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hlq2action

RADIO TRIGGER TYPE... THISLIST RETURN NOTHING??!!

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very strange seems that the trigger with radio alpha activation return nothing with thislist....

very strange...

and i need this fucking trigger to return the unit that called the trigger by the radio alpha....

if it returns nothing it s another good big bullshit from the BIS team....

very lame...

here is an example of the execution of the script :

ok someone call a rescue chopper by the radio...

the rescue chopper takeoff immediately to rescue him... and go to his position!!! but here is the problem :

if you don t know who called for the rescue....

how do you know where to go?confused.gif

it s about one week or more that i m asking this question without any response.....

if the BIS developper team could respond if thislist return the units that called the trigger(in case of a radio trigger activation)

if it is tell me how to....

if it s not... will you add this "new" feature that HAD!! and HAVE!! to be included....

thx

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Well - all info i got out of your post is:

you want to know, which unit activated the radio call

sounds easy - so come on, what have you already tried

to get this to work?

show us the syntax you used, so me or any other one

would be able to tell you, if you're right, or if you made

any mistake.

If you think it's a bug, then your post is in the wrong topic,

if you want somebody to help you, then you're right here,

but then we also need a little bit more information.

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so ok if you make your smartass i will say that it s not possible cuz i tried it...

thislist select 0....

do it mean something for ya?confused.gif

well not at all for a zone script trigger where you have make something on presence of west or east....

and where a couple of guys could trig the trigger by entering in a zone...

but when it s a radio trigger it return nothing at all....

so if you re so smart tell me the way you did to get the unit that called the radio.

If you are smart enough you should know that there is only one guy that could use a radio call at a time...

waiting for your smart answer.

and please stop posting things if you can t help...

we don t need smartasses here but guys able to help.

so when you say : give us the script line then we ll see if it s wrong or it s right or it s a bug i will reply by :

if i knew it was right i would not come here....

i already know that it s wrong or not possible... that s why i come here to ask for HELP.

if it s a bug : this is one of my idea that i was thinking about here....

SO THERE IS TWO DIFFERENT KIND OF ANSWER :

IT S WRONG   OOOOORRRRRRRRRRR IT S A BUG.

AND IF WRONG -> POST THE FUCKING ANSWER.

WHAT IS SO HARD ABOUT THAT?confused.gif

I M NOT HERE FOR CHIT CHAT SO POST THAT DAMN ANSWER AND STOP WASTING YOUR TIME BY POSTING STUPID USELESS POSTS...

PS : MISTER SMARTASS I DO PROGRAM IN C AND X86 ASM SO STOP TRYING TO TELL ME THAT I M STUPID.

VERY MUCH HARDER THAN FUCKING OFP SCRIPTING.

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Ah it seems you're a really nice one.

Sorry, but i couldn't find any offense in my reply

to your question. The only thing i asked for, was

more info about your problem. If you're a programmer,

then you should know that it's not important to know

if you want a chopper to come for it, or an enemy, but

details on the syntax would help more.

If you think you're Mr. Brain, and all you saying

must be right, then why you asking questions here?

Only because you think you tried all, doesn't mean

that you did.

Actually i'm at work, but as soon as i arrive at home,

i'll go to find out a way to get the bloody activater

of the radio call. If i find it i'll post it, because i like

to finish things i started, even if you call me a smartass.

Just a thinking remote from my own pc (where ofp is)

have you also tried: thislist select 1

or this select ...?

btw - a radio call can be executed by more than one unit,

even if it has already been activated (bug?). In one mission

i made i used a radio call to let a vehicle go on, and when

we played it, the commander of the group executed the radio

call. No vehicle moved. So the host player executed the radio

call, and whoops the vehicle started moving. But i'm sure

you already knew that ages before.

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Instead of using the thislist command, try to use the command player, e.g. in your script that you call by the radio trigger use

GetPos player

to determine the position of the calling unit.

Hope this works,

Spinor

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spinor thx for trying to help me but you really did not understand what i wanted....

read it again...

and come back here when you ll get the answer

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Yeah, I read it and yeah, I think I understand your problem, but not please correct me if I'm wrong.

The radio can only be activated by human players (so your problem is only relevant for MP, in SP there is trivially only one unit that can activate the radio, i.e. the player smile.gif ).

I suggested the command player because it is a local command, i.e. it returns the unit that is controlled by the player on a specific machine.

As my understanding goes it should work the following way:

1) playerA clicks radio button

2) the radiotrigger is only activated on the machine of playerA (not sure about that)

3) any script called from the radiotrigger should run only on playerA-machine

4) using the player command in such a script should return the unit controlled by playerA, and I think this is the information you want, e.g. GetPos player gives you the position of the calling unit

Once again,

hope this works,

Spinor

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hey spinor... do you know that you are a genius....

a fucking genius..

YEHAAA IT WORKS!

how did you know that constant value?confused.gif?

where did you read that?confused.gif

is there any other constant values in ofp

man if you would like a rescue script gimme your email i ll send you my example mission :]

the chopper respawn and even the chopper crew.

I GIVE YOU THE OFFICIAL OFP EDITING MEDAL

thx for spinor too for the try

problem solved

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Well - i've been messing around to get the specific

unit, which called the radio command.

I could figure out, that the list of the trigger (radio x)

returns <null>.

example: hint format [%1, list triggername] - returned

<null>

Same result i got when trying it out of a script.

Spinor's variant looks good, but i haven't tested this one

yet. I assume, that there might be problems, if the

radio call will be activated from client-side. It seems

that client stuff is also activated on host side, but not

host stuff on client side (if you know what i mean).

So maybe it works when testing as host, but not as client

(i'll test it on my LAN and tell you).

btw - some things also seem to become different when i

started testing missions with more than two players

connected (triggers don't work anymore)

If nothing works, at least you could use addaction to

activate unit specific things (but for this it's to early

at the moment - let's hope Spinor's method works).

Ey hlq2 - maybe my "sounds easy" was looking a bit

offense to you, but i'm sure, before you started messing

around with it, you were also in the meaning that it

should be easy - hehe.

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i tried with addaction but you know it s not a good method i mean it s not currently use..

it s more logical to call a rescue chopper with a radio if you know what i mean...

so the radio trigger returns nothing..

doh! another BIS bullshit...

they got lack of creativity for some commands features..

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I think this is caused by the fact, that this game

basically was made for single player.

I got an idea - maybe it's possible to do it in this way:

I'm sure you know how to ask for unit specific actions.

I mean for example: _unit in _vehicle - like you can use

as condition, or also in a script (in a script the syntax

looks different to this one - i know).

Now what if you could ask for: _unit uses radio-alpha

I don't know if it's possible, or how the syntax should

look like, but maybe it could work.

Tonight when i'm at work, i have 8 more hours to search

thru the turorials and doc's, so maybe i find something 'bout

that there. I'll tell you if so.

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I think the reason why a radio trigger does not return a unit with thislist is simply that no unit can ever activate a radio trigger. A radio trigger can only be activated by a human player. This may seem pedantic but a human player and the unit he/she controls are not the same.

hlq2action, you are right BIS could (or should) have made it possible, but I think it is not a bug of thislist.

Spinor

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Spinor: when you're displaying the list of at trigger

onto the screen, you see for example: west bravo black1,

west bravo black2, west alpha red1

not depending on ai or human-controlled.

The difference is in the activation type of the trigger.

Activated by radio call i think let the game activate

the trigger not depending on who did it.

Maybe it's possible this way: you create the radio trigger

with once activation and when it's activated, you go

for a check, which unit can no more activate it (dunno if

this is possible).

btw - i also tried to create a radio trigger with a size of

x:1000 and y:1000, then i executed the script with

[thislist] exec "script.sqs", but the result of thislist

was again not the right one

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spinor @ Jan. 22 2002,17:27)</td></tr><tr><td id="QUOTE">2) the radiotrigger is only activated on the machine of playerA (not sure about that)<span id='postcolor'>

I am afraid this is true only in version 1.30 and before. In 1.40 radio trigger and synchronization was changed to be more easier to use, which included radio trigger activation on all machines. Corresponding change in patch change list is:

- Fixed: Trigger activation through radio in multiplayer.

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Thx SUMA, but i think your info kills spinor's

idea of using this backdoor from the date,

when 1.4x series (oh no it will be fixed, oh no it will be fixed)

get's fixed. Hmm could it be i repeated myself?

For my part i have to say: yes you're right, i'm using

version 1.30.

So do you maybe have any suggestions of what to

use to get the executor of the radio call?

I assume that you haven't (for the reason that you

would have added it to your reply if there is one)?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Jan. 23 2002,20:11)</td></tr><tr><td id="QUOTE">Tonight when i'm at work, i have 8 more hours to search

thru the turorials and doc's, so maybe i find something 'bout

that there. I'll tell you if so.<span id='postcolor'>

Wow! That's some job you've got! wow.gif

I'm getting paid for doing all kinds of boring stuff for my employer (or employer's customer to be accurate), not for doing something I like or find interesting! sad.gif

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Another suggestion: Put this in the Condition field of the radio trigger:

this AND (player == guy1)

where guy1 is a playable unit. This condition should only be true on the machine of the guy1-player (also, again, I don't know if the trigger is then synchronized on all machines).

Analogously, one has to create such triggers for all playable units.

Spinor

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4ntifa: Don't you think it's really only up to ME,

and maybe to my boss, what i'm doing,

when I'm working in MY job?

First of all, as you probably could read, i wrote

"tonight" this means in most of case that i don't

work for customers directly.

I've got to take care on a system, which calls

automatically, when there's something goin wrong.

There are batch-jobs running, and if all have done

their work fine, they are running to the end without

errors. Be sure, sometimes the sh** is really burning

at my work, and if it's so, i'll spend all my concentration

and attention to what's going on there.

I know you are one of those in this forum, who normally

replies in a serious way, but please let me do my job

how i feel i need to do it.

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thx guys.... i ve added a feature : when someone call the script by radio it calls a init script that will check the side where you are... and then call the appropriate script corresponding of your side....

it works when i add the calling of the rescue chopper in the action menu too...

but there is a BIG problem.....

it only works when i m creating server and then playing alone on the host machine......

cuz when i try in real multiplayer it just don t work at all!!!!!!

not at all you ve read it right!!!!

if you wanna have a prove, let me send you my map...

(i remind you that the map got a rescue chopper feature that can help you to get back to your base by calling it....)

doh!! another problem.... when you use addaction, and that you put it in east team and west team init field...

when 2 players (east and west) are near each other, you can see the double of the action in the action menu!!!

for example this is what i can see in the action menu when

i m far of a ennemy unit that have the same action in his menu:

CALL RESCUE CHOPPER

but this is what i have when i m near an ennemy (2 meters):

CALL RESCUE CHOPPER

CALL RESCUE CHOPPER

I GOT THE DOUBLE ACTION COMMAND IN THE SAME ACTION MENU!!!!

BIS team should work a little bit about this...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hlq2action @ Jan. 27 2002,00:54)</td></tr><tr><td id="QUOTE">doh!! another problem.... when you use addaction, and that you put it in east team and west team init field...

when 2 players (east and west) are near each other, you can see the double of the action in the action menu!!!<span id='postcolor'>

The addaction thing seems to add an action for every object within a certain range. I bet that one of those actions (when it was listed double) would call it for him (that is if the execution of that was different... not checking side of user)

Also, a squad leader can can make the (at least the ai) squadmates initiate actions restricted to him with the "6 action" radio menu item.

The addaction thing needs be worked on...

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Has this been improved in ARMA 2 / Operation Arrowhead?

I really need the specific unit that called this.

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