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TURCO_AR

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About TURCO_AR

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    Buenos Aires, Argentina

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  1. TURCO_AR

    Force AI running formation

    @Melody_Mike Here is the solution courtesy of the @RickOShay YT channel Take a look from minute 4:00 of his video below. I downloaded his mission and it works perfect.
  2. TURCO_AR

    BIS_fnc_stalk

    Thanks for your answer @wogz187 How would this method be used if, for example, I want to spawn a group of Ai's and stalk a team of players that enter a certain area. It is for a cooperative mission for 40 players on a Dedi server and anyone can enter the area. Therefore I would not specify the name of the group. Could this method be used or should another be used?
  3. TURCO_AR

    BIS_fnc_stalk

    Regards. I am interested in this code. What would be the final script and how should I use it? Thank you
  4. Thanks for answering Maff. It still doesn't work. The AI's remain in the position of the abandoned vehicle and do not update the location of the player on foot, as seen in the image below:
  5. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
  6. TURCO_AR

    CONVERSATION SCRIPT

    As far as I know you can only change the color of the subtitle, not the color of the Speaker: [["Speaker1", '<t color="#ffff00">' + "Subtitle1" + '</t>',0] ] spawn BIS_fnc_EXP_camp_playSubtitles;
  7. Try in Cond: "Any Player" instead of "Anybody". With Anybody objects counts...
  8. TURCO_AR

    Diary Record

    Using CBA addon you can use the option on the below video. It's in spanish but you can see the idea.
  9. TURCO_AR

    Ultra Simple Patrol Script

    Hi, I am trying to spawn a group or unit via script that contains the USPS line in the init of that group / unit, but I can not figure out how to do it. Is it possible to use the SpawnGroup with USPS? I'm using it on a Dedi Server. This is my line: _PatrBase1 = createGroup east; "O_G_Soldier_SL_F" createUnit [ getMarkerPos "SpawnPos", _PatruBase1, null = [this, 100, 200, "Patrol_Mkr", "Patrol_Mkr", 200, true, "SAFE", "RED", "LIMITED", "FILE", 0, 30, 0, [true,35,25,3,1]] execVM "USPS.sqf"; _PatrBase1 = group this, 0.5, "LIEUTENANT" ]; Thank You
  10. @Vandeanson @pierremgi you are great! Now it works perfect! Thank you @GEORGE FLOROS GR for the wellcome!
  11. Thank you for your reply. I changed that line and nothing ... It still not working 0 = _chicos1 spawn { while {true} do { sleep 3; if ((_objetivo distance (leader _this)) > 700) exitWith { {deleteVehicle _x} forEach units _this; }; }; };
  12. Hi. I have some problem to make this script run on Dedi Server. I want to spawn a group and hunt the player/team that activate the trigger. The spawn is correct and they are directed to the position of the one that activated the trigger. The update of the player's position also works correctly. The problem is that the _BadGuys are not deleted if the one that activated the trigger moves away more than 700 meters. I placed a trigger, with OnAct: null = [thistrigger,thislist] execvm "hunter_on foot.sqf"; and the script: _posTrigger = _this select 0; _TeamActTrigger = _this select 1; _1stManTeamActTrigger = _TeamActTrigger select 0; if (isserver) then { if (count allunits < 90) then { //verify that there are no more than 90 units on the map before spawn group _spawn = position _posTrigger ; _BadGuys = createGroup EAST; _BadGuys = [_spawn, EAST, ["O_G_Soldier_SL_F","O_G_Soldier_lite_F"],[],[],[],[],[],260] call BIS_fnc_spawnGroup; _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; /////////////////////////////////////////// //Original Script below: anthonyfromtheuk// /////////////////////////////////////////// //If the distance with the player is greater than 700 the team is deleted 0 = _BadGuys spawn { while {true} do { sleep 3; if ((_1stManTeamActTrigger distance (leader _this)) > 700) exitWith { {deleteVehicle _x} forEach units _BadGuys; }; }; }; //UPDATE the player's position and start moving to the new position while {true} do { _chief = leader _BadGuys; if ((unitReady _chief) && {(alive _chief)}) then { sleep 5; if (({ alive _x} count (units _BadGuys)) != 0) then { _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; }; }; }; }; }; Any clues? Thanks!
  13. Regarding to the script of above, now I want that the vehicle turn its ligths on. I have tried with: leader _group_guys action ["lightOn", _pickup]; but it flash the lights for a second (when it spawn) and when the vehicle moves to the first waypoint the lights turns off. How can it be done to keep the lights on?
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