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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Tue Feb 16, 2010 8:22 pm Post subject: co06@_troja_v1_5.utes |
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hi
like i said, here my new mission: co06@_troja_v0_7.utes on utes
short description:
- 6 russian speznas (ai set off)
- location on carrier USS Khen Sahn
- tasks are:
- Search and destroy all armed planes and choppers on the carrier!
- Search the captain on the carrier and kill him!
- Search any boat and leave the area.
- Bonus: Destroy the Cobra (air patrol)!
- Bonus: Destroy the two harriers (air patrol)!
- crates at start
- in- and outro
Tested triggers, moviescenes and waypoints. email is out.
greets |
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Muerte Post Whore

Joined: 19 May 2004 Posts: 5239 Location: Oregon USA
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Posted: Tue Feb 16, 2010 10:58 pm Post subject: |
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Uploaded _________________ Can't we just play.
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Sun Feb 21, 2010 2:41 pm Post subject: |
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co06@_troja_v0_8.utes
changelog:
- added ace medic module
- delete few units
- reduced some skills
- corrected the setpos of some cases
email is on way.
greets |
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Muerte Post Whore

Joined: 19 May 2004 Posts: 5239 Location: Oregon USA
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Posted: Sun Feb 21, 2010 3:15 pm Post subject: |
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deleting old uploading new _________________ Can't we just play.
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Muerte Post Whore

Joined: 19 May 2004 Posts: 5239 Location: Oregon USA
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Posted: Wed Feb 24, 2010 10:54 pm Post subject: |
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Can you add a script that will kill the enmy if they are in the water? Only 1 of 5 obj ticked, the destroy all planes and choppers ticked. I have seen the captain one tick before. _________________ Can't we just play.
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Zapperguy Deletions Department

Joined: 31 Oct 2005 Posts: 3116 Location: Springfield.... D'oh!
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Posted: Thu Feb 25, 2010 4:18 am Post subject: |
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I took the liberty of editing this a little. Added Nikiller's errorless spectate script, made it JIP compatible & moved the captain just a tiny bit away from the walls & it works fine now. v0_9 on Circus _________________
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Thu Feb 25, 2010 2:36 pm Post subject: |
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thx for fixing zap
i'm not a fan of JIP but the mosts want it... now they have it.
about falling enemies in water. I'm not an expert in scripting, so i've no idea how to perform it... but i dont think its a big problem, coz loosing weapons etc if they gone to swim.
will think about it coming days.
greets |
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Zapperguy Deletions Department

Joined: 31 Oct 2005 Posts: 3116 Location: Springfield.... D'oh!
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Posted: Thu Feb 25, 2010 2:42 pm Post subject: |
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The problem we had with enemy in water was that the captain was under the geometric center of the damned boat. Only birds flying through the lower inaccessible walls of the ship could see him bobbing in the water. With him protected by the boat - it couldn't end. Perhaps make killing him optional or a "Bonus" objective that isn't required to finish it. _________________
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Thu Feb 25, 2010 2:44 pm Post subject: |
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How many enemies are there Rue? Are they all named or are their groups named? This could be done in a couple ways. One is an eventhandler that detects when they start the swimming animation. The other is slow looping script that kills a unit if they have no primary weapons.
I have code at home for checking the swimming animation, if the animation names did not change between ArmA1 and 2. _________________ Sent from my handheld deviceless wire |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Thu Feb 25, 2010 2:53 pm Post subject: |
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the soldiers dont have any name, just the captain and they are not in a groupbind because wallbugs if they want to regroup. dont know how many, i think 5-6 mens in that room and 30-40 soldiers on the ship, maybe less.
but just one script for the captain should be a good solution. Send me the file scriptlines Pea, will check it later.
greets |
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Thu Feb 25, 2010 3:05 pm Post subject: |
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Well, whatever the solution is you are either going to have to put it in the init field of each inf unit, or add a trigger to generate a list of the enemy units. Think the trigger is a cleaner solution. Do you have any non-infantry units in the vacinity of the ship at the mission start? _________________ Sent from my handheld deviceless wire |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Thu Feb 25, 2010 3:16 pm Post subject: |
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there are many ways, deleteunit or setdamage(better one) and i dont have any non-inf unit close to the ship, but i can add something.
better you send me the code for checking the swimming animation. i will check it.
cu |
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Zapperguy Deletions Department

Joined: 31 Oct 2005 Posts: 3116 Location: Springfield.... D'oh!
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Posted: Thu Feb 25, 2010 3:28 pm Post subject: |
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Mr.Peanut wrote: | How many enemies are there Rue? Are they all named or are their groups named? This could be done in a couple ways. One is an eventhandler that detects when they start the swimming animation. The other is slow looping script that kills a unit if they have no primary weapons.
I have code at home for checking the swimming animation, if the animation names did not change between ArmA1 and 2. |
P'nut,
the problem with checking for either of these conditions is that at the end of the mission you must extract by jumping into the water & swimming to smaller boats. With the latest ACE updates, all primary weapons & NV are stripped within approx 10sec in the water. I fear all the surviving friendlies would be executed while trying to get to their getaway vehicle.
 _________________
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Thu Feb 25, 2010 5:51 pm Post subject: |
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The code would be for enemy side only. _________________ Sent from my handheld deviceless wire |
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Thu Feb 25, 2010 11:55 pm Post subject: |
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Okay. Make a script called killswimmers.sqf
Code: | private "_units";
_units = _this;
while {{alive _x} count _units > 0 and isServer} do
{
{if ((getPosASL _x) select 2 < 1) then { _x setDamage 1;}} forEach _units;
sleep 2;
}; |
Then, place a trigger same size/place as your ending enemy not present trigger, type enemy present, fire once, countdown 1,1,1. In onActivation:
Code: | null = thisList execVM "killswimmers.sqf" |
You could also name each enemy and make a list of them and pass it to the script but passing the units through a trigger is easier.
Man! Am I ever rusty at this. What should have taken 5 minutes took an hour of testing.
edit: and while testing I tried jumping into the water from the ship deck and died on impact... _________________ Sent from my handheld deviceless wire
Last edited by Mr.Peanut on Tue Nov 16, 2010 3:25 pm; edited 1 time in total |
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