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Chad Vader

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Everything posted by Chad Vader

  1. Hi thanks for the reply! I really want to continue to use the mod as it has an in built function I need for my mission. Wondering if there is a solution as people must have discovered this behaviour in the past?
  2. im also having this issue, but need to load _cargo...... any ideas?
  3. Hi, Not sure if author of this script is here, but I have tried running it and it works on single player but not on a dedicated server. The events dont fire! Any ideas how to get it working on a dedicated server?
  4. Hi again thanks for all the previous help, im nearly there now! Question: Is there a way simulate an AI task Push action in DML? I want to tell a helicopter to change to a specific waypoint mid flight if a flag is raised. Thanks.
  5. That works!! Thanks so much Actually, how do I get the pulse to continue running after it ends? I have the pulses attribute set to -1 but when the pulser fire its done! flag it just stops.
  6. Gah! so many modules, ive been looking through the manual for something like this.. thanks
  7. Hey cFrag, Apologies for all the questions but I am struggling with a way to flip the owned zones in my mission. I basically want to continually check if a zone is neutral, if it is I want to spawn a helo unit on a cloner every 900 seconds to go capture it. I have the cloner and it can clone helos but only when the zone change TO neutral by taking an input flag from this event. How can I continually check that the zone is neutral? Thanks for any advice.
  8. HI, I have encountered another problem with the clone zones. I have a cloner set up just outside the city like this Theposition in the top right is where the troops get cloned, but as you can see, the first clone group followed their waypoint to attack the city, but subsequent cloned groups just sit on the sapwn and dont move. Do you have any idea why this could be? THanks. EDIT: After some experimentation.. ive found that if the previous group is still alive when the next group spawns, they dont do anything. But if the previous group is dead, they follow their waypoints as normal.
  9. Thanks! I have another question (sorry for all the questions) If I remove the last unit in a cloned group using the deClone value, does that fire empty! ? im trying to remove a group if it doesnt get killed then spawn a new unit. Here is my stack. I despawn using a unitZone, bang enterZone! which I pass to the cloner, then I want empty! to fire and the timer to start, but it doesnt actually clone a new unit.
  10. Does anyone know if there is a way to make a cloner spawn if 2 flags are raised? So enter 2 flags into the clone? box to make it behave like an AND condition?
  11. I havent got that far yet im currently trying with one helo and trying to get it to land before the troops spawn. I was thinking of outputing a flat to a delay timer so by the time the delay timer expires the helo has landed.
  12. Oh, I dont actually pick them up, I just despawn them and respawn them where I want to drop them off.
  13. Hey! Thanks for replying. The unitZone is interesting, I have got it to spawn and despawn units when a helo enters and leaves a zone accordingly. You can wildcard the name of the unit if you put a * after its name like troopHelo* so it doesnt matter that the unit is cloned and has an appended suffix. I just need to figure out how to wait to spawn the units until after the helo has landed using the triggerzone.
  14. You've thought of everything! Is there a way of checking if the unit is below a certain AGL before triggering? In the ME we have the "units AGL is less than X" and I use that to fire the trigger so that the units spawn when the helo has landed.
  15. I agree, so I use a zone instead and when the helo lands there I spawn a late activation unit. I just dont understand how DML handles the whole 'detect if a unit of a certain faction (AI) is in a zone and if so spawn units there' Its fairly simple in ME but when using a cloned unit I cant refer to it by name.
  16. Is there a way to do this automatically with AI helicopters? Before I was just using an in zone ME trigger to spawn a LA infantry unit. I would rather use a cloner or spawner to do this when the helicopter lands in the zone. Is this possible? Thanks again for your continued assistance.
  17. Me again. I have a question about heloTroops. I want to spawn ground units using a spawner when a helo flies into the spawners zone and lands. Do I use heloTroops for this because in the manual it seems like this module is for player controlled vehicles?
  18. It all works! the 5 bases are capped and the zone stops spawning units Thank you very much for your help. When im done ill pass the mission over to you to see it all working if you like?
  19. aha ok thats brilliant. Can I use multiple instances of ownALl to track multiple lists to fire different events?
  20. I considered that, but I don't want blue to own all the bases as there are multiple fronts in the map. I only want them to control a subset of bases to stop attacks occurring in that region. I am looking at using a counter, but still reading about it My idea is to use a counter that increments every time a base turns blue and decrements when it turns red in this region. THen when all bases are blue shut the gate using the changer.
  21. Aha brilliant, I will have a look at the changer module. Do you have any idea on how I can collate the conquered! flags for a particular group of DML zones to check if their capture status is blue? I want to signal the changer gate to close if a group of particular zones are captured. Currently looking at countdown module.
  22. Ah ok, I got it. I have removed the stop condition and instead allowed the unit to just spawn in when the 2 flag is raised. This seems to be working now! How do I now raise a flag to tell the cloner to stop cloning unit. For example, when a certain mission condition is reached (for example all the DML zones in an area are captured). I was thinking of banging a flag in each zone and increment it so that when it reaches a certain value, the cloner stops spawning. But I dont know how to tell the cloner to stop. Thanks for your help
  23. Thanks for the reply! Hm, im not exactly sure what you mean, but what im finding is that when the units spawn they do not follow their assigned waypoints they just fly off in a random direction and try to attack the first thing they see. THey do not do this when I do not clone them. Ive passed in the ME trigger "2" into the cloner as the spawn? attribute, and this works, but they do not follow their assigned mission which is to fly to waypoint 1 and attack a specific group.
  24. Sure thing! I guess im struggling to see how DML interacts with normal ME flags. SO basically a helo wants to hold position until a trigger is fired. It has 1 waypoint, to fly to a point then it has a waypoint action of land. It lands in a zone and some late activation troops appear due to another trigger. In order to make it hold position I use a stop condition on the LAND action The trigger is simply a zone that an aircraft flies into then a flag is raised: Lots of groups activate once the trigger fires but the thing we are insterested in here is the flag on 1 event. this feeds into another trigger that waits 60 seconds and then starts lots of different actions, but it raises flag 2 which is the stop condition for the helo. So, using normal mission editing design the helicopter starts to move to waypoint 2 now as its land action has stopped when flag 2 is raised. So i thought, it would be powerful if I could clone that unit so it carries out its task, is removed and then goes again. Here is the clone template: Here is the clone trigger So im following the example on page 515 of the manual which feeds raiseflag into a start delay timer. This actually works! But, when flag 2 is raised, the stop condition for the standard waypoint action does not fire, so it looks like the waypoint actions are not being properly cloned. Finally, there is a trigger that raises a flag to say that the invasion is over and I want the spawners to stop spawning planes. Im not sure how to pass a regular flag into the spawners to make them stop spawning. Hope that makes sense. EDIT: I actually think ive solved this by using a onStart value of no and a spawn? value of 2 (for ME flag 2) Now the helos spawn in when ME flag 2 is raised. But how do you make them stop spawning?
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