Poll: What Editing Feature would you like to see explained in more detail?

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Thread: Take On Sample Missions!

  1.   Click here to go to the next Developer post in this thread.   #21
    Quote Originally Posted by Slapstick View Post
    I noticed a wee problem with the first sample mission. The instructions for creating the waypoint to attach the slingload said to set the "Completion Radius" to 6. However, when I did this the load would not attach. I noticed that the associated screen shot showed the "Placement radius" set to 6 with the completion radius left at 0 (zero). When I did this the load attached and I was able to complete the mission.

    I have already updated the instructions on the wiki to match the screenshot, but thought I should mention it here in case I'm missing something else. To a complete noob it sounds like the completion radius is the field that should be changed...
    You got us, it was a simple mistake of putting 6 into the Placement radius line and not the Completion radius line for that screenshot. Easy mistake to make when one's just above the other. Apologies. The issue is not present in the downloadable mission.

    However, having the Completion radius set to 6 does still work on my end. You just need to fly low enough and close enough for the attaching sequence to initiate. Then you need to wait for it to finish before taking off again. Setting the Completion radius to 0 meant you could pick it up from higher and further away. The 6 in this case means 6 meters from the crate to the center of your helicopter. Hope that helps!

  2. #22
    Oops, I guess I wasn't hovering low enough...

    Perhaps the tutorial could be updated to say what exactly the "6" means when entered in the completion radius field (I'll ask first before updating now ).

    Also, what does the [5] in the Arguments field do? It apparently passes an array containing a single value (5) as the argument to something...

  3.   Click here to go to the next Developer post in this thread.   #23
    The purpose of the [5] Argument is explained in this section of the wiki article,
    Enter '6' in the "Completion Radius" field, and '[5]' in the Arguments field, and click OK.
    note, here we're changing some basic conditions of a slingload task, which are explained in better detail here
    Basically, all that the [5] is doing is making it so the cargo does not attach to the helicopter instantly, which is the default setting of the so-called "posLimit". Rather, it will take 5 seconds.
    Last edited by Zipper5; Jan 4 2012 at 08:58.

  4. #24
    I would like to know how to attach and detach cargo without having to use waypoints, maybe using a trigger perhaps? Would make it much more MP freindly. (if someone can explain how to do it, please tell me)
    My custom missions:
    TOH - COOP5 Operation Pegasus http://forums.bistudio.com/showthrea...ration-Pegasus
    TOH - COOP Convoy attack (both Hinds and stock versions) http://forums.bistudio.com/showthrea...-Convoy-Attack
    A2CO Multi-mission Template http://forums.bistudio.com/showthrea...48#post2182048
    Basic Vehicle respawn script (A3 Alpha) http://forums.bistudio.com/showthrea...72#post2389272

    [EVO] Multigaming Clan is recuiting at www.evoclan.net

  5.   This is the last Developer post in this thread.   #25
    Each of the new Scripted - Helicopters waypoints are a function that is simply called by the waypoint when it is completed, and the parameters of the waypoint are passed to the function. In the case of attaching and detaching slingloads, the functions involved are: BIS_fnc_wpSlingLoadAttach and BIS_fnc_wpSlingLoadDetach. You can also call all functions in a MP compatible format through use of the BIS_fnc_MP function.

    Unfortunately, rope simulation is currently not MP compatible. If it is a hosted server, the host will be the only one the system will work on. The rope and cargo will be invisible for the clients. It won't work at all on dedicated servers.

  6. #26
    Any plans to make it MP compatible at some point?

  7. #27

    Thumbs up BIS_fnc_heliportHeliAddMission error

    Hi,

    Firstly: Thanks for making these tutorials. Really, really great.

    I tried the first mission, but to mix it up a bit (and get better frame rates), I tried making it on the South Asia Map. I followed all the instructions, but when I preview it, I get the error message:

    "BIS_fnc_heliportHeliAddMission. No helipads detected. Make sure at least one of the heliport compositions has helicopter model in it."

    To make sure it wasn't me, I re-did it in the Seattle map and it worked fine. The only difference I can find, is that when you mouse over the actual heliport location (from the campaign), a tool tip comes up with "Heliport (Small)". The "Heliport" module we added in the mission seems to have some relationship with this map object. As noted in the tutorial - you don't have to be precise with the placement of the helicopter unit (you can place it anywhere on the map!)

    I can't find anything about this relationship in the Wiki. After some reading I found the wiki entry about CfgBase, which says "Every world is allowed to have one heliport."

    So, questions (and findings):
    1. There is only one, fixed location heliport in the Seattle map and none on the other two maps?
    2. You don't really need this heliport for the sample mission (if, say, you wanted to use a different location)?

    3. You can add as many heliports as you like. When you start the mission, the player is placed in last one you added.

  8. #28
    I am not really into it, but maybe there is a module available to do the same?

    Like this one:
    class HeliportLogic: Logic
    displayName = "Heliport";

    Select the modules category in the editor. It should be in there.

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