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Thread: RUM Assets

  1. #221
    A quick question, must the operator of RUM always be a group leader?

    I have just tried an insertion as a group member, with a friend as leader. Requested a fast rope insertion. Once the ropes were dropped only i was "ejected" onto the rope, he was stuck in the chopper.

    EDIT:- On the above point, after testing a little more, it appears as if only the script callerr i.e the one requesting insertion and AI in the chopper, deploy via rope fine. But any human players in th chopper do not, they get stuck.

    EDIT:-

    I know you say this hasnt been tested enough in a dedicated enviroment, but has anyone had it fully functional? I seem to have ran into a problem with the artillery, on the dedi server you can request arty, it gets to the dialog of authenticating but then nothing, the arty battery's just sit there.
    Last edited by Shadow.D. ^BOB^; Jun 16 2011 at 21:55.

    "Si vis pacem, para bellum"

  2. #222
    Quote Originally Posted by Shadow.D. ^BOB^ View Post
    A quick question, must the operator of RUM always be a group leader?

    I have just tried an insertion as a group member, with a friend as leader. Requested a fast rope insertion. Once the ropes were dropped only i was "ejected" onto the rope, he was stuck in the chopper.

    EDIT:- On the above point, after testing a little more, it appears as if only the script callerr i.e the one requesting insertion and AI in the chopper, deploy via rope fine. But any human players in th chopper do not, they get stuck.

    EDIT:-

    I know you say this hasnt been tested enough in a dedicated enviroment, but has anyone had it fully functional? I seem to have ran into a problem with the artillery, on the dedi server you can request arty, it gets to the dialog of authenticating but then nothing, the arty battery's just sit there.




    You have to move the artillery into firing range to use them... wait are you talking about the actual static howitzers? or the MLRS?
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  3. #223
    In playing with it I think I've notice the artillery runs out of ammo after firing for a couple missions. So that may be the problem and i'll try to fix that or set up parameters for it.

    For the fastrope, did you use ACE or Norrin's rope addon? It should be possible to make it MP compatible because it has been done. From what i can tell it uses setvehicleinit to pass information over the network to have the crew bail but I may have screwed it up in trying to work it in with the RUM scripts.

  4. #224
    Any word on an update... love the scripts, just having some small problems with it here and there compared to your original Air Support scripts.

  5. #225
    I've been busy with work for a while now. Haven't gotten to work on the scripts or play ArmA much.

    Since I have the next few weekends booked, I wouldn't hold my breath for an update. Keep me posted on the worst of the worst problems and I'll try to prioritize them first when I do get around to it.

  6. #226
    Just thought I would help here... I was having an issue with the spawned transport heli's not having both gunners in it. Here is what I found as to being the issue. After I changed it, all is working fine now and both gunners are onboard and doing their thing


    original code in the "callTrans_spwn.sqf" file under the THel folder.
    Code:
    _grp2 = createGroup side player;
    _crew = [];
    _cfg=configFile >> "CfgVehicles" >> typeof _helo >> "turrets";
    for [{_n=1},{_n<=(count _cfg)},{_n=_n+1}] do {
    	_gunner = _grp2 createUnit [RUM_THEL_Pilot, getpos _spwn, [], 0, "FORM"];
    	_gunner moveinTurret [_helo,[_n]];
    	_helo lockTurret [[_n], true];
    	if!(_gunner in crew _helo)then{deleteVehicle _gunner};
    };
    Changed to this to make it work...

    Code:
    _grp2 = createGroup side player;
    _crew = [];
    _cfg=configFile >> "CfgVehicles" >> typeof _helo >> "turrets";
    for [{_n=0},{_n<=(count _cfg)},{_n=_n+1}] do {
    	_gunner = _grp2 createUnit [RUM_THEL_Pilot, getpos _spwn, [], 0, "FORM"];
    	_gunner moveinTurret [_helo,[_n]];
    	_helo lockTurret [[_n], true];
    	if!(_gunner in crew _helo)then{deleteVehicle _gunner};
    };
    Hope this helps out a bit as well as for anyone else that might noticed and had the issue where only one gunner was in the transport helo.

    Cheers

    VRCRaptor

  7. #227
    Second Lieutenant Kremator's Avatar
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    Will test that one .... cheers VRCRaptor

  8. #228
    Second Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
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    Hi Draper,

    Found a little bug with the THel. If I have 2 of them working operations around a map, and both need some type of Move On! input, the system gets confused and will only have the callsign for one of them (but doubled up on action menu).

    Example - I have Baluga and Dophin set to extract. They both get to their correct places and are waiting. But as I tasked Baluga first I get 2 Baluga: Move On! in the action menu.

    Any idea how to fix it ?

    By the way LOVING these scripts. My airports are full of scripted action. Did you ever get around to scripting an automated airport system (that could use the AHel, THel and Fxd that are already present for making dummy runs (no drops required)) ??

  9. #229
    Quote Originally Posted by Shadow.D. ^BOB^ View Post
    I know you say this hasnt been tested enough in a dedicated enviroment, but has anyone had it fully functional? I seem to have ran into a problem with the artillery, on the dedi server you can request arty, it gets to the dialog of authenticating but then nothing, the arty battery's just sit there.

    Although it took a bit of trial & error at the start, we've been using it on and off on ops since November last year and it still works really rather well (and mostly for artillery, too)

  10. #230
    @VRCRaptor

    Thanks a bunch for that! will be sure to fix in a future release.

    @Kremator

    Ok, I'll work on that. Probably using the same variable over again when it should be unique. It'll take me some time to fix but certainly doable.

    Haven't done any ambiance script. Once though for a mission I set up a helo to just be on a loop using only waypoints in the editor. I had them move to, come back, getout, getin, cycle. Probably would work with airplanes too.

    @Shadow.D.^BOB^
    It sort of just occurred to me that often I've miss named a unit or logic in the RUM_init.sqf or in the editor and that causes things to just do nothing, while dialogs fire anyway. I'll try to work up a error handling to warn people when that happens.

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