HAILO 0 Posted March 15, 2007 BETA v1.0 now released (see first post in this topic). If you could help do some pics that would be awsome. I hope you enjoy it Will work in.. Join In Progress: Yes Multi Player: Yes Single Player: Yes Respawn: Yes Note: Flares are used between 19:30 to 04:30. Know Bugs: Flare FX throwing a script error. Added Bonus for you: I have added some detection scripts to detect the white, red and green smoke granades when thrown. It then replaces the smoke effect as well (try this in the sample mission) Let me know of any bugs and I will fix them asap, thanks. Share this post Link to post Share on other sites
HAILO 0 Posted March 15, 2007 Was just wondering what my next script might be, I was thinking of doing a "supplies" drop system that can intergrate with my signals script here. For example, you call for a supplies drop (can maybe specify a vehicle too). Then a transport heli come along and looks for smoke. You then have to mark a drop zone with white smoke when the supply chopper is a certain distance from you. If it spots your smoke or flare it will release the cargo for you. Let me know your ideas chaps and I will see what I can do Share this post Link to post Share on other sites
warpuppy 0 Posted March 15, 2007 @Hailo Your Idea for your next script sounds awesome and would be a really great assest to the game, certianly for mission editors as this would save time. I have run your script and i am totally inspired by it and cant wait to use in my sp missions (i dont know how to make MP Missions yet) If you dont mind me asking how can i get the choppers to come in and pick me up when activating your script is there some type of command that i need to put in the helicopters init field or do i need a script? Please could you explain to me on how i would do this ? Sorry just that i am new and am trying to learn Thanks in advance Share this post Link to post Share on other sites
Novusordo 0 Posted March 15, 2007 Dude this does not make fucking sense Quote[/b] ] ON ACT. "nil = [] execVM "onPlayerConnected.sqf";", AXIS A "0", AXIS B "0" If i paste what u say into ON ACT field or CONDITION field i get this error... For fuck sake. Share this post Link to post Share on other sites
warpuppy 0 Posted March 15, 2007 Sorry Mate I think what he meant by the Axis A "0" & Axis B "0" Is that the trigger axis is supposed to be 0 in the pic u sent the trigger axis is 50 just tryin to help Share this post Link to post Share on other sites
HAILO 0 Posted March 15, 2007 Yep thats right If you need some help there is a example mission called "SignalSystem.Intro" you could "merge" you mission into this or copy the trigger and gamelogic from the example mission. Remember to put all the script files into your mission though v1.1 Beta Released. See first post please (chages also listed there). Here are some pics that might help... (Note: Pics are for v1.1) Share this post Link to post Share on other sites
HAILO 0 Posted March 15, 2007 @Hailo Your Idea for your next script sounds awesome and would be a really great assest to the game, certianly for mission editors as this would save time. I have run your script and i am totally inspired by it and cant wait to use in my sp missions (i dont know how to make MP Missions yet) If you dont mind me asking how can i get the choppers to come in and pick me up when activating your script is there some type of command that i need to put in the helicopters init field or do i need a script? Please could you explain to me on how i would do this ? Sorry just that i am new and am trying to learn Thanks in advance Howdy... Ok in v1.1 the custom event scripts now exist in the "events" folder (this is for future work as I like things neat). For what you would like to do I would recomend you do the following... Hook into the event script called onSignalActivated.sqf with script for a heli to either be created and come to the position of the smoke or flare. The supported array and types are shown below. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Supports: [_type, _pos] Types: "pickup", "target", "marker" "pickup" is green, "target" is red and "marker" is white. If you plan to run a mission on MP the AI's locality is on the server and not the clients. You would need to use a condition like so... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (local server) then { // Code to run on the server }; Now for realism sake doing this in the above will mean the smoke might die out before the chopper arrives. I would recommend you use a radio trigger to call the heli to the area and then you can throw some smoke and the onSignalActivated.sqf event script can execute some code on the server to land the chopper (as it has seen your smoke). If you dont throw smoke it can fly about for a bit and then leave as you did not signal for a pickup for example. Tip: Set the variable "HLOsDebug = true;" so you can understand when certain events are triggered. Note that the onPlayerConnected.sqf fires off the "signal\init.sqf" straight away so you wont see the debug from the onPlayerConnected.sqf as it happens so fast. Share this post Link to post Share on other sites
snkman 351 Posted March 15, 2007 Fantastic and i see you added "HeliHEmpty" command @lethal Greate Smoke effect's Thank's a lot Guy's. Share this post Link to post Share on other sites
HAILO 0 Posted March 16, 2007 I also have a revive script in the works from the conversion i started on the PRiME's Respawn Revive script. However others have beaten me to it so my version of that will keep on the back burner until I feel I want to revive the project "so to speak" LOL But thanks very much for your intrest in my work. It has encouraged me to push it out to this quality. So now you must pay me back with screenshots hehe Seriously though, I do like seeing what you guys might get upto in your mission building. Some nice action shots would be cool Share this post Link to post Share on other sites
HAILO 0 Posted March 16, 2007 Some in-game shots by me and some of the guys in =DI= during a MP coop. More screenshots can be found here... Join in progress is not quite as stable as I would like. I will spend some more time making that better before i move onto another script project Share this post Link to post Share on other sites
lethal 0 Posted March 16, 2007 looks great in action i'm about to finish up those aircraft particles and might give these a makeover now that i'm more comfortable with it - i'll let you know when i have something for you. if you have any specific things you'd like to see please ask. Share this post Link to post Share on other sites
HAILO 0 Posted March 17, 2007 I have been considering "branching" my signal script into a enhanced FX script, this means you smoke and other effects can be handled in there. Just need to understand what effects we might be altering and then I can see if its possible to do Share this post Link to post Share on other sites