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Thread: New advanced IED script is out

  1. #31
    Tested this script, pretty great work has been done here.

    Never experienced such intense caution needed, when using this script to play a simple mission made via editor. Every damn windows and floors is carefully observed to see whether any taki is behaving strangely.

    How bout releasing this in the complete section? So the mission designers can pick this up?

  2. #32
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    Quote Originally Posted by Muahaha View Post
    Tested this script, pretty great work has been done here.

    Never experienced such intense caution needed, when using this script to play a simple mission made via editor. Every damn windows and floors is carefully observed to see whether any taki is behaving strangely.

    How bout releasing this in the complete section? So the mission designers can pick this up?
    I believe it ain't complete yet, he still has some interesting things he wants to implement and improve (but don't quote me)

    00dc15, this may be of interest (haven't tried it myself)

    http://forums.bistudio.com/showthread.php?t=107888

  3. #33
    As an FYI, testing using ACE 1.5 (build 390, RC5 I think?) the IEDs never spawn on the ground. I believe this is a bug in that build of ACE.

    Testing with build 400 (the stable release/RC6) the issue of the IEDs not appearing is resolved.

  4. #34
    Can someone help a total noob and tell me where I'm going wrong.

    I place a man on the map and put this in the Init line null= [this,10,5,"Rnd","Sw",0,"bin","noGun","Run",] execVM "IED_Man_v6.sqf";

    When I click OK I get the message "Missing [" This only happens when I remove the I as stated in first post.

    If I put the I back in I get this, No entry "bin\config.bin/CfgMagazines.any

    And if I put this in the Init line the guy runs about 10 yards, stops and lies down null= [this,5,2,"GrndL","Mo",0,"bin","","run"] execVM "IED_Man_v6.sqf"

    I'm running OA patched to 1.54 with BAF installed.

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  5. #35
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    Quote Originally Posted by GTO View Post
    Can someone help a total noob and tell me where I'm going wrong.

    I place a man on the map and put this in the Init line [null= [this,10,5,"Rnd","Sw",0,"bin","noGun","Run",] execVM "IED_Man_v6.sqf";

    Delete the comma highlighted in red above (straight after the "Run").

    Quote Originally Posted by GTO View Post
    And if I put this in the Init line the guy runs about 10 yards, stops and lies down null= [this,5,2,"GrndL","Mo",0,"bin","","run"] execVM "IED_Man_v6.sqf"

    I'm running OA patched to 1.54 with BAF installed.


    Silly question but I have to ask! Have you have got the IED_Man_v6.sqf file in your mission folder, not a sub-folder? With that line, he should kneel down, place an IED, then start running around trying to find a look out location, during which a dead body will appear and disappear at the IED location.

    Best running 00dc15's sample mission first (see how he's done it), then go from there.
    Last edited by gnarly_rider; Oct 17 2010 at 13:12.

  6. #36
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    Put it on our scripts section at Assault Mission Studio. Seems to be that the rapidshare link doesn't work...for me.

    Advanced IED Script by 00dc15

    Assault Mission Studio - German Mission Editing && Scripting Website

  7. #37
    Thanks gnarly, removing the comma did the trick.

  8. #38
    Any idea how I could mix this or parts of this script into a BE Warfare map? I've been trying to find a way to incorporate it into the occupation forces for the towns, so when the patrols spawn, there's several of these IED ambushers ready to pounce in the town. However when I try to test it out I keep getting crashes.

    I'm curious if there's a way to simply either script a guy to spawn and perform the actions, or to just mix it into one of the patrollers.

    Any thoughts?

  9. #39
    Alright, well I just went ahead and manually placed all the IED ambushers. Now the only issue I'm trying to figure out is why they'll go through all the actions, but not detonate the IED's when either West or East troops enter the trigger range. I'm trying to debug using just the West side trigger statements, but even then they aren't detonating. Seems like they go through all the actions of the script properly. Such as planting, running around finding cover and concealment, and then waiting and observing.

  10. #40
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    Finally tested this on a dedicated server in Multiplayer Cop, and ran into some major issues:

    - The spotter seems to teleport around continuously the whole game (1-2 hours after mission start) generally ending up in the middle of the road, but not always. This was in takisatan with lots of buildings overlooking IED locations, which worked perfectly well in editor (triggerman hid in building etc)

    - When the engineer player defuses the IED (after teleporting triggerman has been eliminated), IED still remains visible for other players.

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