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ArmaMan360

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Everything posted by ArmaMan360

  1. ArmaMan360

    Finding only houses?

    Thank you all. Considering I have got a unit _veh created. How do I put him in a house? I am having trouble adopting this approach in entirety. Any leads please? As per Rydy's example, now what? _minus = nearestObjects [_sidepos,["PowerLines_Wires_base_F","Lamps_base_F","Piers_base_F","Land_NavigLight"],300]; _blds = _pos nearObjects ["House",300]; _blds = _blds - _minus;
  2. ArmaMan360

    Finding only houses?

    Omg thats a handful. Thanks O.O
  3. Here is that Mission Silola. Fix it for me plz? http://www.filedropper.com/covertopsdacmidmissionstratis And by the way, what does this error denote?: http://postimg.org/image/8acinomtf/ I have to restart my mission 2-3 times to get the DAC zones to start.
  4. Yeah Ill try a little more tonight. Actually at work right now. ;) Will get back with results later today.
  5. ArmaMan360

    Grimes Simple Revive Script

    No it doesnt. However you can try BTC Quick Revive. It appears to be the only respawn system which supports AI. But also has some annoying bugs and I dont think it ever got any update. You can try, maybe I was using a mod which was conflicting. Who knows :) As far as normal healing goes, there is a beautiful mod "Auto Medic" try it for AI to automatically heal squad mates when damaged. Here it is.
  6. Thanks Silola, Yes I have put down a game logic with DAC_Direct_Start = true. By the way no offence but the readme needs some serious grammatical editing.
  7. ArmaMan360

    Finding only houses?

    Wow nice way. But I also see a different header for piers under cfgVehicles EMPTY, wonder why the system would return it when I call "House". Anyway Thanks Rydy ;)
  8. ArmaMan360

    Enemy occupation system (eos)

    Like I said, that distance is adjustable and I atleast use a larger number like 800-900 as I want to scout stuff from afar (like what you are trying to achieve). I am assuming that since you are using EOS and Zbecache together, ZBE doesnt have anything to cache if it isnt spawned. Also, they both might be fighting for the caching at some point. I do not use zbecache when using DAC or EOS. IMHO they both got an amazing cache/spawn distance function :) To test if units have spawned, you may get a minor lag depending on the number of units you are spawning (higher means more clear lag) for about 1-2 seconds when you have just entered that distance. :P
  9. ArmaMan360

    Enemy occupation system (eos)

    EOS has an in-built caching system already. See the red figure "250" in the below line: null = [["MARKERNAME","MARKERNAME2"],[2,1,70],[0,1],[1,2,30],[2,60],[2],[1,0,10],[1,0,250,WEST]] call EOS_Spawn; That is the spawn distance from the marker border and not from the center. You can customize that number as per your need.
  10. ArmaMan360

    Enemy occupation system (eos)

    Ok I have got a lead on this. I believe this line inside infantry_fnc.sqf is calling the diver pool line #16: if (surfaceiswater _pos) then {_pool=[_faction,1] call eos_fnc_getunitpool;}else{_pool=[_faction,0] call eos_fnc_getunitpool;}; Because inside UnitPools.sqf, this is mentioned at line #261: if (_type isEqualTo 1) then {_tempArray=_diverPool}; Now I do not know how to ignore surfaceiswater and spawn nothing there. I mean I just want stuff to spawn on land. I cant be going underwater to kill the last remaining diver guy. Anyone? Thank you.
  11. I have tried getpos _sidepos, getmarkerpos _sidepos, and even _sidepos alone in the call newzone, with brackets, without brackets but to no avail. I hope someone checks these scripts that i have posted. And the task appears to not have '["Task1",'. But it works all well, not a single error. Ill anyway change that and see. But why wouldnt it throw an error? I mean it allots me the task all good.
  12. Ok so I got rid of the gamelogics and instead made 2 markers: city1 and city2. now my objectiveinit.sqf is: // create missions list array _allmissions = [0] call BIS_fnc_selectrandom; _mkrs = ["city1","city2"]; _pos = _mkrs call BIS_fnc_selectRandom; // spawn enemy switch (_allmissions) do { case 0: { [(getMarkerPos _pos)] execVM "sidemissions\side1.sqf";}; }; // execute the selected mission... And now the side1.sqf is: // Objective: Capture the town _sidepos = (_this select 0); // find center of AO...looking for gamelogic location which created before in editor _side = createCenter west; // Add task //Task ID-Task name-Task description and some other options Enemy have acquired a new base on the island. Finish them off quickly.","Clear Area","Clear Area"],_sidepos,"AUTOASSIGNED",6,true,true] call BIS_fnc_setTask; sleep 0.6; // spawn enemy _infTA = ["z1",[1,0,0],[8,1,6,4],[],[1,1,3,3],[1,1,4],[1,1,1,0]]; [(getPos _sidepos),300,500,0,25,_infTA] call DAC_fNewZone; sleep 2; // WAIT UNTIL objective destroy waitUntil {sleep 5;{alive _x && side _x == west} count allunits == 0}; // task complete hint ["Task1","Succeeded"] call BIS_fnc_taskSetState; // delete AO marker and target deleteMarker "side_area"; sleep 10; // remove mans/vehicles/air/static "optional" {if (!(isplayer _x)) then {deleteVehicle _x;};} foreach nearestobjects [_sidepos,[ "air","StaticWeapon","Landvehicle" ],900]; sleep 10; {if (!(isplayer _x)) then {deleteVehicle _x;};} foreach nearestobjects [_sidepos,[ "man" ],900]; ["zone"] call DAC_fDeleteZone; sleep 15; ["Task1"] call BIS_fnc_deleteTask; // go for next side mission []execVM "side_finder.sqf"; Even now the same not defined newzone is popping up.
  13. Sir, that is not a marker. Its a randomly chosen gamelogic placed on the map through the editor. Named city1 and city2. It cant be a marker.
  14. // Objective: Capture the town // find center of AO...looking for gamelogic location which created before in editor _sidepos = [city1,city2] call BIS_fnc_selectRandom; _side = createCenter west; // Add task //Task ID-Task name-Task description and some other options ["Task1",true,["Clear the area by any means necessary. NATO have acquired a new base on the island. Finish them off quickly.","Clear Area","Clear Area"], _sidepos,"AUTOASSIGNED",6,true,true] call BIS_fnc_setTask; sleep 0.6; // spawn enemy _infTA = ["z1",[1,0,0],[8,1,6,4],[],[1,1,3,3],[1,1,4],[1,1,1,0]]; [(getPos _sidepos),300,500,0,25,_infTA] call DAC_fNewZone; Tried getpos, getposATL in the last line. nothing seems to work. Silola need some help here man.
  15. I am playing as East so 1,1,1,0 is ideal for me for spawning NATO enemy troops. Plus I dont want camps hence ive left it to 0. Even that undefined newzone error is coming in obj1.sqf but not in obj2.sqf and both have the same values. I donno what happened since I switched to dac zones "on the fly" approach. My beautiful mission seems busted now and I am sad. :'(
  16. Ok that is taken care of but a new problem emerges :/ Enemy soldiers wont attack me and they appear to be named in "green" at cursor point. Like allies do. Honestly, I am getting annoyed now. Here is the new Obj.sqf: // Objective: Destroy the Drone // find center of AO...looking for gamelogic location which created before in editor _sidepos = [base1,base2,base3] call BIS_fnc_selectRandom; _side = createCenter west; // add marker on AO/target _marker = createMarker ["side_area", _sidepos]; _marker setMarkerShape "Ellipse"; _marker setMarkerColor "ColorRed"; _marker setMarkerText "Clear Area"; _marker setMarkerSize [1,1]; _veh = createVehicle ["B_UAV_02_CAS_F",getMarkerPos "side_area", [], 0, "NONE"]; sleep 1; // Add task //Task ID-Task name-Task description and some other options ["Task2",true,["Reports coming in of a new Drone unit being deployed on the Island. This will bring our location out. Find it, destroy it immediately", "Destroy the Drone","Destroy the Drone"], getMarkerPos "side_area", "AUTOASSIGNED",6,true,true] call BIS_fnc_setTask; sleep 4; // spawn enemy _infVTA = ["z1",[1,0,0],[8,1,6,4],[1,1,4,3],[1,1,3,3],[1,1,4],[1,1,1,1]]; _infV = ["z2",[3,0,0],[8,1,6,4],[2,1,4,3],[],[],[1,1,1,1]]; _infT = ["z3",[1,0,0],[8,1,6,4],[],[1,1,3,3],[],[1,1,1,1]]; switch (_sidepos) do { case base1: { [(_sidepos),300,500,0,25,_infVTA] call DAC_fNewZone;}; case base2: { [(_sidepos),300,300,0,0,_infT] call DAC_fNewZone;}; case base3: { [(_sidepos),500,300,0,30,_infV] call DAC_fNewZone;}; }; sleep 2; // WAIT UNTIL objective destroy waitUntil {sleep 5; !alive _veh}; // task complete hint ["Task2","Succeeded"] call BIS_fnc_taskSetState; // delete AO marker and target deleteMarker "side_area"; sleep 10; // remove mans/vehicles/air/static "optional" {if (!(isplayer _x)) then {deleteVehicle _x;};} foreach nearestobjects [_sidepos,[ "air","StaticWeapon","Landvehicle" ],900]; sleep 10; {if (!(isplayer _x)) then {deleteVehicle _x;};} foreach nearestobjects [_sidepos,[ "man" ],900]; ["zone"] call DAC_fDeleteZone; sleep 15; ["Task2"] call BIS_fnc_deleteTask; // go for next side mission []execVM "side_finder.sqf";
  17. Ok guys this creating DAC Zones 'on-the-fly' isnt working for me. I put down gamelogics city1 and city 2 and here is the objective.sqf snippet: // Objective: Capture the town _infVT = ["z2",[2,0,0],[13,1,6,4],[2,1,4,3],[1,1,3,3],[],[1,1,1,0]]; _infV = ["z3",[3,0,0],[13,1,6,4],[2,1,4,3],[],[],[1,1,1,0]]; // find center of AO...looking for gamelogic location which created before in editor _sidepos = [city1,city2] call BIS_fnc_selectRandom; _side = createCenter west; // add marker on AO/target _marker = createMarker ["side_area", _sidepos]; _marker setMarkerShape "Ellipse"; _marker setMarkerColor "ColorRed"; _marker setMarkerText "Clear Area"; _marker setMarkerSize [1,1]; // Add task //Task ID-Task name-Task description and some other options ["Task1",true,["Clear the area by any means necessary. NATO have acquired a new base on the island. Finish them off quickly.","Clear Area","Clear Area"], getMarkerPos "side_area","AUTOASSIGNED",6,true,true] call BIS_fnc_setTask; sleep 4; // spawn enemy switch (_sidepos) do { case city1: { [_sidepos,300,300,0,0,_infVT] call DAC_fNewZone;}; case city2: { [_sidepos,200,150,0,0,_infV] call DAC_fNewZone;}; }; ....... It keeps showing an error: http://postimg.org/image/uyip4ihap/ Something to do with DAC_New_Zone not defined? O.o
  18. I am sure you will be ok. Just mind the quotes " " and [] brackets and at the last the semi colons ; I am most vulnerable at these spots.. :P btw I am an Afghan Pashtun ;)
  19. Dear Tajin, I would sooooooo love to include it in an addaction in a way tht it highlights these positions only for 10 seconds and then completely stop the find marker loop to save performance :) I am waiting man. Thank you.
  20. Yeah it is. You have to add 2 cases in Unit Pool 1 for Afghan army (lets say case 5) and the other for Afghan Police (case 6). Then it is just a matter of mentioning the unit pool case number in the last array like so: ["z1",[1,0,0,0],[8,2,50,8],[ ],[ ],[ ],[1,5,1,0,]] spawn DAC_Zone // This will spawn units configured in case 5 a.k.a. Afghan army ["z2",[1,0,0,0],[8,2,50,8],[ ],[ ],[ ],[1,6,1,0,]] spawn DAC_Zone // This will spawn units configured in case 6 a.k.a. Afghan police
  21. @Silola Why not add a garrison function (based on percentage) also in the DAC's marvelous list of features? :)
  22. ArmaMan360

    Insurgency Style Grid Markers

    Yeah try this: private ["_pos","_px","_py","_nam","_col"]; gridmarkers = []; startAlpha = 0.2; changeAlpha = 0.2; while { true } do { {deleteMarkerLocal _x;} count gridmarkers; gridmarkers = []; { if ( !((side _x) isEqualTo civilian) ) then { _pos = getPosATL _x; _px = floor ( (_pos select 0) / 100); _py = floor ( (_pos select 1) / 100); _nam = format["grid_%1_%2",_px,_py]; _col = format["Color%1",side _x]; if ( (markerShape _nam) isEqualTo "RECTANGLE" ) then { if ( ((markerColor _nam) isEqualTo _col) ) then { _nam setMarkerAlphaLocal ( (markerAlpha _nam) + changeAlpha); } else { _nam setMarkerColorLocal "ColorOrange"; _nam setMarkerAlphaLocal ( (markerAlpha _nam) + changeAlpha); }; } else { createMarkerLocal[_nam,[(_px*100)+50,(_py*100)+50,0]]; _nam setMarkerShapeLocal "RECTANGLE"; _nam setMarkerSizeLocal [50,50]; _nam setMarkerColorLocal _col; _nam setMarkerAlpha startAlpha; gridmarkers pushBack _nam; }; }; true } count allUnits; sleep 10; }; Credits go to Taijin for this post. There was another fine script which I was personally using. Cant recall it. Will share with you later tonght. :)
  23. This is only spawning him in 1 house (nearest to marker "m1"), at the same position again and again. obj.sqf: _setpos = getMarkerPos "m1"; _groupHVT = createGroup east; _veh = _groupHVT createUnit ["O_officer_F", _setpos, [], 0, "NONE"]; _veh setRank "COLONEL"; _veh setSkill 1; _veh removeallweapons; _veh setcaptive true; _nBuilding = nearestBuilding _setpos; sleep 0.3; _veh setPosATL (_nBuilding buildingPos 2); _mkr = createmarker ["here", _nBuilding]; _mkr setMarkerShape "Icon"; _mkr setMarkerType "hd_destroy"; _mkr setMarkerColor "ColorOpfor"; I have tried all possible ways but I am continuously getting errors. I want the script to scan an area, lets say 400 m around marker m1 and pick a random building (civilian or military) and then pick a random position from it then put the _veh in it. Please do not re-direct me to other threads, I have seen a butt load and tried the buttload, but to no avail :'( Thank you. :)
  24. Ok that is annoying. I am unable to make the waituntil conditions: waitUntil { sleep 3; (_veh distance getMarkerPos "base" < 15 && alive _veh) || (alive _veh)}; if (alive _veh) then { ["Task11", "Succeeded"] call BIS_fnc_taskSetState; } else { ["Task11", "Failed"] call BIS_fnc_taskSetState; }; The hostage _veh, if he is alive and reaches marker base I want mission complete, but if he is killed before, i want the mission to fail. how to achieve it :( EDIT: Got it working like so: waitUntil {sleep 3;(_veh distance getMarkerPos "base" < 15 && alive _veh) || !(alive _veh)}; if (!(alive _veh)) then { ["Task11", "Failed"] call BIS_fnc_taskSetState; } else { ["Task11", "Succeeded"] call BIS_fnc_taskSetState; };
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