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Vigil Vindex

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Everything posted by Vigil Vindex

  1. Arma has lights that are switchable, the fact that some lights are switchable and some are not sounds like a bug to me. I doubt that there are two separate ways coded for handling lights blinking. I bet a beer it is just a matter of adding the class names to the switchable array or whatever registers objects as being switchable.
  2. This sounds pretty cool. I have a Scottish accent, and I know a guy who sounds English, and an American. I will mention it to them and see if they are up for doing it.
  3. Vigil Vindex

    HETMAN - Artificial Commander

    Rydygier, many thanks for your hard work. I totally understand the necessity to draw some lines in the sand to help manage the project and not let it get out of hand. I suggest releasing the code on Github, that way other people can fork it and add new features that could maybe help and let others contribute so it's not all just on you. Again, many thanks for your time and effort put into creating this for us all.
  4. Vigil Vindex

    JTK Weapon Suppressor Script

    Yeah, I was using ACE, sorry. I thought ACE was supported.
  5. Vigil Vindex

    JTK Weapon Suppressor Script

    I tried this with the AKMS, it switched to the SD version, but the ammo didn't work. Does this script take into account the change necessary for ammo when switching between SD and non SD?
  6. Can you explain what the blacklisted groups comment is referring to? blacklisted: "RU_SniperTeam", "USMC_SniperTeam", "USMC_FRTeam", "USMC_FRTeam_Razor" I've had a look at a few unit spawning scripts, this one has been the easiest for me to look at and understand what is happening. Many thanks for sharing this. The idea for a custom init on spawned groups and custom groups would be great to have.
  7. I think what Dwarden has said sums it up nicely. BE is good, but could be made better (add features of PB for example). No reason to drop it completely, just invest some resources into improving battleye and arma. In regards to steam, no point getting hung up on steam, its just one facet of the issue. If vac can apply an additional layer of banning specifically for infractions occurring on copies of arma linked to a steam account then that should be used to help increase the deterrence of hacks etc.
  8. Vigil Vindex

    IPv6 Support

    Inevitably, everything will have to support IPv6 at some point in the future. However, until domestic ISP's are rolling out widespread support for IPv6 I doubt that this urgently needs development hours spent on it any time soon.
  9. Sad that this thread has mostly been about shooting down discussion rather than a proper discussion on the state of anti-cheat in Arma. Responses that equate to "I haven't experienced it so you are wrong" or "You don't know what you talking about" aren't helpful at all. The people who are posting here to say they have had problems with BE are not lying. I play Arma with a group of about 12 people, all have had problems with BE. That may be a small percentage on the whole, but relatively its high. Higher than other games, this is undeniable. In relation to VAC I have never even noticed it in any games I play, which I think is a good sign. I am not arguing for or against BE or VAC, I do think that we should acknowledge that BE does have some significant issues, particularly the high reports of genuine people having difficulty playing and thus driving them away from playing Arma.
  10. I tried something like this. The way I did it was to set all the markers alpha to 0 so they are invisible. And then run the code for each player to check side and set marker alpha to 1 for them.
  11. I thought the "A" stood for "Attachment".
  12. Vigil Vindex

    Arma 2/ OA food

    Thanks for this. Do you know if it's possible to have scripted items, say for example to just add the snickers image and item to your mission without addons, or is it only possible via pbo addon? Basically the aim is to have a purely scripted version so it can be dropped into any mission. If it's only possible via addon then I guess it will have to be done without the graphics and items and just via actions.
  13. Can they be destroyed with setDamage 1 to achieve the same effect? Seems like a shame that all the actual lights in the environment are not switchable. Perhaps these lights where forgotten about and need to be added to whichever array it is that records all switchable objects. Should it be reported as a bug?
  14. Vigil Vindex

    HETMAN - Artificial Commander

    I just read this, I don't see any information on the symptoms of the problem, can you give more information?
  15. Vigil Vindex

    Arma 2/ OA food

    I have been looking for a drop in script to handle food and water for mission makers. Haven't found anything yet, but I have seen missions that have it, wasteland survival for example has food and water and is purely mission based requiring no addons. Hopefully this can be extracted somehow and reused elsewhere.
  16. Am sorry, I gathered that from the beginning when I read the first post. My question is about the remaining lights that stick out like a sore thumb when you put the power out and there is still lights flashing on and off in the night, at the cranes, smokestacks and train lines. I was asking about the class names for those and if they are switchable in the hope that they can be added and thus make the electrical power system more convincing. I have had a look and not been able to find them.
  17. I was testing this out, its pretty cool. However I noticed that the lights on the tops of cranes, and the lights at train tracks remain working. Does anyone have the class names for those and know if they are switchable?
  18. Lol... what you just posted is more than what I found. Thanks!
  19. I just did a search for "ai discussion thread" and did not find any. Can you post a link instead? Thanks. On the topic of AI mods, I have been looking for purely scripted mods that can be embedded in missions. I have found a few, but some are pbo mods, is there anything possible to convert these mods to just script?
  20. Vigil Vindex

    Revive Script

    I have seen this issue also, not been able to pinpoint an exact repro though.
  21. Thanks to JSF 82nd Reaper for pointing out that my vehicles had no cargo space and since I was just using moveInCargo I was getting a problem where we couldn't teleport to the Mobile HQ. I have since updated the script to get the player position, and if after trying to moveInCargo the position has not changed, it will try moveInDriver, Commander, Gunner, etc. I also added some hints for feedback if the the vehicle is not available or full. This seems to be working perfectly now for each of the 4 sides. I am still having problems with the markers, I did a bit of reading and figured that I should only be making the markers invisible using setMarkerAlphaLocal. However it still is not working, it's not even showing any markers. I will update when I figure out what the problem is. UPDATE: Edited first post, everything is working now.
  22. Updated: 2013/01/07 (Changed code for markers and it seems to be working properly now.) Updated: 2012/12/22 (Added checks for position to get around some vehicles not having cargo space. Thanks JSF 82nd Reaper!) I have been working on making a mission template where each side has a flagpole as headquarters, a helicopter for an aerial HQ, and an armored vehicle for a mobile HQ, which the player can teleport between. Below is the scripts, and here is a link to the pbo for the mission file: https://dl.dropboxusercontent.com/u/14431661/ARMA/headquarters.Chernarus.pbo Feel free to copy and modify this stuff as you like. Any feedback or bug reports would be greatly appreciated. description.ext class Header { gameType = Coop; minPlayers = 1; maxPlayers = 4; }; disabledAI = 0; enableItemsDropping = 0; onLoadMission = "Headquarters Demo Mission Chernarus"; onLoadIntro = "Welcome to the Headquarters Demo Mission Chernarus."; onLoadMissionTime = 1; onLoadIntroTime = 0; showCompass = 1; showGPS = 1; showMap = 1; showWatch = 1; respawn = 3; respawndelay = 6; init.sqf // Non-JIP if (!(isNull player)) then { // Disable Saving enableSaving [false, false]; //HQS fun = [] execVM "scripts\hqs\hqs_add_markers.sqf"; }; // JIP if (!isServer && isNull player) then { waitUntil {!isNull player}; // Disable Saving enableSaving [false, false]; //HQS fun = [] execVM "scripts\hqs\hqs_add_markers.sqf"; }; // Server if (isServer) then { // Disable Saving enableSaving [false, false]; //HQS fun = [] execVM "scripts\hqs\hqs_add_markers.sqf"; }; // Finish INIT processInitCommands; finishMissionInit; mission.sqm version=11; class Mission { addOns[]= { "cacharacters2", "CAAir_E_AH6J", "camisc_e", "camisc3", "CAWheeled2_BTR90", "cawheeled_acr_dingo", "cawheeled_acr", "CAWheeled_E_stryker", "chernarus" }; addOnsAuto[]= { "cacharacters2", "CAAir_E_AH6J", "camisc_e", "camisc3", "CAWheeled2_BTR90", "cawheeled_acr_dingo", "cawheeled_acr", "CAWheeled_E_stryker", "chernarus" }; randomSeed=1705602; class Intel { briefingName="Headquarters Script Demo Mission Chernarus"; briefingDescription="A simple mission to demonstrate the Headquarters Script features on Chernarus."; startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; class Groups { items=4; class Item0 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={13437.805,6.1694064,2789.1516}; id=2; side="CIV"; vehicle="Profiteer4"; player="PLAY CDG"; leader=1; skill=0.2; text="c1"; init="fun = [] execVM ""scripts\hqs\hqs_hide_markers.sqf"";"; }; }; }; class Item1 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={12186.457,158.9216,12624.12}; azimut=25; id=4; side="GUER"; vehicle="GUE_Soldier_2"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.46666664; text="g1"; init="fun = [] execVM ""scripts\hqs\hqs_hide_markers.sqf"";"; }; }; }; class Item2 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4783.813,339,10227.73}; id=6; side="EAST"; vehicle="RUS_Soldier_TL"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.59999996; text="e1"; init="fun = [] execVM ""scripts\hqs\hqs_hide_markers.sqf"";"; }; }; }; class Item3 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4709.0151,9,2558.5522}; id=9; side="WEST"; vehicle="FR_TL"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.59999996; text="w1"; init="fun = [] execVM ""scripts\hqs\hqs_hide_markers.sqf"";"; }; }; }; }; class Vehicles { items=12; class Item0 { position[]={12176.45,158.95099,12622.225}; azimut=15; id=0; side="EMPTY"; vehicle="MH6J_EP1"; skill=0.60000002; text="g_ahq"; init="g_ahq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive g_hq""];"; }; class Item1 { position[]={4810.3687,339,10208.195}; azimut=240; id=1; side="EMPTY"; vehicle="AH6J_EP1"; skill=0.60000002; text="e_ahq"; init="e_ahq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive e_hq""];"; }; class Item2 { position[]={13455.461,6.6439915,2775.8936}; id=3; side="EMPTY"; vehicle="MH6J_EP1"; skill=0.2; text="c_ahq"; init="c_ahq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive c_hq""];"; }; class Item3 { position[]={12205.529,158.94038,12613.427}; id=5; side="EMPTY"; vehicle="FlagCarrierCDF_EP1"; leader=1; skill=0.46666664; text="g_hq"; init="g_mhq_action = this addAction [""Go to MHQ"",""scripts\hqs\mhq.sqf"",[],2,false,false,"""",""alive g_mhq""]; g_ahq_action = this addAction [""Go to AHQ"",""scripts\hqs\ahq.sqf"",[],3,false,false,"""",""alive g_ahq""];"; }; class Item4 { position[]={4753.2876,339,10223.796}; id=7; side="EMPTY"; vehicle="FlagCarrierRU"; leader=1; skill=0.46666664; text="e_hq"; init="e_mhq_action = this addAction [""Go to MHQ"",""scripts\hqs\mhq.sqf"",[],2,false,false,"""",""alive e_mhq""]; e_ahq_action = this addAction [""Go to AHQ"",""scripts\hqs\ahq.sqf"",[],3,false,false,"""",""alive e_ahq""];"; }; class Item5 { position[]={13450.267,6.7356329,2793.4277}; id=8; side="EMPTY"; vehicle="FlagCarrierCDF"; leader=1; skill=0.46666664; text="c_hq"; init="c_mhq_action = this addAction [""Go to MHQ"",""scripts\hqs\mhq.sqf"",[],2,false,false,"""",""alive c_mhq""]; c_ahq_action = this addAction [""Go to AHQ"",""scripts\hqs\ahq.sqf"",[],3,false,false,"""",""alive c_ahq""];"; }; class Item6 { position[]={4711.9517,8.9588413,2582.4609}; id=10; side="EMPTY"; vehicle="FlagCarrierUSA_EP1"; skill=0.46666664; text="w_hq"; init="w_mhq_action = this addAction [""Go to MHQ"",""scripts\hqs\mhq.sqf"",[],2,false,false,"""",""alive w_mhq""]; w_ahq_action = this addAction [""Go to AHQ"",""scripts\hqs\ahq.sqf"",[],3,false,false,"""",""alive w_ahq""];"; }; class Item7 { position[]={4730.3276,8.7983332,2572.0706}; azimut=220; id=11; side="EMPTY"; vehicle="MH6J_EP1"; skill=0.46666664; text="w_ahq"; init="w_ahq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive w_hq""];"; }; class Item8 { position[]={4808.6577,338.99753,10224.362}; azimut=45; id=12; side="EMPTY"; vehicle="BTR90_HQ"; skill=0.59000003; text="e_mhq"; init="e_mhq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive e_hq""];"; }; class Item9 { position[]={12164.057,159,12628.225}; azimut=310; id=13; side="EMPTY"; vehicle="Dingo_GL_DST_ACR"; skill=0.60000002; text="g_mhq"; init="g_mhq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive g_hq""];"; }; class Item10 { position[]={13461.289,7.24684,2792.4563}; id=14; side="EMPTY"; vehicle="UAZ_Unarmed_ACR"; skill=0.2; text="c_mhq"; init="c_mhq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive c_hq""];"; }; class Item11 { position[]={4689.0107,9,2585.0161}; azimut=305; id=15; side="EMPTY"; vehicle="M1135_ATGMV_EP1"; skill=0.46666664; text="w_mhq"; init="w_mhq_hq_action = this addAction [""Go to HQ"",""scripts\hqs\hq.sqf"",[],2,false,false,"""",""alive w_hq""];"; }; }; class Markers { items=4; class Item0 { position[]={4726.7979,8.8520508,2586.2339}; name="respawn_west"; text="respawn_west"; type="Empty"; }; class Item1 { position[]={4770.5117,339,10235.022}; name="respawn_east"; text="respawn_east"; type="Empty"; }; class Item2 { position[]={12211.536,158.97951,12611.332}; name="respawn_guerrila"; text="respawn_guerrila"; type="Empty"; }; class Item3 { position[]={13441.046,6.2577357,2792.6147}; name="respawn_civilian"; text="respawn_civilian"; type="Empty"; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=4805516; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=8311192; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7909713; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; hqs_add_markers.sqf if (isServer) then { //West [] spawn { _w_hq_marker = createMarker ["WestHQ",getPosATL w_hq]; _w_hq_marker setMarkerType "mil_Dot"; _w_hq_marker setMarkerColor "ColorBlue"; _w_hq_marker setMarkerText "WestHQ"; _w_hq_marker setMarkerAlphaLocal 0; while {(alive w_hq)} do { _w_hq_marker setMarkerPos getPos w_hq; sleep 0.5; }; deleteMarker _w_hq_marker; }; [] spawn { _w_ahq_marker = createMarker ["WestAHQ",getPosATL w_ahq]; _w_ahq_marker setMarkerType "mil_Dot"; _w_ahq_marker setMarkerColor "ColorBlue"; _w_ahq_marker setMarkerText "WestAHQ"; _w_ahq_marker setMarkerAlphaLocal 0; while {(alive w_ahq)} do { _w_ahq_marker setMarkerPos getPos w_ahq; sleep 0.5; }; deleteMarker _w_ahq_marker; }; [] spawn { _w_mhq_marker = createMarker ["WestMHQ",getPosATL w_mhq]; _w_mhq_marker setMarkerType "mil_Dot"; _w_mhq_marker setMarkerColor "ColorBlue"; _w_mhq_marker setMarkerText "WestMHQ"; _w_mhq_marker setMarkerAlphaLocal 0; while {(alive w_mhq)} do { _w_mhq_marker setMarkerPos getPos w_mhq; sleep 0.5; }; deleteMarker _w_mhq_marker; }; w_markerArray = ["WestHQ","WestAHQ","WestMHQ"]; onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach w_markerArray"; //EAST [] spawn { _e_hq_marker = createMarker ["EastHQ",getPosATL e_hq]; _e_hq_marker setMarkerType "mil_Dot"; _e_hq_marker setMarkerColor "ColorRed"; _e_hq_marker setMarkerText "EastHQ"; _e_hq_marker setMarkerAlphaLocal 0; while {(alive e_hq)} do { _e_hq_marker setMarkerPos getPos e_hq; sleep 0.5; }; deleteMarker _e_hq_marker; }; [] spawn { _e_ahq_marker = createMarker ["EastAHQ",getPosATL e_ahq]; _e_ahq_marker setMarkerType "mil_Dot"; _e_ahq_marker setMarkerColor "ColorRed"; _e_ahq_marker setMarkerText "EastAHQ"; _e_ahq_marker setMarkerAlphaLocal 0; while {(alive e_ahq)} do { _e_ahq_marker setMarkerPos getPos e_ahq; sleep 0.5; }; deleteMarker _e_ahq_marker; }; [] spawn { _e_mhq_marker = createMarker ["EastMHQ",getPosATL e_mhq]; _e_mhq_marker setMarkerType "mil_Dot"; _e_mhq_marker setMarkerColor "ColorRed"; _e_mhq_marker setMarkerText "EastMHQ"; _e_mhq_marker setMarkerAlphaLocal 0; while {(alive e_mhq)} do { _e_mhq_marker setMarkerPos getPos e_mhq; sleep 0.5; }; deleteMarker _e_mhq_marker; }; e_markerArray = ["EastHQ","EastAHQ","EastMHQ"]; onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach e_markerArray"; //Guer [] spawn { _g_hq_marker = createMarker ["GuerHQ",getPosATL g_hq]; _g_hq_marker setMarkerType "mil_Dot"; _g_hq_marker setMarkerColor "ColorGreen"; _g_hq_marker setMarkerText "GuerHQ"; _g_hq_marker setMarkerAlphaLocal 0; while {(alive g_hq)} do { _g_hq_marker setMarkerPos getPos g_hq; sleep 0.5; }; deleteMarker _g_hq_marker; }; [] spawn { _g_ahq_marker = createMarker ["GuerAHQ",getPosATL g_ahq]; _g_ahq_marker setMarkerType "mil_Dot"; _g_ahq_marker setMarkerColor "ColorGreen"; _g_ahq_marker setMarkerText "GuerAHQ"; _g_ahq_marker setMarkerAlphaLocal 0; while {(alive g_ahq)} do { _g_ahq_marker setMarkerPos getPos g_ahq; sleep 0.5; }; deleteMarker _g_ahq_marker; }; [] spawn { _g_mhq_marker = createMarker ["GuerMHQ",getPosATL g_mhq]; _g_mhq_marker setMarkerType "mil_Dot"; _g_mhq_marker setMarkerColor "ColorGreen"; _g_mhq_marker setMarkerText "GuerMHQ"; _g_mhq_marker setMarkerAlphaLocal 0; while {(alive g_mhq)} do { _g_mhq_marker setMarkerPos getPos g_mhq; sleep 0.5; }; deleteMarker _g_mhq_marker; }; g_markerArray = ["GuerHQ","GuerAHQ","GuerMHQ"]; onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach g_markerArray"; //Civi [] spawn { _c_hq_marker = createMarker ["CiviHQ",getPosATL c_hq]; _c_hq_marker setMarkerType "mil_Dot"; _c_hq_marker setMarkerColor "ColorOrange"; _c_hq_marker setMarkerText "CiviHQ"; _c_hq_marker setMarkerAlphaLocal 0; while {(alive c_hq)} do { _c_hq_marker setMarkerPos getPos c_hq; sleep 0.5; }; deleteMarker _c_hq_marker; }; [] spawn { _c_ahq_marker = createMarker ["CiviAHQ",getPosATL c_ahq]; _c_ahq_marker setMarkerType "mil_Dot"; _c_ahq_marker setMarkerColor "ColorOrange"; _c_ahq_marker setMarkerText "CiviAHQ"; _c_ahq_marker setMarkerAlphaLocal 0; while {(alive c_ahq)} do { _c_ahq_marker setMarkerPos getPos c_ahq; sleep 0.5; }; deleteMarker _c_ahq_marker; }; [] spawn { _c_mhq_marker = createMarker ["CiviMHQ",getPosATL c_mhq]; _c_mhq_marker setMarkerType "mil_Dot"; _c_mhq_marker setMarkerColor "ColorOrange"; _c_mhq_marker setMarkerText "CiviMHQ"; _c_mhq_marker setMarkerAlphaLocal 0; while {(alive c_mhq)} do { _c_mhq_marker setMarkerPos getPos c_mhq; sleep 0.5; }; deleteMarker _c_mhq_marker; }; c_markerArray = ["CiviHQ","CiviAHQ","CiviMHQ"]; onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach c_markerArray"; }; hqs_hide_markers.sqf private["_markerloop"]; _markerloop = 1; if (!(isNull player)) then { while {(_markerloop == 1)} do { if ((side player) == west) then { "WestHQ" setMarkerAlphaLocal 1; "WestAHQ" setMarkerAlphaLocal 1; "WestMHQ" setMarkerAlphaLocal 1; }; if ((side player) == east) then { "EastHQ" setMarkerAlphaLocal 1; "EastAHQ" setMarkerAlphaLocal 1; "EastMHQ" setMarkerAlphaLocal 1; }; if ((side player) == resistance) then { "GuerHQ" setMarkerAlphaLocal 1; "GuerAHQ" setMarkerAlphaLocal 1; "GuerMHQ" setMarkerAlphaLocal 1; }; if ((side player) == civilian) then { "CiviHQ" setMarkerAlphaLocal 1; "CiviAHQ" setMarkerAlphaLocal 1; "CiviMHQ" setMarkerAlphaLocal 1; }; sleep 1; }; }; hq.sqf private["_caller"]; _caller = _this select 1; if ((side _caller) == west) then { if (alive w_hq) then { _caller setPos (getPos w_hq); }else{ hint "HQ is unavailable.\n"; }; }; if ((side _caller) == east) then { if (alive e_hq) then { _caller setPos (getPos e_hq); }else{ hint "HQ is unavailable.\n"; }; }; if ((side _caller) == resistance) then { if (alive g_hq) then { _caller setPos (getPos g_hq); }else{ hint "HQ is unavailable.\n"; }; }; if ((side _caller) == civilian) then { if (alive c_hq) then { _caller setPos (getPos c_hq); }else{ hint "HQ is unavailable.\n"; }; }; ahq.sqf private["_caller","_callerOrigPos","_callerCurrPos"]; _caller = _this select 1; if ((side _caller) == west) then { if (alive w_ahq) then { _callerOrigPos = getPos _caller; _caller moveInCargo w_ahq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver w_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner w_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander w_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret w_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Aerial HQ is full.\n";}; }else{ hint "Aerial HQ is unavailable.\n"; }; }; if ((side _caller) == east) then { if (alive e_ahq) then { _callerOrigPos = getPos _caller; _caller moveInCargo e_ahq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver e_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner e_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander e_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret e_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Aerial HQ is full.\n";}; }else{ hint "Aerial HQ is unavailable.\n"; }; }; if ((side _caller) == resistance) then { if (alive g_ahq) then { _callerOrigPos = getPos _caller; _caller moveInCargo g_ahq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver g_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner g_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander g_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret g_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Aerial HQ is full.\n";}; }else{ hint "Aerial HQ is unavailable.\n"; }; }; if ((side _caller) == civilian) then { if (alive c_ahq) then { _callerOrigPos = getPos _caller; _caller moveInCargo c_ahq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver c_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner c_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander c_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret c_ahq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Aerial HQ is full.\n";}; }else{ hint "Aerial HQ is unavailable.\n"; }; }; mhq.sqf private["_caller","_callerOrigPos","_callerCurrPos"]; _caller = _this select 1; if ((side _caller) == west) then { if (alive w_mhq) then { _callerOrigPos = getPos _caller; _caller moveInCargo w_mhq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver w_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner w_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander w_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret w_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Mobile HQ is full.\n";}; }else{ hint "Mobile HQ is unavailable.\n"; }; }; if ((side _caller) == east) then { if (alive e_mhq) then { _callerOrigPos = getPos _caller; _caller moveInCargo e_mhq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver e_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner e_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander e_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret e_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Mobile HQ is full.\n";}; }else{ hint "Mobile HQ is unavailable.\n"; }; }; if ((side _caller) == resistance) then { if (alive g_mhq) then { _callerOrigPos = getPos _caller; _caller moveInCargo g_mhq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver g_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner g_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander g_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret g_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Mobile HQ is full.\n";}; }else{ hint "Mobile HQ is unavailable.\n"; }; }; if ((side _caller) == civilian) then { if (alive c_mhq) then { _callerOrigPos = getPos _caller; _caller moveInCargo c_mhq; _callerCurrPos = getPos _caller; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInDriver c_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInGunner c_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInCommander c_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {_caller moveInTurret c_mhq; _callerCurrPos = getPos _caller;}; if (((_callerCurrPos select 0)==(_callerOrigPos select 0))&&((_callerCurrPos select 1)==(_callerOrigPos select 1))&&((_callerCurrPos select 2)==(_callerOrigPos select 2))) then {hint "Mobile HQ is full.\n";}; }else{ hint "Mobile HQ is unavailable.\n"; }; };
  23. Yes feel free to use and modify anything I post. Once I get the markers working and the hqs all working robustly (no bugs), I intend to add Norrins revive script and try to get it working smoothly for each side with the hqs.
  24. I am novice at best with ARMA scripting, most of of what I know is from picking through other peoples scripts I have found on here and on Armaholic. I do have some previous development experience with PHP, Perl etc so I am picking stuff up quickly, just figuring out the syntax and its quirks. As for helping out, I would be happy to take a look and see if I can help, although I am sure there will be a wealth of more experienced people here on the forums that will chime in if you make a post.
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