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tierdisogni1450

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About tierdisogni1450

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  1. tierdisogni1450

    Helicopter Shoot Down with VLS

    To the rescue again! haha I did end up scripting the last couple events. For all intents and purposes the mission is in a playable state with a few minor bugs left to hash out. I think I'm just letting the code intimidate me since it's so far from what I normally work with. I learned c# and c++ in school, but most of my coding work has been in Unreal blueprints until now. Thanks to all you guys that helped me out!
  2. tierdisogni1450

    Helicopter Shoot Down with VLS

    That's awesome! I will give it a test today. Thanks Alpha993! On another note. Is there a way to create a public variable to activate a trigger? I thought I had seen one before but all the code I've tried thus far is not activating the trigger. I'm looking to set task state on one task, and trigger creation of another task right afterwards via variable exfil2. I'm getting a generic expression error in the process. My code is..... _crew1 = []; _airframe1 = []; exfil2 = 0; //If this is the server if(isServer) then { //Pulled other code for cleanliness if(isNull _crew1) then { ["ex1","CANCELED"] call BIS_fnc_taskSetState; exfil2 = 1; hint "it worked"; }; } Below is a screenshot of the trigger setup, it's synced to the create task module in editor. I know a lot of people say it's easier to write all the code out, but I'm still learning arma's api and I'm not quite as fluent as I'd like to be. Trigger Setup Edit: Messed up code on my end for missile and fixed it, works now, thanks again!
  3. tierdisogni1450

    Helicopter Shoot Down with VLS

    Thanks for the suggestion. I decided to spawn an AA unit, delay it long enough to get the kill, then delete it. Seems to do the trick pretty well
  4. tierdisogni1450

    Helicopter Shoot Down with VLS

    That's what I'm starting to wonder, if it's even possible that is. I wanted something a little flashy for this part of the mission, but I may have to settle for a spawned AA unit or something.
  5. tierdisogni1450

    Helicopter Shoot Down with VLS

    Will the call function work in a script? I thought that was a way of expanding code usage in editor triggers? In either case let me see if I'm understanding all of this correctly. See Bold text in quote. That part all seems pretty straight forward. In my mission, the Independent side are the aggressors/enemy, and _airframe1 is the player/blufor extraction. At runtime the script kicks back no errors, but the launcher only fires it's missile straight up. When the if() statement reaches the right condition I get an error for each line that shows a # in front of each command (reportRemoteTarget, confirmSensorTarget, aimedAtTarget, fireAtTarget) and the error reads "Error type Any, expected Object" Also, I did try a direct copy/paste of your code into my script and the same error remains.
  6. tierdisogni1450

    Helicopter Shoot Down with VLS

    Back again. It seems that the missile is not tracking the target. Launch goes ballistic and straight up. When I run the code during runtime I'm still getting an error with report remote target [#] reportRemoteTarget, but it says a ";" is needed. looking at my code, I have no idea where. I have seen other topics on the forums but it appears they're using a trigger, and I'm trying to accomplish everything in script. if(random 100 <= 100.00) then { //sleep 2; l1 doWatch _airframe1; independent reportRemoteTarget [_airframe1, 15]; waitUntil {l1 confirmSensorTarget [west, true]; l1 aimedAtTarget [_airframe1] > 0}; l1 fireAtTarget [_airframe1]; }; l1 is the VLS with independent AI mounted.
  7. tierdisogni1450

    Helicopter Shoot Down with VLS

    You sir are a scholar and a gentleman. Thank you. It cleared up the error for the aircraft.
  8. Good morning! I have been struggling for a couple of days with a particular task for a co-op mission. The end goal is to have a possibility that the players primary extraction vehicle is shot down. Right now I'm seeing errors kicked back at the reportRemoteTarget section of my code, but I feel that is has more to do with the helicopter variable being initialized as an array, but I have yet to find the proper method for initializing the heli, if there is one. Any advice would be much appreciated, and thank you in advance! _crew1 = []; _airframe1 = []; //If this is the server if(isServer) then { //create crew and aircraft _crew1 = creategroup WEST; //create crew for heli _airframe1 = [getMarkerPos "marker_5", 140, "B_Heli_Light_01_F", _crew1] call BIS_fnc_spawnVehicle; //create heli at marker 5, add crew, set direction //create waypoints _wp0 = _crew1 addWaypoint [(getMarkerPos "exfil1"), 0]; //create new waypoint at Primary Exfil _wp0 setWaypointType "TR UNLOAD"; //Move to that waypoint _wp0 setWaypointSpeed "FULL"; //Haul ass _wp0 setWaypointTimeout[60,60,60]; _wp1 = _crew1 addWaypoint [(getmarkerpos "marker_5"), 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; //Random percent chance of shootdown, set to 100 for testing. if(random 100 <= 100.00) then { //VLS target aquisition and shootdown independent reportRemoteTarget [_airframe1, 3000]; _airframe1 confirmSensorTarget [west, true]; l1 fireAtTarget[_airframe1, "weapon_vls_o1"]; } }
  9. We are running a rather vanilla exile server and we had some ideas for implementation, unfortunately I only know JS and my other admins don't know scripting. So with my schedule I have found that we probably need a little help in the department. Scripting with Exile and CUP would be ideal. If you are interested in helping out shoot me a message and we can go from there. We have tried to implement ourselves but went wrong somewhere. We have the original and edited files and originals, along with all the proper item names for the vehicles/weapons/ammo we want to add.
  10. I had this problem today, the fix on my end wasn't too hard. Right now you're saying -mod=@CBA_A3; <~~ that semi colon is telling the computer "end line", you need a way to tell the computer "this group". Adding Quotations will fix that problem. The fix you want is to let the computer know that the semi colon is just a separator. Should look like -mod="@CBA_A3;@task_force_radio;@ace;@FFAAV604;@CUP Weapons;@CUP Vehicles;@CUP Units;@CUP Terrains - Maps;@CUP Terrains - Core;@Advanced Urban Rappelling" Linux also gave me issues with spaces, so try renaming your folders to something without spaces, or including underscores "@CUP_Terrains_Maps;" Thus far everything loads and is recognized, but something within CUP Vehicles is not being found properly (Mi-24 file) even though the version on my Linux box was pulled direct from my hosted server that runs it fine. If I can offer any further help shoot me a message on Steam, name is tierdisogni on there. I'm not on here much. V Direct Copy and Paste of original with proper grouping V (if that doesnt work put underscores in place of spaces) -mod="@CBA_A3;@task_force_radio;@ace;@FFAAV604;@CUP Weapons;@CUP Vehicles;@CUP Units;@CUP Terrains - Maps;@CUP Terrains - Core;@Advanced Urban Rappelling"
  11. tierdisogni1450

    Control Chernarus PvP + Zeus

    Big Changes!! Now running Exile Tanoa Connection Info IP: 64.110.25.218 Port: 2317 Description: Server now runs exile Tanoa and features Zombie zones Harrassing Zombies(they spawn and follow you) Hordes and all the fun stuff that comes with Exile. Vehicle purchase list to be updated soon with different vehicles! Unit: https://units.arma3.com/unit/ifyouaintcav Drop in an application and join our unit!
  12. tierdisogni1450

    Adding mods to pre-existing missions

    I feel very silly, I have since found out how to do what I want. The reason I had confusion was an incorrect line in the config leading me to believe that since the mission didn't have the dependency the mod would not work.
  13. I've done a fair bit of searching and maybe it's my phrasing, but I have yet to find a way to add new mods to an already existing mission in editor. Is this something that is possible?
  14. tierdisogni1450

    Texturing Problem

    After some research on this forum and Google I've yet to find a resolution to my issue. So here's the problem...... Created an asset in Maya, UV unwrapped and textured in Maya, then exported it as a .fbx. Opened A3 Tools, mounted P Drive, opened object builder and imported my object. Turned on textures and it just turns red. The texture library notes the correct .tga file that exported with the .fbx, when opened in UV editor shows up properly. When I open Bulldozer my texture does not show up, it's just the default gray. The only way I've gotten my texture on the item is the planar project it, but since it's been textured in a different manner, that doesn't work. Is there something I'm potentially missing? This is my first time bringing objects into Arma so any advice would be appreciated.
  15. I have what I think to be a good idea for a Multiplayer game mode. I'd like to assemble a team to bring this game mode to fruition. If you're sitting out there bored and looking for a new project, or you're a junior guy like myself trying to get some experience then shoot me a message and we can go from there. I'm not completely new, just new to scripting. I've been 3D modeling for 2 years now, and I'm also very familiar with Photoshop.
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