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Thread: RUM Assets

  1. #121
    ...if not it may be a bigger problem, check error .rpt file in your application data file.
    oh wow, didnt even know about this file yet hehe.

    but i found no sign of any RUM message in there.
    Dysphoria, Borealis, Gleis19, Goodbye, Springtime? , Erinnerungen , Homeward Bound by Mc Speedfreak / Henry Sanner is licensed under a Creative Commons Attribution-No Derivative Works 3.0 Unported License.

  2. #122
    Second Lieutenant Kremator's Avatar
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    I've just had a little go at getting R3F and RUM working together but it seems either/or but not both.

    With Arty logic enabled and sync'd your pieces fire and hit, but R3F pieces fire and rounds never drop.

    With arty logic NOT enabled R3F pieces fire and drop but yours don't even fire.

    Any way to get yours to fire without arty logic ? Or is there a duplication of logics that is confusing the engine ?

  3. #123
    @McSpeedfreak
    Well if nothing pops up as an error then it may be something with the port over to another mission.

    @Kremator
    The RUM pieces are dependent on the BIS module, not doing so would make things alot more complicated. So R3F doesn't work at all if an arty module is running? That seems really weird. Since I know RUM just won't work without it, I'd try to see why R3F can't run with an arty module. I have a feeling it wont be an easy answer since I would have figured them to be totally independent naturally.

  4. #124
    "@vengeance1
    I thought you were talking about the attack helos RTB'ing?"

    Sorry for mixing Helo's and Planes.

    Attack Helo:
    Yes I was talking about Helo's and it does get an error. So just try this, do your RUM Takistan demo, tell the Stationed Attack Helo to RTB and if you have script errors turned on you will see ERROR LINE 22, I believe it is because _stg is not defined.

    Plane:
    Thanks for the suggestion works like a champ!
    _stg = format ["%1 landAt 1",_plane];

    Vengeance
    Last edited by vengeance1; Dec 9 2010 at 02:14.

  5. #125
    Atrillery works fine before a task is initiated and after a task is inititiated it does not. Example of a task: "Vehicle" Triggers are setup at multiple locations set to spawn the enemy units at that area if a particular unit/vehicle is present. In this example, if the warlord is present at a certain location the following enemy units will be spawned at that location.

    Warlords (Name=WL) initfield:
    _nil = execVM "MyScripts\Tsk1_Warlord\PlaceWarlord.sqf";

    PlaceWarlord.sqf

    _where = floor random 5;
    _WLArray =
    ["WL1","WL2","WL3","WL4","WL5","WL6"];
    _WLMarker = _WLArray select _where;
    WL setpos getmarkerpos _WLMarker;

    Trigger Name: WL_Pos_1
    Condtion: Vehicle=Present (Vehicle = WL)
    Activation: _nil = execVM "MyScripts\Tsk1_Warlord\WarlordPos_1.sqf";

    WarlordPos_1.sqf
    Spoiler:



    Any Sugestions? Same thing happened when I used UPSMON spawn as well.
    Last edited by Kempco; Dec 9 2010 at 21:44.

  6. #126
    Huh, this seems really weird, I don't see anything that would conflict. I would check that porting things over to your mission worked (like can the arty fire multiple times or just once before your scripts run). If all else fails I guess the best way to find out is to let it go line by line (i.e. comment everything out, except first 5 lines see if the arty fails or still works and so on adding lines until you find the line that messes it up) I know that seems rather crude but I really don't see how there would be any conflict from just executing that code.

  7. #127
    great script!

    One intresting situation:I put a AV-8B on station with 4xJDAM 2xCBU AT, let it drop 4xjdam. after that I could only select another 4xJDAM for the next strike, the 2xCBU where gone.

    Good to see the planes drop on the first pass. Any way to let the planes fly heigher?
    The ATGM is really impressive btw!
    Last edited by pre-Vet; Dec 11 2010 at 11:46.

  8. #128
    Second Lieutenant Kremator's Avatar
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    ^^ you can set the height in the RUM_Settings.sqf

    The line you need to modify is ....

    RUM_FXD_flyHeight = 150; // height in meters the aircraft will fly at

    Cheers

    Kremator

  9. #129
    Quote Originally Posted by Draper View Post
    Huh, this seems really weird, I don't see anything that would conflict. I would check that porting things over to your mission worked (like can the arty fire multiple times or just once before your scripts run). If all else fails I guess the best way to find out is to let it go line by line (i.e. comment everything out, except first 5 lines see if the arty fails or still works and so on adding lines until you find the line that messes it up) I know that seems rather crude but I really don't see how there would be any conflict from just executing that code.
    Thanks for your feed back, will try.

  10. #130
    I used the latest version of RUM on one of our clan missions last night with great success (albeit I limited the guys to arty and mortars only, or they tend to get over excited with the pretty lights and drop bombs on everything that moves).

    We used a lot of illum but noticed that the sound effects for illum were the same as for HE - which is a little disconcerting. This may be due to us all using sound mods (many use ACE_SM, some using JSRS).

    Also, from a mission makers perspective it would be very nice to be able to include No Fire Zones (e.g. circle on the map in which the assets will not engage).

    I owe you the UK military Fire Mission voice procedure. DaveP keeps bugging me about it :P

    I recommend Six Updater

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