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Mike Tyson's ode to Manzilla's SP playing style:My style is impetuous. My defense is impregnable and I'm just ferocious.... I want your heart, I want to eat his children! Praise be to Allah!
I've followed the missions posted above, and I've got a map with helicopter two paths (Insertion and an attack on a building not far away). The paths work brilliantly - no issue there. The issue is with getting the second helicopter to fire on command.
I've copied and pasted the code from SniperWolf's example (which works fine - both path and firing), and changed to suit what I want, and then it doesn't work. Can someone let me know what I'm doing wrong ?
Code:init.sqf LBPath = compile preprocessFile "lbpath.sqf"; CASPath = compile preprocessFile "caspath.sqf";Code:lbpath.sqf _InsertionPath = [<<Data>>]; [LittleBird_Insertion, _InsertionPath] spawn BIS_fnc_UnitPlay;Code:caspath.sqf _CASPath = [<<Data>>]; _CASFire = [[67.187,"FFARLauncher_14"],[67.431,"FFARLauncher_14"],[67.689,"FFARLauncher_14"],[67.894,"FFARLauncher_14"],[68.209,"FFARLauncher_14"],[68.454,"FFARLauncher_14"],[68.663,"FFARLauncher_14"],[68.874,"FFARLauncher_14"],[69.158,"FFARLauncher_14"],[69.359,"FFARLauncher_14"],[69.66,"FFARLauncher_14"]]; [Venom_CAS, _CASPath] spawn BIS_fnc_UnitPlay; [Venom_CAS, _CASFire] spawn BIS_fnc_UnitPlayFiring;Code:Radio Call - Ingame Trigger path1 =  call LBPath; path2 =  call CASPath;
I've retested it a few times, and it actually seems to be the FFARLauncher that is the problem. I changed to a AH-64D and could fire Hellfires and the cannon, but still no rockets.
Anyone had any experience with this ?
OH MY GAWD!!!!!!!!!!!!!!!!!!!!!
Now I can finally set up realistic waypoints for ai in buildings !!!!!!!!!!!!
no more buggy building patrols!!!
and realistic movements finally
but how does it work after its played the recorded action? if its in a squad will the action play then wherever the ai is will it go back to its original formation within a group or whatnot?
thanks for sharing this im gonna try it now!
yea i tried it out, kind of sucks the animations arent shown, but maybe theres a way to script the animations in place?
for vehicles i tried an m1a2 tusk and did some back alley driving in zargabad and the tracks do actually animate themselves, but no sound is heard from the engine when the tanks is moving...
also, adding 3 more ai tanks to his group made them follow his movements (somewhat)
also another thing, it actually fires on enemy units in its line of sight and kills them, it just wont stop or change movement until the play finishes.
pretty neat tho
Im having a problem using these commands on an AI flown C-130, the AI seem to be fighting the commands and making the plane judder around. I dont get the problem when I am sat in the plane not touching the controls.
Tried it with 20fps, 30fps and 60fps recording.
I tried using some commands in the init field of the aircraft:
this disableAI "MOVE"
(driver this) disableAI "MOVE"
take a look on this video tutorial that I found in youtube :
Last edited by zombo; Jan 7 2011 at 07:13.
link to my youtube channel (it has videos of arma 2)
So this recording is only really used for flying that' s already in motion, in other words a trigger isn't going to activate the person getting into a pilots seat and if it does he wont turn on the heli then the script will run with no rotors spinning.
I loved this You tube tutorial it was so helpful, I hope we see more tutorials on how to use this even more effectively.
Seems like it just doesn't work on fixed wing aircraft.