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major-stiffy

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Everything posted by major-stiffy

  1. major-stiffy

    Herne The AI Hunter Script

    Too bad Genesis didn't take the time to incorporate this into VcomAI.
  2. major-stiffy

    Herne The AI Hunter Script

    In the script there is knowsAbout player Does this include client on hosted server?
  3. major-stiffy

    Herne The AI Hunter Script

    Reference new version 1.1 I'm using the method you helped me with above ie, [task3grp1] call RYD_CH_Herne; initServer.sqf only contains call compile preprocessFileLineNumbers "Herne.sqf"; I get this error which I didn't on version 1: mpmissions\Hunting_the_hunters.chernarusredux\Herne.sqf..., line 423 19:29:59 Error in expression < %1m\nKnowledge: %2\nTime: %3s",(leader HuntingGroup1 distance player) toFixed > 19:29:59 Error position: <HuntingGroup1 distance player) toFixed > 19:29:59 Error Undefined variable in expression: huntinggroup1 Sorry, I know this is above and beyond what this was originally intended for but I think others myself will find it useful when spawning AI at various points along a mission. Thanks
  4. major-stiffy

    Herne The AI Hunter Script

    @Rydygier A bit long but very interesting coding by Genesis especially at 20:00 mark.
  5. major-stiffy

    Herne The AI Hunter Script

    Excellent! Now I think I can make a mission with multiple tasks for us two players in MP. Also nice video by Gunter using zombies. 😁
  6. major-stiffy

    Herne The AI Hunter Script

    If I wanted to run this code at a later time via a trigger and not on initServer can I do it? I'm envisioning setting up tasks at different areas of the terrain and spawning an editor placed group via a trigger and at the same time put the code in onAct. Then doing it multiple times as the mission progresses. It should work, right? I would have to change herne.sqf to herne1.sqf and so on. examples; onAct call compile preprocessFileLineNumbers "Herne.sqf"; { [_x] call RYD_CH_Herne; } foreach [zomgrp1, smash1]; call compile preprocessFileLineNumbers "Herne1.sqf"; { [_x] call RYD_CH_Herne; } foreach [zomgrp2, smash2]; Or is there a better way? I suspect changes in herne.sqf would be required also.
  7. major-stiffy

    Herne The AI Hunter Script

    I'm going to test this in MP in a few weeks. Might you see an issue if used with VcomAI?
  8. There is Youtube video's on how to do this.
  9. There is a way to use parseText to bring up an image, maybe you could use it. https://forums.bohemia.net/forums/topic/233810-hint-parsetext-for-mp/
  10. May be a typo on your part but description.sqf is .ext
  11. And Alive _this. _this is not defined
  12. major-stiffy

    [SP] Pilgrimage

    Me either but I don't play much SP though, I'm mostly MP.
  13. major-stiffy

    Looping say3D in multiplayer

    Did you add info in the description.ext file .... for example; class CfgSounds { sounds[] = {}; class yoursound { name = "yoursound"; sound[] = {"yoursound.ogg", 5, 1, 2}; //5 is volume titles[] = {0, ""}; };
  14. Try in the int of the object (not tested) 0 = [this] call bis_fnc_replacewithsimpleobject;
  15. major-stiffy

    AI not seeing me again

    Create it yourself in the mission folder.
  16. major-stiffy

    AI not seeing me again

    In the description.ext
  17. major-stiffy

    AI not seeing me again

    You can edit the mission by adding setFriend and see if that helps.
  18. major-stiffy

    [IceBreakr/IBIS] Fapovo Island

    This is turning out to be possibly your best terrain, good job. I ported the mod Pilgrimage to this and this terrain is hard on frames. Hope it improves as you go along.
  19. This worked for me in a hosted MP. _ammo = getArtilleryAmmo [mortar1] select 0; _tgt = getPos player; mortar1 doArtilleryFire[_tgt,_ammo,3]; //3 is amt. shots fired
  20. 252 megs inside this folder I assume for Tacops DLC I don't own and another 1.4GB in a folder called Orange I don't own. And then there's Kart, Jets, heli, etc. that I don't want or own all taking up huge space on my SSD. Can these folders be safely deleted?
  21. myObject hideObjectGlobal true; for each marker. myObject would be the variableName of the markers. Put that code in init.sqf of mission.
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