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RizlaUK

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Everything posted by RizlaUK

  1. Yes - I enabled it after your recommendation.
  2. Can you give me the code example of what I need to do the hint trick please?
  3. OK, How do these look now? Is there anything else i can do to improve things? Init.sqf initPlayerLocal.sqf initServer.sqf Regards Rizla
  4. Hi, I'm running an Invade & Annex Server and i'm trying to change a few things. The main things being when the mission turns into a defend and the A.I. counter attack. It's setup in such a way that when the Bluefor have killed most of the Opfor and there is only around 15 Opfor left a 6 minute countdown is activated and what should happen is; a. the timer expires and if Bluefor are in the AO area then it's classed as a succesful defend. b. the remaining 15 Opfor are elimated before the timer ends, also a successful defend but it ends the timer early. c. Bluefor are elimated and a new 6 minute timer is activated, if the Bluefor don't re-occupy the area within the 6 minute countdown, it's a failed defend. (This behaviour should happen at any time during the Defend, basically if the Opfor elimate all the human players they need to get back to the AO within 6 mins or it's failed and a new AO will spawn)/* As it stands at the minute, what is happening is; a. we get to the 15 remaining Opfor and the timer kicks in, but when it expires, it doesn't despawn the last few Opfor and activate a successful defend.(we have to still find the last 15, which gets boring) b. we are elimated by Opfor and the AO stays in defend mode forever, until we get back and kill all the Opfor. I wonder if somebody could help with this please? Regards Rizla
  5. RizlaUK

    Willing to pay for help.

    I'm still actively seeking people for this. Regards Rizla
  6. RizlaUK

    Vcom AI V2.0 - AI Overhaul

    Does anybody know a work-around for the Bastion part of EOS, when my mission turns to defend, the Opfor troops all just spawn in and just stand there and will not accept any waypoints that are generated automatically or by Zeus? Any ideas please? Regards Rizla
  7. RizlaUK

    Vcom AI V2.0 - AI Overhaul

    Has anybody got the fix for this yet, i have filepatching enabled on the server and if anybody connects they CTD with "Include file userconfig\VCOM_AI\AISettingsV2.hpp not found." I do have the folder userconfig\VCOM_AI in the root Arma folder on the server. Any suggestions please? Regards Rizla **Update** If the players who are trying to connect manually place the "INSTALL THIS" folder in their root Arma 3 folder, they can connect to the server. Not ideal, but a temporary fix of sorts until this is fixed properly.
  8. Hi, I'm having a problem on our server at the moment after moving respawn locations around for Jets & Choppers. Sometimes, on respawn, they explode and I don't know why? Also a second question I have - I've worked on the default vehicle inventory which loads up fine for the initial vehicles but after a respawn they get the default inventory again. Where do I edit the inventory of vehicles that respawn please? Thanks Rizla
  9. Ok - thanks for the replies. I'm using the latest Ahoyworld Invade and Annex so whatever respawn that uses is what I will be using. I will test what has been suggested so far when I get back from work tonight. Thanks again. Rizla
  10. Hi, I have an IED script created by brians200 and wondered if I could show the locations of the IEDs to Zeus, as it is when you turn Debug mode on? I think this will be good for setting up ambushes near the bombs. Hopefully this is an easy one? Regards Rizla
  11. RizlaUK

    IED Debug Marker Visibility

    Is this something difficult to do then?
  12. Hi, I'm trying to add a command to a trigger condition in the 2d editor but can't seem to get the syntax correct, can anybody help with this please? This is what i'm trying to add to prevent air vehicles activating my alarm trigger count (thisList unitsBelowHeight 2) > 0 at the moment i just have alarmToggle; in the condition box. I've tried count (thisList unitsBelowHeight 2) > 0; alarmToggle; I'm not too good with this so any help would be great. Regards Rizla
  13. RizlaUK

    Correct Syntax

    Thanks killzone_kid - that works perfectly now. Regards Rizla
  14. Hi, I wondered if there's a way to upload many .pbo mission files with time and or weather variations and randomly select one of them files after an automated server restart? I'm looking to make it so there's more weather and also some dawn/dusk start times. I also thought that I could then allow voting for maps for players to decide what they want when no admins are around. Is this possible? Regards Rizla
  15. RizlaUK

    Correct Syntax

    I got the alarm triggers from an example mission and they are setup as below; 1. named trgAlarm type=none, activation=none, repeatedly, present, condition=alarmToggle && {count (thisList unitsBelowHeight 2) > 0}; 2. type=none, activation=Opfor, repeatedly, present, condition=this, on acc=alarmToggle = true; publicVariable "alarmToggle"; 3. type=none, activation=Opfor, repeatedly, not present, condition=this, on acc=alarmToggle = false; publicVariable "alarmToggle"; If i have alarmToggle; in the condition box of the first trigger, the alarm activates but air vehicles also set it off.
  16. RizlaUK

    Correct Syntax

    The syntax errors are gone, but now the alarm doesn't sound when Opfor are within the trigger area.
  17. Thanks for the reply terox. Can you give me an example of how to set it correctly what you have suggested please? // MISSIONS CYCLE (see below) class Missions { class Mission1 { template="cannonfod3.Altis"; difficulty="Regular"; }; }; Thanks a lot. Rizla
  18. RizlaUK

    IED Triggers Ambush

    I've watched that video and that's great for setting up a static IED with an ambush. I'm looking for a way to make the creation of the ambush random, tied into the lastIedExplosion from the IED script. Can anbody offer any guidance on that please?
  19. Hi, I'm trying to setup a random ambush after some players on the server set off an IED. I have the IED script working and the info on it states "If you would like to set up ambushes and the like, you can check the value of lastIedExplosion to get the location of the last IED to go off. Then have your units react appropriately." So I'm now trying to put the second part in place. Would something like EOS be able to acheive this or am I better going with something else? A few things I should mention is that I would like the ambush to be random so its not after every IED and also we have a Civ population on the server that can trigger the IEDS too, so some way to exclude them from triggering the ambush needs to factored in. I'm really new to coding/scripting but I'm pretty knowledgeable around computers so be gentle. Any pointers or help would be great. Regards Rizla
  20. RizlaUK

    IED Triggers Ambush

    Is this really difficult to do then?
  21. RizlaUK

    IED Triggers Ambush

    Hi, It's the one made by brians200, sorry I should have mentioned that. Regards Rizla
  22. Could anybody help me with making the ied locations visable to Zeus please? Thanks Rizla
  23. RizlaUK

    Vcom AI V2.0 - AI Overhaul

    Hi Genesis, I took the decision to reinstall the server and everything is working now! Do you have a date for the update - I can't wait to try it out :-)
  24. RizlaUK

    Vcom AI V2.0 - AI Overhaul

    Hi Genesis, The issue with the FIA guys spawning 1 at a time turned out to be a script that spawns bad guys first, then puts them into a building. Something is slowing things down to a crawl which is why and how i witnessed this behaviour. I can't for the life of me seem to get this right.
  25. RizlaUK

    Vcom AI V2.0 - AI Overhaul

    Hi Crewt, No - all the Defends now do not spawn any units. Regards Rizla
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