]
set the trigger as follows
place a trigger about 10 x 10
blufor present
name the trigger trig1
on act
bomb = createvehicle ["Sh_122_HE",thistrigger,[],0,""]"

It does work pretty well, but the only problem is that the explosion happen on the trigger and not from the source.
So, sometime the bomber isn't arrive at the trigger destination yet when the explosion occur. (npc often stop running or crouch to the ground). Is it possible to make the explosion happen on him ?

This post was edited by XanoX (2013-02-02 17:31, ago)


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#6 Posted at 2013-02-02 17:52        
     
Not quite following as the trigger is attached to the bomber so the trigger position and bombers position should be the same.

You could reduce the range 8x8 or increase the bombs effect "Bo_GBU12_LGB"

I have found spawned bombs don't seem to have the same amount of impact compared to those that are really fired or launched by the game engine.


What you could do is add a second trigger to the bomber.
where you attached the first trigger using trig2 attachto [this,[0,0,0]];


name trig2
15 x 15 repeating
anybody present
cond triggerActivated trig1
on act {_x setdamage 1} foreach thislist

This post was edited by F2kSel (2013-02-02 18:18, ago)


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XanoX  



Posts: 5
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#7 Posted at 2013-02-02 18:03        
     
Thanks i will try that !






Tags: Bomb, Eject, Halt, Way