Pikey Posted March 26, 2016 Share Posted March 26, 2016 I dunno about this script, you can get a similar but not the same effect with CTLD and get pickups and drop offs fairly easily, but it's not the same as keeping the inf with the vehicle like the planned effect. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 gavagai: I got the same problems. Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 Shame this script doesn't work and is abandoned. Would have been great rather than dumb trucks parking until you finish them off... Link to comment Share on other sites More sharing options...
gunterlund21 Posted August 11, 2016 Share Posted August 11, 2016 this script still works. I use it all the time. I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
MBot Posted August 11, 2016 Author Share Posted August 11, 2016 Not sure what the problem is, I have used the script a couple of weeks ago and it worked fine. Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 These are the errors I'm getting. Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 I'll have another go trying to get this script to work tomorrow, I hope I can looks a great script... Link to comment Share on other sites More sharing options...
dooom Posted August 11, 2016 Share Posted August 11, 2016 are yo utrying to get inf to dismount on a ship? im not sure they can do that ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 "This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 Nothing to do with the ship. The error message displays at mission start. The script was being used for three Kamaz covered trucks. Link to comment Share on other sites More sharing options...
gunterlund21 Posted August 11, 2016 Share Posted August 11, 2016 You have this in your mission? I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
MBot Posted August 11, 2016 Author Share Posted August 11, 2016 Do you initialize the script with Do Script or Do Script File? Better do the latter, as the first cuts off all code after a couple hundred lines. Link to comment Share on other sites More sharing options...
Marky3254 Posted August 11, 2016 Share Posted August 11, 2016 (edited) Not first image, been following this and DismountsDemo.miz which does not use "Do Script File". My Mission File: Edit: No longer needed. Edited August 13, 2016 by Marky3254 Link to comment Share on other sites More sharing options...
Marky3254 Posted August 12, 2016 Share Posted August 12, 2016 (edited) Thanks guys for helping. I have managed to get this to work with the 'Do Script File' method MBot without any errors (love them soldiers!!!) so the issue is with using the 'Do Script' method. Maybe it's the extra code you wrote about MBot? Maybe it's cutting and pasting code into the text box with 'Do Script? Maybe it's just me?It would be good to figure out what is going on with the 'Do Script' method as I'll be sharing my missions... Edit: BTW when cutting and pasting into the 'Do Script' text box I noticed some unrecognised characters displayed as squares and Chinese/Japanese characters... Edited August 12, 2016 by Marky3254 Thought of something. Yes really... Link to comment Share on other sites More sharing options...
MBot Posted August 12, 2016 Author Share Posted August 12, 2016 When the script was created, using Do Script was no problem. About a year later ED screwed the function by limiting the amount of code it can run (for whatever reasons). Since then you have to use Do Script File for large code. Link to comment Share on other sites More sharing options...
Marky3254 Posted August 12, 2016 Share Posted August 12, 2016 Ah that would be it then, that's a bit of an annoyance if sharing missions. Was tearing me hair out (not that I have much) for quite some time trying to get the Do Script method to work. Anyway, thanks for the help and the script MBot... Link to comment Share on other sites More sharing options...
ESAc_matador Posted August 12, 2016 Share Posted August 12, 2016 Any chance to save the ammount of infantry remaining? That would be awesome! Link to comment Share on other sites More sharing options...
chromium Posted August 12, 2016 Share Posted August 12, 2016 If it's ok for MBot, I would like to integrate dismount as an option to future relase do DAWS Save Mission. If I could, It could be possibile to keep track of the units spawned. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
MBot Posted August 12, 2016 Author Share Posted August 12, 2016 Sure, no problem. Link to comment Share on other sites More sharing options...
chromium Posted August 12, 2016 Share Posted August 12, 2016 Sure, no problem. Wilco! Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
gunterlund21 Posted August 12, 2016 Share Posted August 12, 2016 Any chance to save the ammount of infantry remaining? That would be awesome! Mbot if you could figure this out, you would be a hero! I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
exil Posted September 18, 2016 Share Posted September 18, 2016 (edited) Awesome script MBot! I stumbled over it just a few days ago. Right now, i'm building a car stop mission for Hueys, where once the target vehicle is stopped, a certain amount of bad guys will hop out of the car. So your script is exactly what i need! But is there a possibility to reduce the dismounting rifle team to only three soldiers? Couldn't find the line in the script. EDIT: Nevermind: I found it! Edited September 18, 2016 by exil GeForce RTX 4090 Founders Edition - AMD Ryzen 7 5800X3D - 64Gb RAM - Win11 - HP Reverb G1 - Thrustmaster Warthog HOTAS (40cm extension) - VKB Sim T-Rudder MKIV Pedals Link to comment Share on other sites More sharing options...
BiggieSmalls Posted March 24, 2017 Share Posted March 24, 2017 Hey just started playing around with this script. What a great addition! One question I had is would it be possible for it to provide a dismount to any Unit with a name, for example, "Transport #xxx" where it ignores the digits after the #? That way you could specify that all units called Transport #001, Transport #002, etc. would have a dismount without having to manually script one to each transport. Might not be in the cards to add that; regardless, great work! Link to comment Share on other sites More sharing options...
Igneous01 Posted May 7, 2017 Share Posted May 7, 2017 I had a look at the script and added some logic so that it keeps track of remaining alive units. So if 3 guys die and they mount up and dismount again, only 3 will come out. I also added an optional flag parameter you can pass in (ie. to check if both the carrier vehicle and it's cargo are dead). Flag is set to 2 (mounted) 1(dismounted) 0(dead). You can use that to check if trigger if both carrier and group are dead. Mind you my lua is quite crappy (had to copy units table, remove those that are dead from copy, transfer table over) so im sure there are better ways to optimize this script. But from my testing it worked out pretty good. Attached script and miz file (miz is 2.0 nevada).DismountsScript_v1_5.luaTest_Dismount_Script.miz Developer of Kaukasus Insurgency - a customizable Dynamic PvE Campaign with cloud hosting and stats tracking. (Alpha) http://kaukasusinsurgency.com/ Link to comment Share on other sites More sharing options...
ESAc_matador Posted May 7, 2017 Share Posted May 7, 2017 Fantastico!!! Awesome!! Link to comment Share on other sites More sharing options...
BaD CrC Posted May 7, 2017 Share Posted May 7, 2017 Great addition Igneous01. https://www.blacksharkden.com http://discord.gg/blacksharkden Link to comment Share on other sites More sharing options...
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