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blackharaz

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About blackharaz

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  1. Hey guys and girls. I want to set up a specific respawn-procedure for my missions and have a few problems I've to solve. What do I want to do? I have several Squads in my mission. Every Squad have a Squadleader and the Squadleader is equipped with a "Camp (Dome Tent, Combat Patrol)" (Item-ID: B_Patrol_Respawn_bag_F) on his back. There is only one fix respawn point for the player they can use for support at Zeus. I want them to spawn at the assembled tent of their Squadleads (if it's possible it can be forced that they only can respawn at the tent of their group but not necessary). The conditions for respawn are: Tent is assembled, else they've to wait they can only spawn in waves every 60 seconds every spawn costs a ticket and if tickets "0" the only way to respawn is at support-respawnpoint at Zeus Players spawn with exactly the inventory they died with After respawning the inventory of their body is cleared Ideally the player will see the normal respawnscreen and there they can chose their respawnpoint and don't respawn automatically. Perhaps I have to drop the information that we're using ACEยณ-Medical System and if I say "player is dead" then I mean "not revivable" anymore. How do I get all these conditions in a respawn template? I know how to get a few of them but I'm struggelig to combine it.
  2. @Larrow At first: I'm really thankful. You solved my problem. ๐Ÿ˜ƒ I started rewriting the script from scratch to avoid previous errors and your script helped me a lot to understand what was going wrong.๐Ÿค— nopop = true; testHit = 0; testTargets = [ testTarget_1, testTarget_2, testTarget_3 ]; {_x animate ["terc", 1]} forEach testTargets; while {testHit < 5} do { testTarget = selectRandom testTargets; testTarget animate ["terc", 0]; testTarget addMPEventHandler ["MPHit", { testHit = testHit +1; hint format ["testHit = %1", testHit]; testTarget removeMPEventHandler [_thisEvent, _thisEventHandler]; }]; waitUntil {testTarget animationPhase "terc" isEqualTo 0}; waitUntil {testTarget animationPhase "terc" isEqualTo 1}; }; hint "End doWhile" It's now working like that what I wanted it to do. Thank you so much. ๐Ÿ˜ƒ I also thank you for your patience. I said I'm a beginner in scripting and if that bothered you, I'm sorry. ๐Ÿ˜… Up to here I've really learned a lot of things from your code. Not only to get my targets up. ๐Ÿ˜ƒ
  3. Yeah. I see if I want to code my missions better I have a lot to learn. ^^ I think I'll take a longer look at your code to learn how to do it better. =P It's a nice scripted firing range and if I understood this script right it's so easy to set up that absolutly beginner can use it to build in short time a nice firing range. You also have moving targets like the range in Old man and I search for a script to do that for long time. ๐Ÿ˜ƒ
  4. @Larrow Okay. At first I wanted to thank you again. I think this can help but I forget to mention that I'm an absolutly beginner in scripting with sqf. ๐Ÿ˜… I have an absolutly basic knowledge about html, vba and now I'm trying me out in mission editing with sqf since a few weeks while I'm on shift work. That means: I know the most basic commands and the last days I've learned by myself how to handle eventhandlers and BIS functions. I stare on this code which only consists of functions and my brain turns to applesauce ( โฌ…๏ธ German idiom ) ๐Ÿคฏ๐Ÿคช. I understand nearly 20% of this code and another 20% I can piece together but I can't find the command to solve my issue. Or in other word: I've found what looks like that in 'rangeMacros.hpp' but I don't understand it. ๐Ÿ˜“ I think the solution to my problem is anywhere in this code here below. It seems to me that this are the defines used here: But there is much I don't understand. ๐Ÿค” For example: In the function 'fn_modeShort.sqf' is 'TARGET_UP( _target );' used in line 27. In the 'RangeMacros.hpp' which is included in 'fn_modeShort.sqf' I find '#define TARGET_UP( T ) \'. Now I start to have a few questions. ๐Ÿ˜‚ Is the '( T )' equal to '( _target )' and if so why he also use '_target' in the same scriptblock he's using 'T'? Are things like 'TARGET_UP( _target );' or 'ROUND_END();' like goTo-Points or are they function calls or anything else? ๐Ÿคจ I'm really confused. ๐Ÿ˜‚
  5. I'll take a look. Thx in advance. โ˜บ๏ธ
  6. Okay... I tried it out again with "waitUntil" but I think I'm to stupid to get it. ๐Ÿ˜ฃ shootTargetP = selectRandom arrShootP1_1; shootTargetP animate ["terc",0]; while {shootHitP1 <= 4} do { waituntil {shootTargetP1 animationPhase "terc" == 1}; sleep 0.5; shootTargetP = selectRandom arrShootP1; shootTargetP animate ["terc",0]; }; But it don't wait. ๐Ÿ˜• If I'll check this order in debug menu ingame it returns "0" or "1" but my "waitUntil" doesn't care about it and I'll get the error that there is a boolean expected. But "animationPhase" does not returns a boolean. ๐Ÿ˜“
  7. I'm gonna be crazy with sqf. ๐Ÿคฏ What's my goal? How did I tried to get that? I've tried it in different ways and my best try was like that: Initialization: Up to here it works fine. Now I want to include the exercise to the addAction of the laptop and put it in another .sqf. The Exercise (and the problem): Any idea? If I now post all my tries I think it take to long. I think I got it as compact as possible to understand what I've done. That's just to one range. There are much more in the initializing but I deleted it here because not necessary at this point. I've no errors until I try to implement a number of maximum targets. ๐Ÿ˜ž
  8. @Stormmy1950 I feel so stupid atm. ๐Ÿ˜– Thanks a lot. ๐Ÿ˜Š You solved my issue. ๐Ÿ’ช
  9. @Stormmy1950 Okay. I found out he is spawning the jets but don't put a pilot in. ๐Ÿ™ˆ
  10. Hey Gunter Severloh. I took a look and it's a nice mission to train dogfights. ๐Ÿ˜ƒ But not really useful to me. My mission have to run on a server with 45 mods loaded (especilly ACE) and is a map to train all kind of warfare we'll get in our missions. Not only for pilots. It's also including a medic training, tank training, infantry and at the moment I try to simplify the CAS and dogfight training. We want all this parts of training in one map and not switching the map every time if we want to train another part. =( But with a few small mod adjustments I will see if we want to put it in the rotation pool. ๐Ÿ˜‰
  11. Hey guys, I've searched for while but I can't find any solution for my problem. I'm creating a training map for our clan and I want to include a dogfight training. I want to spawn a pool of enemy jets at one of a predefined position and it have to give the jet one of a predefined movepoint to circle until he detects the player. I'm not the fittest in sqf and that's what I created yet: Pool of enemy jets (included in "init.sqf"): I set 5 "empty markers" to spawn on and 5 to move on at the map and included them in "init.sqf": After that I wrote a script to pick all three randomly and set the variables in my "cas.sqf"-file: Until here it worked fine. The script picks randomly the units and positions. Now the problem is to spawn it in and there I depair. =( I tried it like that... _jet = [_randomAirSpawn, "0", _randomAirTarget, east] call BIS_fnc_spawnVehicle; ...and nothing happens. =( And after that I've no idea how to give a waypoint to "_jet". What am I doing wrong?
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