Jump to content

Theo1143

Member
  • Content Count

    110
  • Joined

  • Last visited

  • Medals

Community Reputation

18 Good

About Theo1143

  • Rank
    Sergeant

Profile Information

  • Gender
    Male
  • Location
    The Netherlands

Contact Methods

  • Steam url id
    desperado070

Recent Profile Visitors

1821 profile views
  1. Theo1143

    [MP] Predefined loadouts

    The thing with this is confusing since it is mainly used in zeus missions, whereby the zeus drops down a module and picks the loadouts you and you team are gonna use. I'm sure there is a way of coding this in the game aldo did I never do and honestly never saw it being done either. So correct me if i'm wrong but i'm not sure if you can do this inside the editor anyhow... When you are zeus drop down a module > loadouts > now double click it and you can even set your own custom loadouts for everyone to spawn with. But you have to be ingame (so the mission has to be live already before you can do this) To see an arsenal in the game itself you just use this line in the init of any object. Unit Init: this addEventHandler ["respawn", {(_this select 0) execVM 'OnPlayerRespawn.sqf'}]; Now if you add that to the init of your units every time they respawn that script will be called. So if we now make the .sqf and add this into that: OnPlayerRespawn.sqf enableSentences FALSE; enableSaving [FALSE,FALSE]; setviewdistance 1500; _this enableFatigue true; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; _this forceAddUniform "U_B_CombatUniform_mcam"; for "_i" from 1 to 5 do {_this addItemToUniform "FirstAidKit";}; _this addVest "V_PlateCarrier1_rgr"; _this addItemToVest "NVGoggles_OPFOR"; _this addItemToVest "muzzle_snds_H"; for "_i" from 1 to 3 do {_this addItemToVest "100Rnd_65x39_caseless_mag";}; for "_i" from 1 to 2 do {_this addItemToVest "9Rnd_45ACP_Mag";}; for "_i" from 1 to 2 do {_this addItemToVest "HandGrenade";}; _this addItemToVest "Chemlight_blue"; _this addHeadgear "H_HelmetB_black"; _this addGoggles "G_Combat"; _this addWeapon "arifle_MX_SW_Black_F"; _this addPrimaryWeaponItem "acc_flashlight"; _this addPrimaryWeaponItem "optic_Holosight_blk_F"; _this addPrimaryWeaponItem "bipod_01_F_blk"; _this addWeapon "hgun_ACPC2_F"; _this addWeapon "Rangefinder"; _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; _this linkItem "ItemRadio"; _this linkItem "ItemGPS"; _this setFace "WhiteHead_17"; _this setSpeaker "male04eng"; Now every time he respawns he gets this loadout, you could even use a different .sqf for every soldier to.
  2. Theo1143

    Making Markers Disappear

    Why not change ur marker into a empty one?!? http://www.armaholic.com/forums.php?m=posts&q=8786 They want to show a marker after a sudden point, while you can use it to hide you marker to. Empty markers are not being shown for players, so why not use that? So for example you place down a empty marker, and you call this marker MyMarker1. Now whenever you want to show the marker to player you can use this code: "mymarker" setMarkerType "mil_pickup"; And then afterwards to hide it again you can use this: "mymarker" setMarkerType "empty";
  3. Theo1143

    AI Discussion (dev branch)

    I know right... Exactly me point even basic things don't work anymore. As stupid example take the hostpital at altis it is a building who has been there since they released altis. You should think since there is pathing on top of the roof they should be able to walk there, well you WRONG. If you put a heli on top of the roof then order them to go in while he is standing beside the heli. He will walk all the way down walk to the garage then teleports into the heli and sits in the pilot seat like nothing happened. Now say this is a mission where u see a guy running down stairs 10 sec later u hear the engine going on from the heli on the roof. Oh yea that really helps by the realism (sarcasm is real on this one)
  4. It doesn't work because you use TYPE, don't use that and it will work. So trigger: activation - any player ... done Seems to be a bug, shouldn't work either...
  5. Theo1143

    Props Count

    Props is just another word for items, not sure about that one never used it myself. (never had to) Maybe you got something at this: https://community.bistudio.com/wiki/count
  6. Theo1143

    AI Discussion (dev branch)

    Can't agree more I do walk in a lot of trouble with me mission just because of this. The AI works fine when you set it up but then when you play it it will only work 70% of the time. Then again you get problems as being noted above that hes just standing there for ever. This doesn't has to be a big problem but if it is an important part of your mission it will be a big problem. Exactly I don't think we could ever accept it that an AI chopper shoots backwards with hes forward guns. Same thing about the AI turning 360 degree then making an head-shot from 3 clicks away... It is still in the game and it is the reason why i'm not even playing at all anymore. These things have always been in the game aldo I didn't know about the helis the AI problem always has. But the wierd part is that it seemed to be less of a problem 2 / 3 years ago, I don't understand why that is. Back in the day I could atleast let them do some basic stuff, now they even got problems with that. And then again bug fixing this is imposeble since there is nothing to fix, except using unitplay for units to... (rip fps)
  7. Theo1143

    UnitPlay issues

    Yes, you didn't set it up the right way. Honestly got this always when I wanna do it quickly and overlook things. First off you need to use the vehicle name for the recording and the play. Secondly inside you init you got like : (MyPath1 = compile preprocessFile "Paths\path1.sqf";) Sooo MyPath2 MyPath3 but also the Paths\path1.sqf Paths\path2.sqf Paths\path3.sqf etc... Make sure the paths are both different, then go into the path scripts them-selves and again look for the path numbers. Make sure they are the right ones and are not the same for both of the scripts. As last we got the record script not recording your unit but recording you last unit. Pretty sure it is one of above, if not more.
  8. He gives the impression he knows how to script so opening a script who exactly does that also shows him different ways of doing it. I'm talking about scripts not mods like MCC, I never said he couldn't ask anything on here so I got no idea what u were trying to do there.
  9. Just gonna drop this here, you know armaholic is full with scripts who does exactly this? You can use them yourself already how they are or look into them and see how they did it? Got a hard time recalling the name but about a year or 2 ago I've used one of them to which was even multiplayer capable. Which allowed u to recruit any AI from the game from a nice GUI and automatically deleted them once u kicked them out of u group. You can more compare it with a shop script but now it gives u AI and joins it up in your group while you are the leader. Its a nice thing if u set this up beside a barracks and have the new spawned dudes running out the barracks... All roads lead to Rome.
  10. Theo1143

    Making car undrivable

    Why is everybody trying to confuse this dude? Yes you want to lock the vehicle no you don't wanna do this by a script when u can do it with 3 mouse clicks. Right click at the car go to properties and put the car on "LOCKED", now you gonna need to know when to unlock the car. As from your example lets add it at the moment you freed the hostages so add this into that trigger: Truck1 setVehicleLock "UNLOCKED"; You don't "need" to name the truck but it does help a big deal since you always know what is what. And since when you don't name it you need another way of telling the code which vehicle to unlock so lets call it Truck1 for this example. Never put the simulation off especially with the door unlocked since the player will see weird things...
  11. Yeah i'm not a scripter myself, already found ropeAttachedObjects but didn't got any wiser out of it. cargo1 == getSlingLoad heli1 Is exactly where I was looking for, Thanks a lot
  12. To detach the sling load with a script: (old way doesn't seem to work anymore, this one does) _success = heli1 setSlingLoad objNull; So that problem has been solved, now only remains the condition to check if an object has been attached to a heli. So for example when Heli1 attaches the Object AmmoBox1 the trigger will shoot. Anyone knows a way of doing this?
  13. add hint "works"; at the activation of the trigger, so you know it works... + above
  14. So long story short I'm setting up a mission whereby the player has to drop off some objects at a location. Now the problem i'm running into is that whenever the object gets dropped off by the player it could very easily be picked up and the object would still be complete. I also don't wanna set up to many conditions since it is just such a small thing... So therefore did I came up with a solution to remove the object being lift-able together with disabling the simulation. (while having the trigger low enough so it requires you to put it on the ground and on a 3sec timout) (vehicle player) enableRopeAttach false; Which works perfectly but it will still looks ugly when you fly away so I wanna detach the box also on this way. Only thing that I did find was this which does the opposite of what I need it to do:... _success = heli1 setSlingLoad veh1; Is there a way of detaching the slingload ropes from the heli while the player is flying it with a code? And is there a way of checking if a sudden object is attached to the heli with a trigger condition preferably? Edit: Solved If object cargo1 is being attached to the slingload of heli1 shoot trigger: cargo1 == getSlingLoad heli1 Attach sling-load ropes from heli1 to object cargo1: _success = heli1 setSlingLoad cargo1; Detach ALL sling-load ropes from the vehicle heli1: _success = heli1 setSlingLoad objNull;
×