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  1. AI Discussion (dev branch)

    No probs. Too bad there's even less chance of this command being fixed nowadays than there was before due to the coder re-allocation. :(
  2. AI Discussion (dev branch)

    Yes I have. By placing the chopper and the pad in the editor and putting that code from the Biki into the debug console. EDIT: Didn't think of testing it any other way since you said "does nothing", but I guess it doesn't but the "LAND" does the landing. :P Not really appreciating the condescending tone though.
  3. AI Discussion (dev branch)

    Actually that does work. You have to give the chopper landing instructions first: _heli1 land "LAND"; _heli1 landAt _helipad;
  4. Keyframe animation system in DEV.

    My sarcasm meter is reacting....
  5. This doesn't seem to like custom Eden mission Attributes (Cfg3DEN -> class Mission -> class custommissionattribute), spews out error : Error Foreign error: Unknown enum value: "custommissionattribute" when trying to set value to one with set3DENMissionAttribue or set3DENMissionAttributes..
  6. Yup, that happens with all weapon using the GL. Saw other weirdness as well; manifested itself with the nade loading anim playing when switching to a weapon with GL attached, although I haven't been able to repro the steps to do that, happened once when playing the Laws of War campaign in the scenario where the crates are airdropped when looking for the dropzone so I guess some sort of combo of mk20/pistol/binocs/moving/whatever.. :P
  7. Indeed. The 'moving sounds' should be tied to the equipment and not the character.. Would also need a ton of variation because usually those sounds sound like a bad loop, no-one steps the same way each time in the same exact pose, and the terrain is not the same on each step, etc....
  8. AI Discussion (dev branch)

    The AI group commander (which is the driver in the car if AI is driving it) will order everyone to disembark on enemy contact (unloadInCombat = 1 ? ), I'd presume because they're cargo and not gunners? So, add scripting command vehicle unloadInCombat true/false if scenario designer would want to override this default behaviour
  9. Confirmed. I haven't actually done any comprehensive testing but seems that ever since 64bit the error handling is been somehow weird in unscheduled environment, missing blatantly erroneous code and such.. Of course that can just be my shitty codes though :P
  10. AI Discussion (dev branch)

    Not true apparently, at least that unarmed Quilin the vehicle stops and the guy jumps out, and after a while the vehicle continues on..?
  11. First, you're missing two }; You're not closing the fn_destroyall_sofia = { nor [] spawn{ Second, even if that is fixed the script doesn't do what you want because what your script does is it defines a function called fn_destroyall_sofia, that's all. Calling that function would destroy the buildings.. EDIT: Also, since you execute the script with execVM it's already in scheduled environment so you don't need the spawn there either.. So, change your script to this (should work): B_types = [ "Land_Chapel_V1_F", "Land_Chapel_V2_F", "Land_i_House_Big_01_V1_F", "Land_i_House_Big_01_V2_F", "Land_i_House_Big_01_V3_F", "Land_i_House_Big_02_V1_F", "Land_i_House_Big_02_V2_F", "Land_i_House_Big_02_V3_F", "Land_i_Shop_01_V1_F", "Land_i_Shop_01_V2_F", "Land_i_Shop_01_V3_F", "Land_i_Shop_02_V1_F", "Land_i_Shop_02_V2_F", "Land_i_Shop_02_V3_F", "Land_i_House_Small_01_V1_F", "Land_i_House_Small_01_V2_F", "Land_i_House_Small_01_V3_F", "Land_i_House_Small_02_V1_F", "Land_i_House_Small_02_V2_F", "Land_i_House_Small_02_V3_F" ]; systemChat "Starting to destroy Sofia.."; for [{_i = 0}, {_i < (count B_types)}, {_i = _i + 1}] do { private _building = getMarkerPos "destroyall_sofia" nearObjects [B_types select _i, 300]; sleep 7; {_x setDamage 1} forEach _building; }; systemChat "Sofia - Ready";
  12. That's pretty impressive considering that the array size limit is like 10 million elements or something
  13. It is always possible that something is wrong somewhere.. Latest eden enhanced works fine for me, no missing things on status bar or anything, tried dozens of times and everything works just fine Not saying the ticket is not valid, eden is quite fickle (on the modding side) so most likely mileage varies.
  14. I think that's just the configviewer doing weird things, you can see it in your gif, when you double click the Cfg3DEN -> Eventhandlers open the viewer for some reason jumps to some empty class eventhandlers way down in the list. Scroll back up to Cfg3DEN and the handlers are there, at least that way it is for me on current dev..
  15. This illogically triggers both terrainnew and missionnew events (which are triggered when you open the editor) although it should logically trigger missionload event instead of missionnew since the mission is loaded, not new... EDIT: Oops, was a bit triggerhappy, it actually does execute missionload and missionew and terrainnew, in that order. Still a bit illogical to have missionew triggered in this situation though..