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patpowercat

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Last active 52 minutes ago

  1. 10 hours ago
    Thu Nov 23 04:34:47 2017
    P patpowercat posted in Combat support lights.

    Mmmkay. So if it is NOT virtualized I can make a script with this:

    private _pylons =["PylonRack_Missile_JS_F18_AIM9X_x1","PylonRack_Missile_JS_F18_AIM9X_x1","PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AMRAAM_D_x1","PylonRack_2Rnd_BombCluster_01_F","PylonRack_2Rnd_BombCluster_01_F","PylonRack_Bomb_JS_FA18_GBU12_x1","PylonRack_Bomb_JS_FA18_GBU12_x1","PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AMRAAM_D_x1","js_m_fa18_wing_tank_x1"];
    
    private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf JS_JC_FA18E >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply {getArray (_x >> "turret")};
    { t removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines JS_JC_FA18E;
    
    { JS_JC_FA18E setPylonLoadOut [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons;

    Running this will make an editor placed plane named JS_JC_FA18E take the given loadout. But not for the class on spawn from virtualized AI system.

  2. Thu Nov 23 03:47:40 2017
    P patpowercat posted in Combat support lights.

    Also, anyone know how to set the pylon loadout of aircraft? I've been looking around BIS forums and I'm just super confused. Want to use John Spartan's F/A-18 with a custom loadout for MACC.

  3. 11 hours ago
    Thu Nov 23 02:50:41 2017
    P patpowercat posted in Combat support lights.

    I have tried:

    this action ["CollisionLightOff", vehicle this];

    as well as

    this action ["CollisionLightOff", this];

    in the code of the Player combat support transport module, neither of them seem to work for me.

  4. 12 hours ago
    Thu Nov 23 02:42:39 2017
    P patpowercat started the conversation Combat support lights.

    I'm hoping this is a relatively simple question. Does anyone know how to turn off the lights on a player transport helicopter? Using RHS, just have helicopter spawning with module currently. The collision lights are always on, which are a bit immersion breaking when doing a stealth infiltration/extraction.

  5. last week
    Tue Nov 14 22:21:51 2017
    P patpowercat started the conversation Rearm MACC aircraft.

    Perhaps I just have things set up wrong, but I'm having some trouble with MACC and RHS aircraft. I have the module set up with the faction rhs_faction_usaf, with manually placed aircraft synced to virtual AI, as the MACC won't seem to spawn RHS aircraft on its own. The planes are tasked appropriately, however after a few sorties when the aircraft are winchester, I get the no aircraft available error. Is there a way to have the AI rearm the aircraft? Is this something that would be happening already if using vanilla assets?

    Thanks!

  6. Tue Nov 14 00:19:05 2017
    P patpowercat started the conversation Blacklist MACC.

    Dunno if this is possible, but figured I'd ask. Is there a way to blacklist certain aircraft from MACC. I know only profiled aircraft will be included, but what I'm wondering is if I tell the MACC to spawn air units, is there a way to exclude a specific type of aircraft?

    Thanks in advance!

  7. Sat Nov 11 02:39:35 2017
    P patpowercat posted in Placing of ALiVE Modules.

    Where you place the Military AI commander determines OPCOM's objective numbers which (in my understanding) effects prioritization of objectives. Closer to AI module = higher objective number.

  8. 2 months ago
    Sun Aug 27 10:51:07 2017
    P patpowercat posted in Oh look another Artillery question..

    If you select the driver of the vehicle and disable move for that soldier it's worked for me in the past.

  9. 3 months ago
    Sun Aug 20 23:33:27 2017
    P patpowercat started the conversation Activate Trigger on Profile Count.

    I'm trying to try and get a trigger to activate when a sides profile count drops below a certain number. My goal is basically activate a trigger after a certain attrition of forces. Currently I have a script with the following:

    	_profilesBySide = [ALiVE_profileHandler,"profilesBySide"] call ALIVE_fnc_hashGet;
    	_profilesBySide = _profilesBySide select 2; //OPFOR profile count
     
    	profiles = count (_profilesBySide select 0);

    Then I have a trigger that activates when

    profiles <= 100

    I know this works when I use the debug console to execute the script, however I am wondering how to set this up so the profile count is continually monitored. Any help appreciated.

  10. Mon Aug 14 15:12:16 2017
    P patpowercat posted in Task Generation - Limit Task Types.

    You can modify your staticdata.sqf in order to blacklist certain tasks.

    ALiVE_autoGeneratedTasks = [
    "MilAssault",
    "MilDefence",
    "CivAssault",
    "Assassination",
    "TransportInsertion",
    "DestroyVehicles",
    "DestroyInfantry",
    "SabotageBuilding",
    "InsurgencyPatrol",
    "InsurgencyDestroyAssets",
    "Rescue",
    "CSAR"];

    I believe that is current task list. Just delete or comment out what you don't want.

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