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Thread: RQ-11 Raven A

  1. #71
    I tried using this code to add 2 backpacks to a vehicles cargo, and it did not work:

    this addWeaponCargo ["MAV_RAVEN_BACKPACK",2];

    and it gave me an error saying that item didn't exist.

    EDIT: Also did the weapons command and it did not give me a classname either.
    Last edited by [EVO] Dan; May 7 2012 at 10:27.
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  2. #72
    Quote Originally Posted by [EVO] Dan View Post
    I tried using this code to add 2 backpacks to a vehicles cargo, and it did not work:

    this addWeaponCargo ["MAV_RAVEN_BACKPACK",2];

    and it gave me an error saying that item didn't exist.

    EDIT: Also did the weapons command and it did not give me a classname either.
    this addBackpackCargo ["MAV_RAVEN_BACKPACK",2]; (for cargo)
    this addBackpack MAV_RAVEN_BACKPACK; (For a unit)

    Guess that would work.

  3. #73
    Came across the issue that the sounds are not propagated across the server, as in, when they're played on the player who launched/constructed/etc. the RQ-11 will hear the sounds. This is probably because you're using the say command within the script the addAction calls. A work-around that I figured out a while ago (that doesn't use CBA because it seems you want to try to keep the dependency of your mod only to itself, though CBA does have globalSay and globalSay3D commands) is to have the addAction execute a script that executes another script. There may be another, more simple way of doing this, but that's a work around I've used in the past.

  4. #74
    Quote Originally Posted by Glowbal View Post
    this addBackpackCargo ["MAV_RAVEN_BACKPACK",2]; (for cargo)
    this addBackpack MAV_RAVEN_BACKPACK; (For a unit)

    Guess that would work.
    Yes that worked for me (guess its not classed as a wep or a mag then). Going to see if I can get someone to add it to LEA for me so I can use it in missions easier.

  5. #75
    Staff Sergeant Feint's Avatar
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    Quote Originally Posted by Zephyrdark View Post
    Came across the issue that the sounds are not propagated across the server, as in, when they're played on the player who launched/constructed/etc. the RQ-11 will hear the sounds. This is probably because you're using the say command within the script the addAction calls. A work-around that I figured out a while ago (that doesn't use CBA because it seems you want to try to keep the dependency of your mod only to itself, though CBA does have globalSay and globalSay3D commands) is to have the addAction execute a script that executes another script. There may be another, more simple way of doing this, but that's a work around I've used in the past.
    Interesting. Yes, I am using the say command, but the sound for the engine is played from a script which is called from another script. The sound is played once every second. The engine sound is rather quiet. Are they sure they can't hear it at all even when it is flying low or when it first launches? Did they try turning their speakers up?

    Are other people able to hear the engine wind up sound that occurs right before the raven launches because that's a "say" command called from a script? Or are they not able to hear any sound at all? I don't have a problem using CBA since it's required for a ton of other addons. But if I am understanding you correctly, I'm already using the other fix that you recommended. So I'm wondering if the sound is just too quiet for others to hear. Can they hear the "beep" after the Raven lands and the strobe is blinking?

    I'm also wondering why the Biki doesn't say anything about "say" being local only.

    ---------- Post added at 22:00 ---------- Previous post was at 21:58 ----------

    Quote Originally Posted by NoRailgunner View Post
    Just curious: if wind/storm and heavy rain/snow does have an effect on this SUAV? Or will it be useable/effective under any weather condition? Does the AI notice the RQ11 (as sound/object) if its flying low/very low?
    In regards to all weather performance, it seems to work fine in normal BIS storms. Haven't tested in any of the weather addon-created storms.

    In regards to the AI noticing the RQ-11, I'm sure they can see and hear it when it gets within a certain distance. But it has the same properties as a bird. So they would react to it as they react to a bird, i.e they wouldn't care.
    Last edited by Feint; May 8 2012 at 03:41.




  6. #76
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I can hear the engine start-up and the beep that occurs after it hits the ground just fine, I don't know why anybody would have difficulties hearing it since it's pretty loud.

  7. #77
    Chief Warrant Officer mrcash2009's Avatar
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    But it has the same properties as a bird. So they would react to it as they react to a bird, i.e they wouldn't care.
    Could you script in a "release the payload" into the script just to aggravate the AI?

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  8. #78
    First Lieutenant Kremator's Avatar
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    ^^ plop

  9. #79
    Quote Originally Posted by Kremator View Post
    ^^ plop
    lol.. or possibly the ablity to equip it with small arms or even throwables.. would be fun marking a spot with a smoke grenade so my squad knows where to hit them..
    could be pretty awesome to have it deploy flares too..
    or even a couple of grenades! just my overboard thoughts!

  10. #80
    First Lieutenant Kremator's Avatar
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    lol ... let's keep it real

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