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Mopsmaster

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About Mopsmaster

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  1. Because Im not the server host and maybe I can manage to let my server boss agree to load one script but im sure no more files cuz he just won't agree and I want my server team to play the mission I've created. Script file will be ok to give him maybe he will agree but he will not mess with the editor for sure and I want my mission to be go. Also I just want to load everything by just one simple click in the end.
  2. Yes Id like to do it with one step and in one script by addeventhandler i dont get what it is but its ok as long as I dont have to give a name to an object cuz I want to use it while I just load mission in the MCC and not in the editor so I dont want to mess with Editor I just use mcc and zeus to spawn the truck and I want the script to load automaticaly when opening the map but without doing anything in editor
  3. Cuz im using MCC when i place the truck I dont want to use ingame editor can't I just make all Zamak Transport (Covered) trucks to be like this? Every of them So If I dont want give a name to my truck can I just use the default name for it and it will work? like for example: _captivecheck = O_Truck_02_covered_F addEventHandler ["GetIn", { if (side (_this select 2) isEqualTo blufor) then { (_this select 2) setCaptive true; hint "captive"; }; }]; Will it work ?
  4. It didn't work for me :'( I have no idea why... Here's exactly what I did step by step: 1. I pasted the code into the C:\Users\Gray Fox\Documents\Arma 3 - Other Profiles\Trachu\mpmissions\init.sqf 2. So my file looks like this _captivecheck = Zamak Transport (Covered) addeventhandler ["GetIn",{ if (side (_this select 2) isequalto blufor) then { (_this select 2) setcaptive true;hint "captive"}; } ]; _nocaptivecheck = Zamak Transport (Covered) addeventhandler ["GetOut",{ if (captive (_this select 2)) then { (_this select 2) setcaptive false;hint "not captive"}; } ]; 3. Opened the game clicked editor chose altis then 4. I loaded my mission in the MCC 5. Spawned Zamak Transport (Covered) 6. Killed OPFOR driver inside 7. Got inside (aswell tried puting ai blufor soldier inside the truck) 8. I drived the truck near OPFOR soldiers and the soldiers just opened fire and killed me When I was entering the truck the blue sign for me didn't changed to purple for me so that would indicate im a captive but it didn't I was still BLUFOR. Please help me I must be me doing something wrong maybe I cannot load init.sqf file properly? Or it's that it doesn't work? Could you guys check?
  5. my god it will really work ? DAMN!!!!!!!!!!!!!!!!!!!! MAN IF IT WORKS I F**ING LOVE YOU!!!!! This will work for all my blufor team when we get into truck and sneak out trough enemy territory in their truck right? Its awesome! Let me check if its working
  6. Wow it doesnt really seems to look easy at all let me paste to init file and see if it work thank you mate
  7. R3yo that wouldn't work since you neve know who is going to be on the server / and on the mission, Id like the one that would refer to every BLUFOR player. Wouldn't that aswell be more simple to create if it would be about the whole BLUFOR or about any player literaly? Is it possible to make this without a trigger while BLUFOR or even literaly anyone (if that would be easier) in an OPFOR vehicle for the OPFOR to not atack BLUFOR? So the script would refer to the whole BLUFOR team as them to become a CAPTIVE while inside an OPFOR vehicle or even anyone not only the blufor but anyone to become a captive while inside any OPFOR vehicle if that would be easier thing to do. So it would look something like that: If BLUFOR in OPFOR covered transport truck then BLUFOR is set to captive. It's just that I dont know nothing about the script commands and im not good at it at all but for you guys it should be very simple thing to do am I right? Can someone tell me how to make that thing to work as I describe? Is that even possible to make that kind of complicated script?
  8. So the AIs will not get the atention to me as on the enemy and they will not follow me or look at me, they will just treat me as one of thir OPFOR team as long as im in the truck right? They will still keep their waypoints and just move their way like the truck is theirs yea? If that's the case that's very good cuz that's what I needed exactly and yes I think I will pick another truck , the transport truck since the opfor ammo truck has only 3 places in it. That's a very good try Johny it's amazing that this can do the work, this will work yea? @edit well it didn't work so here's what I did step by step. 1. I created init.sql in my C:\Users\user name\Documents\Arma 3 - Other Profiles\user name\mpmissions 3 I pasted it this into init sql file in the notepad: [] spawn { while {sleep 3; true} do { if(opfor == ((vehicle player) getVariable ["originalSide", blufor])) then { player setCaptive true; } else { player setCaptive false; }; }; }; 3. I saved it I opened the game with MCC I spawned the truck I tried to go to enemy but they were killing me still I also spawned BLUFOR soldier and the OPFOR AIS were still shooting at him and killing while in the CSAT trucks. So it means it doesn't work or it's just me doing something wrong?
  9. Guys yea but im sure someone already asked about this , so you say there is no such script yet? For me it sounds easy if you understand scripting it should be very easy for you i think it would just take 2 command lines so it would be something like: if BLUEFOR in a OPFOR vehicle : (Zamar Ammo Truck id) then OPFOR is/= BLUFOR or then BLUFOR is/= Civilian or then BLUFOR is/= Invisible (but invisible is bad thing cuz i thing then AI's won't see the obstacle? or they won't see just BLUFOR people in the truck?) and that's it the end of the code. I would like to implement not by a trigger but for it to stay. That's all what i need i just dont know the commands... maybe it's just too easy so that's the reason nobody wanted to get involved hehe... Anyone who know about command lines and want to tell me how this should sound in a sqm language please? and then tell me how to implement it to the game? Can someone help? I know it's easy for you guys...
  10. So I want to know is that possible to do and if so then how to do that thing step by step :D I want to let you know that I know nothing about scripting I just know that you can paste some script into the mpmission folders and put something in some sqm file so the script can work. I want to make a mission in which I would go with my team to an emy stronghold in a OPFOR Transport truck and while we are in this truck with my team I don't want enemies to atack us at all until we will get out of that truck at some point in the enemy base. I want to make it the way that as long as we are in OPFOR Transport truck with my team and all of it's passengers we won't get atacked by an OPFOR so it will look like they treat us as the part of their OPFOR team. Is that possible thing to do to apply on multiplayer server while I will create mission for my team? If it is then how to achieve that? Could someone explain it step by step please? If im not wront it would look something like this if BLUFOR insidie OPFOR covered transport truck then BLUFOR set to captive. Can anyone please help? Id like to make it in the way that the script would refer to whole BLUFOR. Wouldn't that aswell be more simple to create if it would be about the whole BLUFOR or about any player literaly? Is it possible to make this without a trigger while BLUFOR or even literaly anyone (if that would be easier) in an OPFOR vehicle for the OPFOR to not atack BLUFOR? So the script would refer to the whole BLUFOR team as them to become a CAPTIVE while inside an OPFOR vehicle or even anyone not only the blufor but anyone to become a captive while inside any OPFOR vehicle if that would be easier thing to do. So it would look something like that: If BLUFOR in OPFOR covered transport truck then BLUFOR is set to captive. - only inside vehicle It's just that I dont know nothing about the script commands and im not good at it at all but for you guys it should be very simple thing to do am I right? Can someone tell me how to make that thing to work as I describe? Is that even possible to make that kind of complicated script? Thank you so much for your time. ps. does anyone knows how many people can get in to that truck at once?
  11. Soulis do you know where shall I paste the script of loadout for my soldier to be saved with it? Is it while im still in Zeus? In the Init window? Cuz it doesn't seems to save for me.... how do I save it after that? Please help me Also how to export MCC/Zeus into the editor? Is there any way for me to make the soldiers AIs created in MCC / ZEUS to be just visible in the map editor? Please just answer me that so I could change their loadouts out there cuz it seems there is no other way. :( :( :( :( :( Please someone help me it seems I can only save my players loadouts only when im editing them in the built- in map editor but not for Zeus/MCC is that right? SO ITS IMPOSSIBLE? HELP me with that please!!!!!
  12. Man it still doesn't work for me other than in the edit where do you want me to paste this thing that Arsenal is giving me other than in the editor? You mean while I am still in Zeus? I did that and it's still the same nothing happened nothing changed when I load the mission again... please help me man...
  13. Is there any solution already for that eternal problem? I think there may be. That would add so much fun to the game and upgrade it alot. Is there any possibility to just simply save the the different and custom loadouts for particular AI soldiers by clicking on "export" button in the Zeus Arsenal and then pasting that result somewhere for the different AIs to load with different custom loadouts created by us on them before? Goal is for these loadouts to just load at the point when the mission simply starts or just simply assign these loads for good to particular AI soldiers that were created by us in MCC/Zeus. It sounds simple I know but it seems that it's impossible to achieve. It seemed that I've searched the whole google for the solution of how to achieve that and I didn't find any kind of solution to what I'm describing here so does this means it's literaly impossible? What I need is to change single AI's outfit uniforms while I load my mission by MCC but when I load a mission the AIs doesn't have their loadouts in the way I changed them to have in Zeus Arsenal. I am wondering is there any way to acomplish that. This makes totally no sense to me since after we are creating enemy units by Zeus / MCC we cannot apply them (or can we?) for them later to show up in the built-in game map editor so they could (or won't they?) respawn automaticaly with their saved loadouts (cuz there you can easily past their loadouts while exporting it from Zeus arsenal I supose) and they would be still vunerable to the MCC / Zeus scriptings like waypoints , GAIA ect. ect... I know it's possible to do it with the miscellaneous items but not with the AI's am I right or wrong? The AIs can only be visible on the built-in editor map only when we put hem there by that specific editor but they cannot be visible on the built-in editor while we create them on MCC/Zeus cuz they wouldn't keep their properties set by MCC and Zeus am I right or wrong? If I am wrong then there is an important question. Will these AIs that would be transfered to and visible on the built-in map editor that kept all of their properties by MCC/Zeus working could be applied with a different loadouts for every particular AI soldier by clicking "export" on the load from Zeus arsenal and copying that into somewhere in the built-in map editor for it to stay there on them while the mission and the AIs will be loaded? I need help in that guys... I saw many people have the exactly same problem cuz they want an easiest way for the soldier AIs to load with different loadouts while the mission starts. So if Im right that would be the simplest solution to that but how would I do that? So is there any possibility for me to copy and paste these AIs to the built-in map editor from the MCC/Zeus (while keeping all of their edited properties) so I could easily apply the loadouts after I finish editing my mission in MCC/Zeus? If there is a way then how? That's the main question. Is that possible? If it is then can someone please explain to me how? If that would be possible I think then the very easy mod could be made to once and for all give us very easy way to change the loadouts of the AI soldiers visible on the map and make them fully functional and working. After finishing creating of our mission we could just simply transfer all of our AI soldiers from MCC/Zeus while keeping all of their functions created in MCC/Zeus for them to be visible on the built-in map editor so then we could just simply create or change and most important save outfit/loadout of every particular soldier that we wish to for it to load and stay on our AI that we created. Very easy and useful mod could be used for that then. I'm waiting for your replies guys. This one is important. Is there a way?
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