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stowed4sea

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About stowed4sea

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  1. stowed4sea

    A basic scripting question.

    You know, range was something that I failed to check. What is the max range for artillery? I had him set up at Camp Maxwell shooting to Kamino Firing Range on Stratis. I wouldn't think that should be too far, but I'll try shorter ranges when I get home. EDIT - google returned a steam guide with a range listed of 1.5 kilometers. Is that accurate? If it is close, I think I may have just had the range too far then. Hopefully, this was just my problem of me being ignorant and nothing else, otherwise I'm not sure what could be wrong.
  2. stowed4sea

    A basic scripting question.

    I tried again this morning and still couldn't get it to work. I set up 2S9 Sochor unit and named it art1. Then I set up a trigger and put the following command under activation: art1 doArtilleryFire[getMarkerPos "target1", "32Rnd_155mm_Mo_shells", 10] I also had a marker set up named target1. I also restarted as the Sochor player myself to ensure it had that ammo type. I checked the RTP log, and the only thing it had was a few ALIVE errors but then a "Error in expression </*---------------> message, but this was also here even before I tried this trigger. I've also tried it all on a fresh new default map, unmodded and still couldn't get it to work. I have enabled showscripterrors and nothing popped up. I also made sure the trigger was going off, and typed in the activation block a hint that did display, but the artillery never fired when activated. I'm sure it is just something dumb and obvious that I'm missing, but I don't know what it is. Thanks again for the help guys. EDIT: I forgot to mention that I also tried using various xyz cordinates as listed over on the wiki page.
  3. stowed4sea

    A basic scripting question.

    I should have known to try the wiki. Thanks for pointing me the right direction. I'll get those working and hopefully solve my problem.
  4. stowed4sea

    A basic scripting question.

    The one I tried for hours to get working was doArtilleryFire, but I don't have the exact specifics at the moment. I'll try to pull it up later with a fresh start and if I cannot get it working I'll make a post with exactly what I'm using. What is the rpt log and how do you check it? How do you enable showscripterrors startup parameter?
  5. I've done a lot to educate myself, reading other guides, but have still have a basic question that I cannot really find the answer to in any guide I've read (sorry if I missed it, I tried searching). With the basic scripting commands located here, should they work in game without having to create a separate .sqf file? My question is brought on because while putting some of these commands in a activation box of a trigger, some of them work (like getMarkerPos or hint), but I cannot get others like doArtilleryFire to work at all. Some commands are obvious that they need something extra, such as the playMusic command when wanting to play custom music, however, I don't really understand which ones should work "out of the box". Am I making sense or do I not really understand this thing at all. Thanks for pointing me straight guys.
  6. stowed4sea

    Basic Editing Guide?

    That is awesome! Thanks for the link.
  7. stowed4sea

    CSAT won't engage NATO?

    I'll take a look. Thanks a lot to all who have helped me out on this issue.
  8. stowed4sea

    CSAT won't engage NATO?

    Well, I was going to, but I decided that my mission was just too big and was working on breaking it into several smaller missions. I noticed that after I took 90% of the troops off the map, now CSAT engages properly. I had several hundred troops on the map. Could too many troops cause any kind of odd behavior in the AI logic? I've tested multiple times and all seems working properly now.
  9. stowed4sea

    Basic Editing Guide?

    Thanks a lot, I was hoping to find something like this.
  10. stowed4sea

    Basic Editing Guide?

    I finally was able to find something, in case anyone else had this question. https://community.bistudio.com/wiki/Mission_Editor:_Triggers I didn't know that website existed(I'm new) and with the searches I was using, I never found that wiki page for some reason.
  11. stowed4sea

    CSAT won't engage NATO?

    Is this located in the Functions Viewer or am I looking somewhere else? I saw several other things in the functions viewer with the prefix set..., but not setFriend. I'm using the editor in game to try and find these things, should I be looking somewhere else? Nope, I've set them to safe, hold fire-engage at will. But just to be sure I've tried every other combination as well.
  12. stowed4sea

    CSAT won't engage NATO?

    I opened up the intel editor, and all it has a spot for is "Independents are friendly to: ..." That's how I got the first mission to work, but on this mission there aren't any independants, just OPFOR and NATO and they seem to be friends. I'm not sure what the virtual arsenal is. I placed them on the map by clicking the group button, then infantry then selected the various groups I wanted from there. Several others have asked looking at my custom scripts. Well, I tried and I don't really have a clue what any of that means. I tried finding something familiar that would call out what units are enemies but couldn't locate anything like that. Could anyone point me toward the right direction here? Thanks all for all the responses.
  13. stowed4sea

    CSAT won't engage NATO?

    I'll take a look later on tonight. However, if they are enemies by default, what did I screw up to make them friends? I mean I landed my NATO helicopter in the middle of the CSAT base where guys were patrolling around with many AA weapons all over the place. Nobody even glanced at me until I exited the chopper and killed one of them. I am not too familiar with script editing, so I didn't go into any of that language stuff to edit anything, I have just been using the default triggers and modules to make my mission. Whenever I clicked on a button that brought up lines of code, I got scared and cancelled/exited immediately. I'd like to know what I did so I don't do it again if anyone had any extra ideas.
  14. I'm new to editing and need a little help. I'm creating my second mission. On my first I used Independents and set them unfriendly in the intel section, so they engaged me right away. However, in my second mission, it is OPFOR vs NATO and OPFOR won't engage me until I kill one of their units no matter what I set the troop behavior as. I cannot find where to set them up as enemies. I'm sure this has been asked before but I cannot find it despite numerous searches, I'm probably using the wrong lingo. Thanks for the help.
  15. I was wondering if there was a guide or forum post already on what several of the basic triggers and modules do. I tried searching in google and in the forum and couldn't really find anything similar to what I'm asking so please excuse me for asking if this has already been answered. I didn't know where to ask this in the Editing forums, and this forum seems good for new players, so I'm asking it here. I'm looking for brief definitions of the basic items in the editor. Things like: What does the "Guarded by OPFOR" trigger actually do? Does this make everyone in the area run to defend against any attackers in the area? What exactly is the "Siezed by OPFOR" trigger? Does that just mean OPFOR present and all other enemies not present? General description of the default modules. For example, I wanted to make a traffic checkpoint, but that module just seems to place two troops on the road. Does this change their behavior towards all vehicles incoming, civilian and otherwise? Do I have to drop certain buildings around them to occupy them so that it actually makes a checkpoint? What does the firebase module do? It doesn't seem to do anything. I'm loving this game, I've spent several hours messing around with the editor and have a basic understanding of all the main functions, have watched lots of tutorial videos (thanks Jester814). However, I am brand new to this game, and while tutorials have taught me everything (difference between observation post and base modules for example), I haven't found anything that just gives a basic description of what everything does in the default editor. Do people just know these things from years of playing, or is there a guide somewhere that I'm missing. I've seen lots of guides on editing, just none that define what I've stated above. Any help or direction is much appreciated.
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