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johnnyboy

[Release] JBOY Patrol Chatter and Lights On/Off scripts

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...so Johnny, if I wanted to put this in Rydygiers Mission, "Pilgrimage", can you tell me how I can do this?  @zagor64bz had the question about "spawned AI". In Pilgrimage there are numerous spawned garisons (Patrols). Would you be able to provide me with a easy to understand (zeeeeero scripting ability) method to get this to work in Pilgrimage

OR

should I try to work this out in reverse by asking Rydygier to look at your mod and see what he might do?

 

Thanks!

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Hey @pvt. partz Its probably best to ask Rydgier.  Its a matter of calling my scripts when a group is spawned, and I don't know how he does that. So once that spawn script has created a group, you call my scripts:

dummy = [SPAWNED_GROUP_NAME, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking
dummy = [SPAWNED_GROUP_NAME, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is 

Just replace SPAWNED_GROUP_NAME with whatever Rydgier's spawn scripts call a newly spawned group.  Find Rydier's spawn scripts and it should be easy to add this in.

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....Hey Johnnyboy

Thanks for getting back to me.

I'll go wake up Rydygier and see what he says

😄

  • Haha 2

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Hey Jonnyboy, very nice scripts you put out for mission immersion.  I made a similar gun light script just didn't think anyone would be interested in it. I added a couple of checks, not just time of day but also if unit has NVGs. To me, it looked a  little strange for a unit to be walking around with NVGs on and flash light on. 

You are more than welcome to use it in your script if you want. The nvg_array contains BIS and CUP nvgs.

AI_gunlights = 
{

private ["_grp","_this","_items","_nvg_array"];

_nvg_array = [
				"CUP_NVG_PVS14","CUP_NVG_PVS14","CUP_NVG_PVS15_black","CUP_NVG_PVS15_green","CUP_NVG_PVS15_tan","CUP_NVG_PVS15_winter","CUP_NVG_PVS7","O_NVGoggles_ghex_F",
				"O_NVGoggles_hex_F","O_NVGoggles_urb_F","NVGogglesB_blk_F","NVGogglesB_grn_F","NVGogglesB_gry_F","CUP_NVG_GPNVG_black","CUP_NVG_GPNVG_green","CUP_NVG_GPNVG_tan",
				"CUP_NVG_GPNVG_winter","CUP_NVG_HMNVS","NVGoggles_OPFOR","NVGoggles","NVGoggles_INDEP","NVGoggles_tna_F","H_HelmetO_ViperSP_ghex_F","H_HelmetO_ViperSP_hex_F"
			];

_this= _this select 0;
_items = primaryWeaponItems _this; 


//time > 5;

		if ( !(isplayer _this) && {(side _this isequalto independent) || (side _this isequalto east)}) then 
		{	
			switch ("PARAM_GUNLIGHT_TOGGLE" call BIS_fnc_getParamValue ) do 
			{
				case 0: //off
				{				 
					
					_this enableGunLights "forceoff";
					
				};	
				case 1: //on
				{
					if ((date select 3) < 6 or (date select 3) > 19 ) then 
					{
						if ({_x in (items _this + assignedItems _this)}count _nvg_array > 0) exitwith {};
						_this removePrimaryWeaponItem (_items select 1);
						sleep .1;
						_this addPrimaryWeaponItem "acc_flashlight";  
						sleep .1;
						_this enableGunLights "forceon";
						
						while {!(_this isFlashlightOn (currentWeapon _this))} do
						//if (!(_this isFlashlightOn (currentWeapon _this))) then
							{
								_this enableGunLights "forceon";
								
								sleep 5;
							};	
					};
				};
				case 2: //random
				{	
					if ((date select 3) < 6 or (date select 3) > 19 ) then 
					{
						if ({_x in (items _this + assignedItems _this)}count _nvg_array > 0) exitwith {};
						_this addPrimaryWeaponItem "acc_flashlight"; 
						sleep .5;
						while {alive _this} do
						{
							_this enableGunLights "forceon";
							
							sleep 30 + random 30;
							_this enableGunLights "forceoff";
							
							
							sleep 20 + random 20;
						};
					};
				};
			};
		};

};

 

  • Like 1

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3 hours ago, nomadd said:

To me, it looked a  little strange for a unit to be walking around with NVGs on and flash light on. 

Thanks nomad.  That is a very smart addition to this script.  Who would use a flashlight with NVG on?  Thanks bro!

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