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TURCO_AR

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Everything posted by TURCO_AR

  1. Hi!. In a mission I am using the BIS_fnc_dynamicText function to create notifications of completed tasks. When I do the test in SP, the notification appears in the place I want, but when I test it in the dedicated server it appears in another position. Does anyone know what this could be? Thank you! Trigger Task_torre1 = ["<img size='7' image='imagenes\aviso_torre1.paa' shadow='0'/>",safeZoneX-0.15, safeZoneY+safeZoneH-1.50, 15, 1, 0, 892] remoteExec ["bis_fnc_dynamicText", 0]; On SP On Dedi Server
  2. @RCA3 Thank you. Yes, I'm evaluating the screen position on the server before it sends the remoteExec. Problem solved.
  3. When it appears in the scroll menu you must also hold down the space bar. Cheers
  4. @icebreakr Hi! I don't know if you were already aware of this but I want to report the bug in these buildings where enemies can shoot through walls. It can be seen in the video from minute 3:51:28 to 3:54:00 The buildings are in the town of Boh Bristrica (064-037). I hope this problem can be solved although I understand that being a port it is difficult to solve it. Regards.
  5. Hi. On my mission I put some notifications with BIS_fnc_dynamicText function as tasks are accomplished, i.e., Kill the officer. Init.sqf if (isserver) then { officer_down = false; publicVariable "officer_down"; }; I have created a task with the module and named it "kill_officer" and a trigger. Trigger Condition: !alive officer On Activation: ["kill_officer","succeeded", false] call bis_fnc_tasksetstate; Task_Kill = ["<t font='PuristaBold' t size='0.90' t align='left'>The officer is dead!</t>",safeZoneX+0.10, safeZoneY+safeZoneH-0.15, 20, 1, 0, 888] spawn bis_fnc_dynamicText; officer_down = true; publicVariable "officer_down"; Notifications work perfectly when tasks are accomplished. The problem is when a player goes offline and reconnects in the middle of the mission, all the notifications together that have been completed so far appear again. It is clear that it is something related to JIP, but for more I look for information and read, I cannot understand how JIP really works The mission was played on a dedicated server. I would appreciate any help to fix this problem.
  6. 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.
  7. 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?
  8. 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
  9. 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;};};}; }; };
  10. 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:
  11. 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;
  12. Try in Cond: "Any Player" instead of "Anybody". With Anybody objects counts...
  13. 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.
  14. 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
  15. @Vandeanson @pierremgi you are great! Now it works perfect! Thank you @GEORGE FLOROS GR for the wellcome!
  16. 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!
  17. 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; }; }; };
  18. Hi!. I'm trying to spawn by a script an empty pick-up and a Opfor team of 4 guys. Then I want the team get inside the vehicle and move to some waypoints and made a S&D on the last waypoint. It's works fine upto the first waypoint, that brings me an error "_wp1 =_chief |#|addWaypoint [(getmarkerpos "waypoint1"), 0]; generic error in expression" _pickup = "O_G_Offroad_01_F" createVehicle getMarkerPos "start"; _pickup setDir 270; _guys = [getmarkerpos "start", OPFOR, ["O_G_Soldier_SL_F","O_G_Soldier_lite_F","O_G_Soldier_lite_F","O_G_Soldier_lite_F"],[],[],[],[],[],270] call BIS_fnc_spawnGroup; {_x assignAsCargo (_pickup); _x moveIncargo (_pickup);} foreach units _guys; _group_guys = leader _guys; leader _group_guys assignAsDriver _pickup; _chief = leader _group_guys; _wp1 =_chief addWaypoint [(getmarkerpos "waypoint1"), 0]; _wp1 setWaypointType "GETOUT"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "COMBAT"; _wp2 =_chief addWaypoint [(getmarkerpos "waypoint2"), 0]; _wp2 setWaypointType "SAD"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "COMBAT"; _wp2 setWaypointCombatMode "RED"; Anyone can help me to understand how to make it works? Thanks!
  19. 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?
  20. Many thanks @pierremgi and @killzone_kid now it works!
  21. Hi! I'm starting using the Eden editor to learn how to create a simple mission for multiplayer. Just to start learning about creating mission. I'm stuck with a trigger/condition situation. I have two teams, ALFA (5 units) and BRAVO (6 units) with their own objectives. What I want is that when ALFA completes its objective (kill a bad guy) a hint says "Good Job! Move to extraction point". Show it only to the units of ALFA team, not for BRAVO. I put in the init of the ALFA leader: ALFA = group this. In the trigger condition tried with ALFA in thisList, but nothing happened. Some charitable soul who can give me a hand.
  22. This works perfect! Thank you!
  23. Thanks for the answer guys. Unfortunately using CUP Terrains Full does not work. Here is the result: It's a shame because it's an excellent map. Thanks anyway.
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