RizlaUK
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Everything posted by RizlaUK
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Hi Genesis, We are keen to try this on our server and if you need any more testers to reports issues, we'd be glad to help with that. Regards Rizla
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- dissension
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Vcom AI V2.0 - AI Overhaul
RizlaUK replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Genesis, that worked. -
Vcom AI V2.0 - AI Overhaul
RizlaUK replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, We've added a paradrop script which we want VCOM not to run on, for the pilots, but to still run on the paratroopers after they've jumped. If !(_RandomNum isEqualTo 1) then { [_RandomSpawnPos] Spawn { Params ["_RandomSpawnPos"]; Private ["_Dist"]; _ASL = ASLTOATL _RandomSpawnPos; // Get ATL for sea level. _RandomSpawnPos = [_RandomSpawnPos select 0, _RandomSpawnPos select 1, ((_ASL select 2) - 50)]; Sleep 2; _Helis = _RandomSpawnPos NearEntities [["HELICOPTER"],100]; Sleep 10; {_x addCuratorEditableObjects [_Helis, true]} forEach allCurators; { // { _x setvariable ["NOAI",true]; _x setvariable ["VCOM_NOPATHING_Unit",1, false];} foreach (crew _x); (Driver _x) setvariable ["NOAI",true]; (Driver _x) setvariable ["VCOM_NOPATHING_Unit",1, false]; } forEach _Helis; // In case more than one heli in the array. Failsafe }; }; We get the following RPT error though. Can anybody help with this please? 22:13:00 Error in expression <iable ["VCOM_NOPATHING_Unit",false]; if !(_NoFlanking2) then { _CheckStatus2 = > 22:13:00 Error position: <!(_NoFlanking2) then { _CheckStatus2 = > 22:13:00 Error !: Type Number, expected Bool 22:13:00 File mpmissions\__cur_mp.Altis\VCOMAI\Functions\VCOMAI_ClosestAllyWarn.sqf, line 81 Thanks a lot. Regards Rizla -
Vcom AI V2.0 - AI Overhaul
RizlaUK replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I must be missing something then, the choppers after initially spawning and displaying "SAD" behaviour, stop and hover and very rarely change from this :( -
Vcom AI V2.0 - AI Overhaul
RizlaUK replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Could anybody tell me how to put the nopathing stuff in this script please? params ["_AOPos"]; if ((!alive derp_airReinforcement) && {derp_lastAirReinforcementTime <= (time - derp_PARAM_airReinforcementTimer)}) then { _AOPos params ["_xPos", "_yPos"]; derp_airReinforcement = createVehicle [(selectRandom AirReinforcementVehicleList), getMarkerPos "opforAirSpawn_marker1", ["opforAirSpawn_marker2", "opforAirSpawn_marker3", "opforAirSpawn_marker4"], 50, "FLY"]; createVehicleCrew derp_airReinforcement; derp_airReinforcement lock 2; {_x addCuratorEditableObjects [[derp_airReinforcement], true]} forEach allCurators; private _wp = (group derp_airReinforcement) addWaypoint [[_xPos, _yPos, 1000], 0]; _wp setWaypointType "SAD"; derp_lastAirReinforcementTime = time; }; Thanks a lot Rizla -
Hi, I've been working on a mission file and for some reason when trying it on our server, it doesn't default to Blufor so everybody has to click that first. Like the picture below: https://s29.postimg.org/ciglarax3/20170129220538_1.jpg I'm sure that it's an easy fix but i'm lost. Any idea please? Rizla
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Blufor Not Default in MP Lobby
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot man! Sent from my SM-G935F using Tapatalk -
Blufor Not Default in MP Lobby
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To be a little clearer, the Multiplayer Lobby normally shows a list of Squads filled with the different roles like Marksman, Grenadier etc. But now it shows like the picture above until you click on Blufor in the top left. It's like it has introduced a extra uncalled for step, which creates confusion when people first join the server. This only happened after editing some of the playable units in the editor. Any advice would be great. Regards Rizla Sent from my SM-G935F using Tapatalk -
Hi, I have the below parameter in my Description.ext that deals with a percentage of enemies left before a mission completes; class EnemyLeftThreshhold { title = "Enemy Left Threshold"; values[] = {0.50, 0.40, 0.30, 0.20, 0.15, 0.10, 0.05}; texts[] = {"50%", "40%", "30%", "20%", "15%", "10%", "5%"}; default = 0.10; }; Is it possible to make it a range, rather than an exact value? For exmaple; class EnemyLeftThreshhold { title = "Enemy Left Threshold"; values[] = {0.50-0.41, 0.40-0.31, 0.30-0.21, 0.20-0.11, 0.10-0.05}; texts[] = {"50%" - 41%, "40% - 31%", "30% - 21%", "20% - 11%", "10% - 5%"}; default = 0.10-0.05; }; Would this work? Thanks Rizla
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Parameter in Description.ext
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the example. Forgive me for asking, but for the script part would i need to make that a function and define it in cfgfunctions.hpp? Cheers Rizla -
Hi, Would anybody know how to copy the custom save file system from Liberation to another game mode please? Regards Rizla
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Hi, I have the code below that will speed up the night time between 21:00 - 03:00. I was hoping somebody could add the relevant code to enable me to slow it down around dusk/dawn, as they are really nice looking times! [] spawn { private [ "_accelerated_time" ]; while { true } do { if (daytime > 21 || daytime < 3) then { _accelerated_time = 7; setTimeMultiplier _accelerated_time; } else { setTimeMultiplier 3; }; sleep 10; }; }; Thanks in advance for your help. Rizla
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Thank you very much for this and for explaining exactly how to do it. It was really helpful and i appreciate you taking the time to help. *Edit* Out of interest, why is the night time the only time you used OR?
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Is this any better? [] spawn { private ["_accelerated_time_day","_accelerated_time_night","_accelerated_time_dawn","_accelerated_time_dusk"]; while { true } do { if (daytime > 04.45 || daytime < 05.30) then { _accelerated_time_dawn = 3; if (!(timeMultiplier isEqualTo 3)) then { setTimeMultiplier _accelerated_time_dawn; }; if (daytime > 05.30 || daytime < 18.45) then { _accelerated_time_day = 6; if (!(timeMultiplier isEqualTo 6;)) then { setTimeMultiplier _accelerated_time_day; }; }; if (daytime > 18.45 || daytime < 19.30) then { _accelerated_time_dusk = 3; if (!(timeMultiplier isEqualTo 3)) then { setTimeMultiplier _accelerated_time_dusk; }; }; if (daytime > 19.30 || daytime < 05.30) then { _accelerated_time_night = 10; if (!(timeMultiplier isEqualTo 10)) then { setTimeMultiplier _accelerated_time_night; }; }; sleep 10; }; };
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Is this it? [] spawn { private ["_accelerated_time_day","_accelerated_time_night","_accelerated_time_dawn","_accelerated_time_dusk"]; while { true } do { if (daytime > 04.45 || daytime < 05.30) then { _accelerated_time_dawn = 3; if (!(timeMultiplier isEqualTo 3)) then { setTimeMultiplier _accelerated_time_dawn; }; if (daytime > 05.30 || daytime < 18.45) then { _accelerated_time_day = 6; if (!(timeMultiplier isEqualTo 6;)) then { setTimeMultiplier _accelerated_time_day; }; if (daytime > 18.45 || daytime < 19.30) then { _accelerated_time_dusk = 3; if (!(timeMultiplier isEqualTo 3)) then { setTimeMultiplier _accelerated_time_dusk; }; if (daytime > 19.30 || daytime < 05.30) then { _accelerated_time_night = 10; if (!(timeMultiplier isEqualTo 10)) then { setTimeMultiplier _accelerated_time_night; }; }; sleep 10; }; };
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OK, I've tried this but it's not working, any advice please? [] spawn { private ["_accelerated_time_dawn","_accelerated_time_dusk","_accelerated_time"]; while { true } do { if (daytime > 04.45 || daytime < 05.30) then { _accelerated_time_dawn = 3; setTimeMultiplier _accelerated_time_dawn; if (daytime > 18.45 || daytime < 19.30) then { _accelerated_time_dusk = 3; setTimeMultiplier _accelerated_time_dusk; if (daytime > 19.31 || daytime < 05.29) then { _accelerated_time = 10; setTimeMultiplier _accelerated_time; } else { setTimeMultiplier 6; }; sleep 10; }; };
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Can anybody please help with some code examples? I just want to slow down the dusk/dawn parts, on top of what i have already above. Regards Rizla
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Hi, I'm trying to tweak the AhoyWorld Invade & Annex mission a little, to suit our server. A few people have attempted this request but they haven't been able to do it. What i want to achieve is this; 1. During the Attack part of the mission, we have a threshold of 10 remaining Opfor (when we hit this threshold it should start a 5 min timer, if we don't kill the 10 remaining Opfor it goes to Defend after 5 mins; if we kill them it cuts the timer short and goes to Defend on the death of the last Opfor). This would prevent the boring situation of finding the stubborn last 10 and also prevent the situation of if we kill them before 10 mins, having to wait around. 2. During the Defend part of the mission the same behaviour as above, last 10 starts a 5 min timer etc. But, if the Opfor wipe out all the Bluefor from the AO, we then get a hint stating, "Opfor have re-taken the area, you have 5 mins to get back into the AO or the objective is lost!" A 5 minute countdown is activated which allows Bluefor to respawn, rearm and get back into the AO. If they don't, then it's a Failed Defend, hint, load next AO. At the minute, with what has been tried already, the Attack never turns to a Defend, even though we have it set to 60% chance of Defend. Also, when the Attack gets to the threshold of the last 10, it just instantly completes the AO. Here is the code, hopefully somebody can spot or suggest how to get this going. Thanks a lot. Rizla
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Help with weapons restrictions
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK then, Same old story, get a flat tire, a nice person on the forum hands you a tire iron, but you don't know how to use it!? This is what i've tried, obviously wrong, and certain some coder is looking at my effort with sheer contempt, yes i suck at coding, so please tell me the answer so i can leave your world! /* Author: Quiksilver Last modified: 23/10/2014 ArmA 1.32 by Quiksilver Description: Restricts certain weapon systems to different roles _________________________________________________*/ private ["_opticsAllowed","_specialisedOptics","_optics","_sniperOpt"]; #define AT_MSG "Only AT Soldiers may use this weapon system. Launcher removed." #define SNIPER_MSG "Only Snipers may use this weapon system. Sniper rifle removed." #define AUTOTUR_MSG "You are not allowed to use this weapon system, Backpack removed." #define MG_MSG "Only Autoriflemen may use this weapon system. LMG removed." #define SOPT_MSG "SOS and LRPS are designated for Snipers and Spotters only. Optic removed." #define MRK_MSG "Only Marksman and Spotters may use this weapon system. Rifle removed." //===== UAV TERMINAL _uavOperator = ["B_T_officer_F","B_T_soldier_UAV_F","B_soldier_UAV_F","B_officer_F","B_T_soldier_SL_F"]; _uavRestricted = ["B_UavTerminal","O_UavTerminal","I_UavTerminal"]; //===== AT / MISSILE LAUNCHERS (excl RPG) _missileSoldiers = ["B_T_soldier_AT_F","B_T_soldier_LAT_F","B_T_soldier_LAT_F","B_soldier_AA_F","B_soldier_AT_F","B_officer_F","B_recon_LAT_F","B_T_soldier_SL_F"]; _missileSpecialised = ["launch_O_Titan_short_ghex_F","launch_O_Titan_ghex_F","launch_B_Titan_short_tna_F","launch_B_Titan_tna_F","launch_NLAW_F","launch_B_Titan_F","launch_O_Titan_F","launch_I_Titan_F","launch_B_Titan_short_F","launch_O_Titan_short_F","launch_I_Titan_short_F"]; //===== SNIPER RIFLES _snipers = ["B_T_sniper_F","B_T_officer_F","B_sniper_F","B_officer_F"]; _sniperSpecialised = ["srifle_GM6_ghex_F","srifle_LRR_tna_F","srifle_DMR_07_hex_F","srifle_DMR_07_ghex_F","srifle_DMR_07_blk_F","srifle_GM6_F","srifle_GM6_LRPS_F","srifle_GM6_SOS_F","srifle_LRR_F","srifle_LRR_LRPS_F","srifle_LRR_SOS_F","srifle_GM6_camo_F","srifle_GM6_camo_LRPS_F","srifle_GM6_camo_SOS_F","srifle_LRR_camo_F","srifle_LRR_camo_LRPS_F","srifle_LRR_camo_SOS_F"]; /*===== BACKPACKS _backpackRestricted = ["O_Mortar_01_support_F","I_Mortar_01_support_F","O_Mortar_01_weapon_F","I_Mortar_01_weapon_F","O_UAV_01_backpack_F","I_UAV_01_backpack_F","O_HMG_01_support_F","I_HMG_01_support_F","O_HMG_01_support_high_F","I_HMG_01_support_high_F","O_HMG_01_weapon_F","I_HMG_01_weapon_F","O_HMG_01_A_weapon_F","I_HMG_01_A_weapon_F","O_GMG_01_weapon_F","I_GMG_01_weapon_F","O_GMG_01_A_weapon_F","I_GMG_01_A_weapon_F","O_HMG_01_high_weapon_F","I_HMG_01_high_weapon_F","O_HMG_01_A_high_weapon_F","I_HMG_01_A_high_weapon_F","O_GMG_01_high_weapon_F","I_GMG_01_high_weapon_F","O_GMG_01_A_high_weapon_F","I_GMG_01_A_high_weapon_F","I_AT_01_weapon_F","O_AT_01_weapon_F","I_AA_01_weapon_F","O_AA_01_weapon_F"]; */ //===== LMG _autoRiflemen = ["B_T_soldier_AR_F","B_T_officer_F","B_soldier_AR_F","B_officer_F","B_T_soldier_SL_F"]; _autoSpecialised = ["LMG_03_F","MMG_02_black_F","MMG_02_camo_F","MMG_02_sand_F","MMG_02_black_RCO_BI_F","MMG_02_sand_RCO_LP_F","MMG_01_base_F","MMG_01_hex_F","MMG_01_hex_ARCO_LP_F","MMG_01_tan_F","LMG_Mk200_F","LMG_Mk200_MRCO_F","LMG_Mk200_pointer_F"]; //===== SNIPER OPTICS _sniperTeam = ["B_T_sniper_F","B_sniper_F","B_spotter_F","B_T_soldier_SL_F"]; _sniperOpt = ["optic_SOS","optic_LRPS"]; //===== MARKSMAN _marksman = ["B_T_soldier_M_F","B_soldier_M_F","B_spotter_F","B_recon_M_F","B_T_soldier_SL_F"]; _marksmanGun = ["srifle_DMR_02_ACO_F","srifle_DMR_02_ARCO_F","srifle_DMR_02_camo_AMS_LP_F","srifle_DMR_02_DMS_F","srifle_DMR_02_MRCO_F","srifle_DMR_02_sniper_AMS_LP_S_F","srifle_DMR_02_F","srifle_DMR_02_camo_F","srifle_DMR_02_sniper_F","srifle_DMR_02_SOS_F","srifle_DMR_03_ACO_F","srifle_DMR_03_AMS_F","srifle_DMR_03_ARCO_F","srifle_DMR_03_DMS_F","srifle_DMR_03_DMS_snds_F","srifle_DMR_03_MRCO_F","srifle_DMR_03_SOS_F","srifle_DMR_03_tan_AMS_LP_F","srifle_DMR_03_F","srifle_DMR_03_khaki_F","srifle_DMR_03_multicam_F","srifle_DMR_03_tan_F","srifle_DMR_03_woodland_F","srifle_DMR_04_ACO_F","srifle_DMR_04_ARCO_F","srifle_DMR_04_DMS_F","srifle_DMR_05_ACO_F","srifle_DMR_05_ARCO_F","srifle_DMR_05_DMS_F","srifle_DMR_05_DMS_snds_F","srifle_DMR_05_KHS_LP_F","srifle_DMR_05_MRCO_F","srifle_DMR_05_SOS_F","srifle_DMR_05_blk_F","srifle_DMR_05_hex_F","srifle_DMR_05_tan_f", "srifle_DMR_06_olive_F"]; restrict_LMG = true; restrict_sOptics = true; restrict_Marksman = true; _ground = "GroundWeaponHolder" createVehicle (getPos player); sleep 1; player action ["dropWeapon", _ground, primaryWeapon player]; _ground = "GroundWeaponHolder" createVehicle (getPos player); sleep 1; player action ["dropWeapon", _ground, secondaryWeapon player]; while {true} do { //------------------------------------- Launchers if (({player hasWeapon _x} count _missileSpecialised) > 0) then { if (({player isKindOf _x} count _missileSoldiers) < 1) then { player dropWeapon (secondaryWeapon player); systemChat "You look down at all the blinking lights and twisty knobs and feel a migraine coming on. You decide to drop the weapon system for a specialist to use."; }; }; sleep 1; //------------------------------------- Sniper Rifles if (({player hasWeapon _x} count _sniperSpecialised) > 0) then { if (({player isKindOf _x} count _snipers) < 1) then { player dropWeapon (primaryWeapon player); systemChat "The weight and feel of this gun seem wrong to you. You decide that you couldn't shoot straight with it. You drop the weapon for a specialist Sniper to use. You also remember that the teams Sniper would not take kindly to being left with a pistol."; }; }; sleep 1; //------------------------------------- UAV private["_assignedItems","_optics","_sniperOpt"]; _assignedItems = assignedItems player; if (({"B_UavTerminal" == _x} count _assignedItems) > 0) then { if (({player isKindOf _x} count _uavOperator) < 1) then { player unassignItem "B_UavTerminal"; player removeItem "B_UavTerminal"; systemChat "You drop the UAV terminal after taking one look at buttons and flashing lights that could mean anything. One slip and the sky could fall! You decide that this equipment is best left to UAV Operators."; }; }; sleep 1; //------------------------------------- sniper optics if (restrict_sOptics) then { _sniperOpt = ["optic_SOS","optic_LRPS"]; _optics = primaryWeaponItems player; if (({_x in _optics} count _sniperOpt) > 0) then { if (({player isKindOf _x} count _sniperTeam) < 1) then { {player removePrimaryWeaponItem _x;} count _sniperOpt; systemChat "You decide that a Court Martial is not worth stealing from the Snipers' lockeroom again and decide to drop the Sniper and Spotters equipment for them to use."; }; }; sleep 1; }; //------------------------------------- LMG if (restrict_LMG) then { if (({player hasWeapon _x} count _autoSpecialised) > 0) then { if (({player isKindOf _x} count _autoRiflemen) < 1) then { player dropWeapon (primaryWeapon player); systemChat "Good Grief! This is heavy! You decide to drop the weapon for a specialist Autorifleman to carry. Phew!"; }; }; sleep 1; }; //------------------------------------- Marksman if (restrict_Marksman) then { if (({player hasWeapon _x} count _marksmanGun) > 0) then { if (({player isKindOf _x} count _marksman) < 1) then { player dropWeapon (primaryWeapon player); systemChat "The weight and feel of this gun seem wrong to you. You struggle to imagine trying to shoot it straight. Instead you decide to drop the weapon for a Designated Marksman to use. You also remember that the teams Marksman would not take kindly to being left with a pistol."; }; }; sleep 1; }; //------------------------------------- Opfor turret backpacks /* if ((backpack player) in _backpackRestricted) then { removeBackpack player; titleText [AUTOTUR_MSG, "PLAIN", 3]; }; */ }; -
Hi, I was hoping for a little help with a weapons restriction script we have running on our server at the moment. As it stands, when the script kicks in, it deletes the restricted weapon. What we are trying to achieve is for it to drop it on the floor and keep doing that if they try and pick it up again. Is this possible please? Thanks for reading. Rizla
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Help with weapons restrictions
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Sorry to be a pain in the arse, but can i ask for the exact code i should put into the script example above please? I'm not the best at scripting and don't want to do it incorrectly! Will these dropped weapons automatically be picked up by our clean up scripts or do they need to be defined somewhere? Thanks a lot for your help. Regards Rizla -
Help with weapons restrictions
RizlaUK replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i just replace removeWeapon with dropWeapon in the script and that is it? On a side note, would the dropped weapons be picked up by clean up scripts after so long of being on the floor? Thanks -
Hi, We're currently running Liberation game mode on our server and something that comes up a lot is the Medics asking if we can make so they can revive while laying down. As it stands at the moment they can treat while prone but to revive, the avatar kneels and proceeds to get shot when doing so. If we could copy the behaviour of the treat/heal that would be perfect. Can anybody offer any help with this please? Regards Rizla
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Can anybody tell me where the code is responsible for clearing the default inventories of the choppers and stuff? I would like to leave the repair kits in the choppers so pilots can repair their own hardware? Thanks Rizla
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Hi, I keep having a weird issue with my HC's. After a random amount of time, one or more of the HC's will turn red and drop to 2 fps. When you witness the enemy that this HC is controlling, they're rubber banding all over the place. Once it happens, it only gets worse and you can only fix it with a server restart. This gets very annoying as sometimes it happens after 5 mins of a previous restart. Here is some screenshots. Here is a link to the .rpt log from the server. https://db.tt/3obBzA0T I would be really greatfull if somebody could help me with this. Thanks a lot. Rizla
- 2432 replies