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#1 Posted at 2016-03-06 03:18        
     
I am working on a mission where a convoy of striders is driving from the main Airport to the offices in Pyrgos. They need to drive in close proximity single file so the only real option was to use BIS_fnc_unitPlay.

My first issue is the wheels drag on the ground when unitPlay is playing. On asphalt/concrete they create a very annoying screeching noise. If you allow the driver to move (i.e. don't execute 'driver vehicle disableAI "MOVE"') and the player is in the commander seat, they can command the AI to drive forward ('w' key by default I believe). This will absolve the screeching noise for that vehicle. My issue is that I don't want to make the player do that for the strider they are in. I haven't been able to find a way to script that. If anyone knows how to get the wheels moving or in sqf issue a command forward, that would be much appreciated.

My second issue is that all the AAF crew in the striders slouch over like they are dead. I have double checked, they are not indeed dead, they still play idle animations in the chairs. They just appear slouched over doing their thing. This is pretty immersion breaking as they are driving well at high speed in close formation while staring at their crotch and not the road. :p Does anyone have any clue on what could be causing this? I haven't seen it crop up anywhere else.

If you need more information or I was unclear about something let me know.


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#2 Posted at 2016-03-06 04:22        
     
# jshear95 : My first issue is the wheels drag on the ground when unitPlay is playing. On asphalt/concrete they create a very annoying screeching noise. If you allow the driver to move (i.e. don't execute 'driver vehicle disableAI "MOVE"') and the player is in the commander seat, they can command the AI to drive forward ('w' key by default I believe). This will absolve the screeching noise for that vehicle. My issue is that I don't want to make the player do that for the strider they are in. I haven't been able to find a way to script that. If anyone knows how to get the wheels moving or in sqf issue a command forward, that would be much appreciated.


Welcome to Arma :D

Have you tried setting them waypoints so they think they're indeed driving and hold down the throttle. Just a hunch, might work might not.

As far as the bodies slouched over I think this has always been present in unitplay unfortunately .. best bet is to get it rectified by BIS, post Here as the ticket system has been shutdown temporarily..


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#3 Posted at 2016-03-06 04:49        
     
I gave up all unitPlay for a while! (except helo "from the sea" insertion). Striders are working well , grouped, with waypoint fast, careless, close form file, completion radius 30. Don't add many waypoints if you want them on road, the careless behaviour is strong enough to make them stay on roads. By the way, commander overrides all orders.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#4 Posted at 2016-03-06 16:50        
     
@BroBeans: I had a 'getout' waypoint at the area where the units disembark. I tried putting a move waypoint right before that. Unfortunately it didn't solve the issue. Is there a way to spoof player keyboard interaction? If not is there a way to redirect a sound file for 1 mission via sqf (in the mission)?

@Pierre: I have tried using waypoints and they mess up big time. The convoy has to wait at the airport for the player to arrive and then start out. I have to have them start lined up which they hate. If I disable AI movement, as soon as its re-enabled, they take a while to realign and break formation to reline themselves up. There are also leading and trailing APCs that break off from the convoy just before the destination. And the last big roadblock to waypoints is (no pun intended) a road block that they have to navigate. (The type where you have to zig zag through concrete barriers). The last two, issues (APCs and roadblock) I could remove, but I can't get them to line up properly with waypoints at the beginning and end and that really is essential for this part of the mission. Unfortunately I need Unitplay in this instance.

Thank you both for the speedy reply. Any other ideas?


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#5 Posted at 2016-03-06 16:57        
     
If in terms of redirecting a sound file you mean the sound for driving, it is possible, but probably wouldn't sound as good as a regular throttle noises.

Best bet is use the config viewer to find the path to the sound. then use playSound

or try forcing engineON. you will atleast get some sound.
this engineOn True;
chuck this on each strider


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#6 Posted at 2016-03-06 18:39        
     
The striders already have their engine on. The sound is a screeching noise that is produced because the wheels are sliding across the concrete rather than rolling on it. Ideally I could just remove the screech sound from my mission all together and then it wouldn't be an issue. Do you know how to redirect a sound file?


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#7 Posted at 2016-03-06 20:01        
     
You'd need a mod to override collision sounds for the Strider.

Unit play is a half-assed system made back in OA for one littlebird insertion. Just use waypoints and understand that Arma doesn't have the AI control other videogames do. They will assess the situation with whatever brain they got and act as they see fit. Also why whould your convoy need to be really tightly close and not in a File or Column? That's not safe.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

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#8 Posted at 2016-03-06 21:03        
     
Sorry for being so stubborn, but I really want unitPlay on this. I was looking into removing the sound when I found this:
https://community.bistudio.com/wiki/sendSimpleCommand
It allows me to send the 'fast' command that minimizes when the tires skidding.

Also, I think I found a solution to the crew being slouched over, I noticed when I swapped positions back and forth with the driver, he perked up. I should be able to teleport all the crew out of the vehicles on unitplay start, and then teleport them back into the vehicles. I will post back here (if I remember) when I get to it. It will probably be a while before I do as I have a few other things in this intro I want to sort out.

Once again, Thank you for the help BroBeans, PierreMGI and 654wak654! Without your suggestions I probably wouldn't have found the sendSimpleCommand command.


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#9 Posted at 2016-03-06 21:48        
     
If in "Intro" I'm not sure you can use it because there is no player in intro (not yet).
Ceeeb:
Only vehicles crewed by a player can use sendSimpleCommand

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#10 Posted at 2016-03-06 22:18        
     
I should have specified, its an in game intro (during the normal play time where the user can control the player). Its a Half Life 2-esque cut scene only in the sense that you can control your character while stuff happens and people talk.


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#11 Posted at 2016-03-07 03:58        
     
Not much you can do bud.

Like wak said, unitcapture/unitplay was mainly only ever used for BIS with their campaigns. And generally only used on helicopters.

You could always try set the effect volume to 0 for the intro and play music via the game


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#12 Posted at 2016-03-10 23:37        
     
Did you success? Your challenge is interesting.

You can have a look at this alternate solution (with an invisible rope).

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#13 Posted at 2016-03-13 23:35        
     
Yeah. The solution I mentioned in post #8 works pretty well. There is still occasional screeching from the tires but for the most part the wheels spin in the direction of the vehicle and eliminate the noise.
The alternate solution is a cool idea, but as for right now, I am ok with my current solution.
Thank you both for the help!


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#14 Posted at 2016-03-14 03:02        
     
glad you got things working :-)