TheGeneral2899
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Repeating Code - Question on proper way to create external scripts
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@HazJ - Ahhh cheers man. Okay I will implement that. I imagine that is just checking if its in the array of nmber as oppose to like 9 individual checks? Here the script itself in its entirety: // CREATED BY THEGENERAL - http://steamcommunity.com/profiles/76561197961489650/myworkshopfiles/?appid=107410 // Enjoy! // CREATING GEAR UP TASK [west,["gear"],["Gear up in the armory. We've got limited ammo, so make due with what we have. It looks like this is going to be a shitshow real fast.","Get Geared Up",gear],gear,1,1,true,"defend"] call BIS_fnc_taskCreate; // START LOOP TO SPAWN WAVES _i = 1; while { _i < 70 } do { // SELECTS A RANDOM LOCATION TO SPAWN AI FROM MARKERS PLACED ON MAP ON EVERY LOOP _spawnloc = ["spawn_1", "spawn_2", "spawn_3", "spawn_4", "spawn_5", "spawn_6", "spawn_7", "spawn_8", "spawn_9", "spawn_10", "spawn_11", "spawn_12", "spawn_13", "spawn_14", "spawn_15", "spawn_16", "spawn_17", "spawn_18", "spawn_19", "spawn_20", "spawn_21", "spawn_22"] call BIS_fnc_selectRandom; // SELECTS A GROUP TO SPAWN - FOUND USING CfgGroups _group = ["LOP_ISTS_Support_section", "LOP_ISTS_Rifle_squad", "LOP_ISTS_InfSupTeam", "LOP_ISTS_Fireteam" ] call BIS_fnc_selectRandom; // SPAWNS THE GROUP NAMED _aiGRP _aiGRP = [getMarkerPos _spawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> _group)] call BIS_fnc_spawnGroup; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _aiGRP addWaypoint [getMarkerPos "ai_move",0]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointFormation "STAG COLUMN"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; // CREATE TASK INFORMING PLAYERS OF ONCOMING ATTACK if ( _i == 1) then { // CREATING STARTING TASK [west,["ciabase"],["We're getting disturbing intel from local militia that all of Benghazi has turned to shit. We don't know who's friendly, who's hostile and we've got ensure the Annex is secure until we hear otherwise. If we lose control over the Annex, mission failed boys, so keep the area secure at all costs.","Defend the Annex",ciabase],ciabase,1,1,true,"defend"] call BIS_fnc_taskCreate; }; // DICTATE WHICH LOOPS WILL SPAWN TROOP VEHICLES if ( _i == 7 || _i == 12 || _i == 17 || _i == 21 || _i == 23 || _i == 26 || _i == 30 || _i == 35 || _i == 39 || _i == 42 || _i == 47 || _i == 54) then { // SAME AS ABOVE JUST USING VEHICLE SET MARKERS _vehiclespawnloc = ["vehspawn_1", "vehspawn_2", "vehspawn_3"] call BIS_fnc_selectRandom; // IF STATEMENT MAKING SURE THE DROP OFF WAYPOINT IS ON CORRECT SIDE (NORTH OR SOUTH) ACCORDING TO SPAWN LOCATION if (_vehiclespawnloc == "vehspawn_1") then { vehDrop = "vehdropoff_1"; }; if (_vehiclespawnloc == "vehspawn_2") then { vehDrop = "vehdropoff_2"; }; if (_vehiclespawnloc == "vehspawn_3") then { vehDrop = "vehdropoff_3"; }; // SAME AS ABOVE JUST USING VEHICLE SET MARKERS _vehiclespawntype = ["I_G_Offroad_01_F", "I_C_Van_02_transport_F"] call BIS_fnc_selectRandom; _vehspawngroup = ["LOP_ISTS_Support_section", "LOP_ISTS_Rifle_squad", "LOP_ISTS_InfSupTeam", "LOP_ISTS_Fireteam" ] call BIS_fnc_selectRandom; // SPAWNS VEHICLE IN AND SETS ITS DIRECTION _veh = _vehiclespawntype createVehicle getMarkerPos _vehiclespawnloc; createVehicleCrew _veh; _dirVeh = markerDir _vehiclespawnloc; _veh setDir _dirVeh; // SETS GROUP OF THE DRIVER _vehgrp = group driver _veh; // SPAWNS IN GROUP TO JOIN THE VEHICLE ASSAULT _aiVehGroup = [getMarkerPos _vehiclespawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> _vehspawngroup)] call BIS_fnc_spawnGroup; // MOVES SPAWNED UNITS INTO VEHICLE {_x moveInCargo _veh} forEach units _aiVehGroup; _vehgrouparray = units _aiVehGroup; _vehgrouparray join _vehgrp; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "TR UNLOAD"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "GETOUT"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint1 = _vehgrp addWaypoint [getMarkerPos "ai_move",0]; _waypoint1 setWaypointType "MOVE"; _waypoint1 setWaypointFormation "STAG COLUMN"; _waypoint1 setWaypointSpeed "FULL"; _waypoint1 setWaypointBehaviour "AWARE"; }; // DICTATE WHICH LOOPS WILL 50 CAL TECHNICALS if ( _i == 9 || _i == 15 || _i == 22 || _i == 27 || _i == 34 || _i == 40 || _i == 54) then { // SAME AS ABOVE JUST USING VEHICLE SET MARKERS _vehiclespawnloc = ["vehspawn_1", "vehspawn_2", "vehspawn_3"] call BIS_fnc_selectRandom; // IF STATEMENT MAKING SURE THE DROP OFF WAYPOINT IS ON CORRECT SIDE (NORTH OR SOUTH) ACCORDING TO SPAWN LOCATION if (_vehiclespawnloc == "vehspawn_1") then { vehDrop = "vehdropoff_1"; }; if (_vehiclespawnloc == "vehspawn_2") then { vehDrop = "vehdropoff_2"; }; if (_vehiclespawnloc == "vehspawn_3") then { vehDrop = "vehdropoff_3"; }; // SPAWNS VEHICLE IN AND SETS ITS DIRECTION _veh = "LOP_ISTS_Landrover_M2" createVehicle getMarkerPos _vehiclespawnloc; createVehicleCrew _veh; _dirVeh = markerDir _vehiclespawnloc; _veh setDir _dirVeh; // SETS GROUP OF THE DRIVER _vehgrp = group driver _veh; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; }; // MORTAR FIRE ON BASE (2 SHOTS ON 2 RANDOM LOCATIONS IN BASE) if ( _i == 30 || _i == 37 || _i == 43 || _i == 53 || _i == 57 || _i == 63 || _i == 70) then { _center = getMarkerpos "ai_move"; _radius = 90; _mortarTarget1 = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0]; _mortarTarget2 = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0]; mort1 commandArtilleryFire [_mortarTarget1, getArtilleryAmmo [mort1] select 0, 1]; sleep 5; mort2 commandArtilleryFire [_mortarTarget2, getArtilleryAmmo [mort2] select 0, 1]; }; // AMMO STASH SPAWN AND TASK CREATION if ( _i == 31) then { // RANDOM TASK VARIABLES ammoTaskSpawnLoc = ["ammostash", "ammostash_1", "ammostash_2"] call BIS_fnc_selectRandom; // SPAWN AMMO CRATE _currBox = "Box_AAF_Uniforms_F" createVehicle getMarkerPos ammoTaskSpawnLoc; clearMagazineCargoGlobal _currBox; clearWeaponCargoGlobal _currBox; clearItemCargoGlobal _currBox; // SPAWN WEAPONS _currBox addWeaponCargoGlobal ["rhs_weap_m4a1_carryhandle",2]; _currBox addWeaponCargoGlobal ["rhs_weap_m4a1_carryhandle_grip2",2]; _currBox addWeaponCargoGlobal ["rhs_weap_m249_pip_S",1]; _currBox addWeaponCargoGlobal ["rhsusf_weap_m9",5]; // SPAWN AMMO _currBox addMagazineCargoGlobal ["rhs_200rnd_556x45_M_SAW",8]; _currBox addMagazineCargoGlobal ["30Rnd_556x45_Stanag",40]; _currBox addMagazineCargoGlobal ["rhsusf_mag_17Rnd_9x19_FMJ",10]; // CREATING TASK TO SHOW PLAYERS [west,["ammotask"],["We've got some safe houses located within the city where we have some ammo stashed. If we start to get low on ammo, send a team out there to bring those crates back.","Ammo Stash (optional)",ammoTaskSpawnLoc],ammoTaskSpawnLoc,1,1,true,"rearm"] call BIS_fnc_taskCreate; _ammoGuards = [getMarkerPos ammoTaskSpawnLoc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> "LOP_ISTS_Fireteam")] call BIS_fnc_spawnGroup; // CREATE WAYPOINT FOR AMMO GUARDS _waypoint5 = _ammoGuards addWaypoint [getMarkerPos "ammoTaskSpawnLoc",0]; _waypoint5 setWaypointType "GUARD"; _waypoint5 setWaypointFormation "STAG COLUMN"; _waypoint5 setWaypointSpeed "FULL"; _waypoint5 setWaypointBehaviour "COMBAT"; }; // VIP SPAWN AND TASK CREATION if ( _i == 44) then { // SPAWNS THE GROUPS TO ASSAULT DIPLO COMPOUND _aiGRP1 = [getMarkerPos "spawn_diplo_1", INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> "LOP_ISTS_Fireteam")] call BIS_fnc_spawnGroup; _aiGRP2 = [getMarkerPos "spawn_diplo_2", INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> "LOP_ISTS_Fireteam")] call BIS_fnc_spawnGroup; _aiGRP3 = [getMarkerPos "spawn_diplo_3", INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> "LOP_ISTS_Fireteam")] call BIS_fnc_spawnGroup; _aiGRP4 = [getMarkerPos "spawn_diplo_4", INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "LOP_ISTS" >> "Infantry" >> "LOP_ISTS_Fireteam")] call BIS_fnc_spawnGroup; // CREATE WAYPOINT AND ATTRIBUTES FOR EACH GROUP _waypoint0 = _aiGRP1 addWaypoint [getMarkerPos "diplocompound",0]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointFormation "STAG COLUMN"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint1 = _aiGRP2 addWaypoint [getMarkerPos "diplocompound",0]; _waypoint1 setWaypointType "MOVE"; _waypoint1 setWaypointFormation "STAG COLUMN"; _waypoint1 setWaypointSpeed "FULL"; _waypoint1 setWaypointBehaviour "AWARE"; _waypoint2 = _aiGRP3 addWaypoint [getMarkerPos "diplocompound",0]; _waypoint2 setWaypointType "MOVE"; _waypoint2 setWaypointFormation "STAG COLUMN"; _waypoint2 setWaypointSpeed "FULL"; _waypoint3 setWaypointBehaviour "AWARE"; _waypoint3 = _aiGRP4 addWaypoint [getMarkerPos "diplocompound",0]; _waypoint3 setWaypointType "MOVE"; _waypoint3 setWaypointFormation "STAG COLUMN"; _waypoint3 setWaypointSpeed "FULL"; _waypoint3 setWaypointBehaviour "AWARE"; // RENABLING CARS IN COMPOUND TO TAKE DAMAGE car1 allowDamage true; car2 allowDamage true; car3 allowDamage true; car4 allowDamage true; // CREATING TASK TO SHOW PLAYERS [west,["redcuediplo"],["The US Diplomat to Lybia is trapped inside the US Embassy compound to the north. They are under attack and we've been give the go ahead to rescue and extract him. Locate the US diplomat and extract him back to the Annex. HINT: Use Cable Ties!","Rescue US Diplomat",diplo],diplo,1,1,true,"meet"] call BIS_fnc_taskCreate; }; sleep 37; //--- delay between rounds _i = _i + 1; }; -
Repeating Code - Question on proper way to create external scripts
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @HazJ - The issue isnt with the while loop or the if checks. Those are all working fine, while I'm sure yes there are "better" ways of doing it. My questions is how can I replace the giant blocks of scripts in the if statemetns with calls to external scripts in an efficient manner for server resources. -
End mission when score is reached
TheGeneral2899 replied to 187Killa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @187Killa - If you mean the messages where the AI yell out "Enemy 500 meters front" etc, you need to adjust the difficulty settings of the server its running on. You can find it in the BIS Wiki for Diffuclty Settings. Its the setting called Auto Report. If that doesn't work, I have added in the init field of all BLUFOR units (if your playable units are on the BLUFOR side) the following code: this setSpeaker "NoVoice"; And last resort would be to just disable the group channel via the description.ext file. Here is the BIS Wiki for Description.ext Hope that helps! -
[SOLVED] While loop spawning AI
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I'm an idiot and after triple checking everything... it looks as though I had mistyped the name of the groups that the spawnGroup function was calling. Thus is why at random 1/3 of the times it called a group that was actually working. Pasting the updated script in case anybody wants to use it. It works wonderfully! =) _i = 1; while { _i < 21 } do { // hint "DEBUG - LOOP IS RUNNING"; // SELECTS A RANDOM LOCATION TO SPAWN AI FROM MARKERS PLACED ON MAP _spawnloc = ["spawn_1", "spawn_2", "spawn_3", "spawn_4", "spawn_5", "spawn_6", "spawn_7", "spawn_8", "spawn_9", "spawn_10", "spawn_11", "spawn_12", "spawn_13", "spawn_14", "spawn_15", "spawn_16", "spawn_17", "spawn_18", "spawn_19", "spawn_20", "spawn_21", "spawn_22", "spawn_23", "spawn_24", "spawn_25", "spawn_26", "spawn_27", "spawn_28"] call BIS_fnc_selectRandom; // SELECTS A GROUP TO SPAWN - FOUND USING CfgGroups _group = ["rhsgref_group_national_infantry_patrol", "rhsgref_group_national_infantry_squad", "rhsgref_group_national_infantry_squad_2"] call BIS_fnc_selectRandom; // SPAWNS THE GROUP NAMED _aiGRP _aiGRP = [getMarkerPos _spawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_nationalist" >> "rhsgref_group_national_infantry" >> _group)] call BIS_fnc_spawnGroup; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _aiGRP addWaypoint [getMarkerPos "ai_move",0]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointFormation "STAG COLUMN"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; hint "AI SPAWNED"; // ON LOOP # 1, 11, 14, 17 - SPAWN A VEHICLE AS WELL if ( _i == 1 || _i == 11 || _i == 14 || _i == 17) then { // SAME AS ABOVE JUST USING VEHICLE SET MARKERS _vehiclespawnloc = ["vehspawn_1", "vehspawn_2"] call BIS_fnc_selectRandom; _vehspawngroup = ["rhsgref_group_national_infantry_patrol", "rhsgref_group_national_infantry_squad", "rhsgref_group_national_infantry_squad_2"] call BIS_fnc_selectRandom; // IF STATEMENT MAKING SURE THE DROP OFF WAYPOINT IS ON CORRECT SIDE (NORTH OR SOUTH) ACCORDING TO SPAWN LOCATION if (_vehiclespawnloc == "vehspawn_1") then { vehDrop = "vehdropoff_1"; } else { vehDrop = "vehdropoff_2"; }; // SPAWNS VEHICLE IN AND SETS ITS DIRECTION _veh = "I_C_Van_02_transport_F" createVehicle getMarkerPos _vehiclespawnloc; createVehicleCrew _veh; _dirVeh = markerDir _vehiclespawnloc; _veh setDir _dirVeh; // SETS GROUP OF THE DRIVER _vehgrp = group driver _veh; // SPAWNS IN GROUP TO JOIN THE VEHICLE ASSAULT _aiVehGroup = [getMarkerPos _vehiclespawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_nationalist" >> "rhsgref_group_national_infantry" >> _vehspawngroup)] call BIS_fnc_spawnGroup; // MOVES SPAWNED UNITS INTO VEHICLE {_x moveInCargo _veh} forEach units _aiVehGroup; _vehgrouparray = units _aiVehGroup; _vehgrouparray join _vehgrp; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "TR UNLOAD"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "NORMAL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "GETOUT"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "NORMAL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint1 = _vehgrp addWaypoint [getMarkerPos "ai_move",0]; _waypoint1 setWaypointType "MOVE"; _waypoint1 setWaypointFormation "FILE"; _waypoint1 setWaypointSpeed "NORMAL"; _waypoint1 setWaypointBehaviour "AWARE"; }; sleep 50; //--- delay between rounds _i = _i + 1; }; -
[SOLVED] While loop spawning AI
TheGeneral2899 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello all! So in an attempt to keep this short, I've got a while loop that is running which (is supposed to) spawn a group of AI and then have them run to a marker known as "ai_move". Everything works great. The AI spawn in the first go and will run to the marker, however in every consecutive loop, nothing happens. My suspect is that it has to do with the naming of the groups (i.e. I am using the BIS func to spawn group), thus not allowing it keep spawning in a group when the name already exists? I have encountered this same problem before and would love any and all help from someone who has experience with this / knows what the problem is! All the code is commented and marked for use by anyone of course if they need! Additionally, the vehicle group that spawns, the driver will get out of the car and move to next way point, however the soldiers inside do not. I suspect it's due to the 2nd soldier group spawned not joining the driver group thus following his waypoint? Thank you in advance for anyone who helps! _i = 1; while { _i < 21 } do { // hint "DEBUG - LOOP IS RUNNING"; // SELECTS A RANDOM LOCATION TO SPAWN AI FROM MARKERS PLACED ON MAP _spawnloc = ["spawn_1", "spawn_2", "spawn_3", "spawn_4", "spawn_5", "spawn_6", "spawn_7", "spawn_8", "spawn_9", "spawn_10", "spawn_11", "spawn_12", "spawn_13", "spawn_14", "spawn_15", "spawn_16", "spawn_17", "spawn_18", "spawn_19", "spawn_20", "spawn_21", "spawn_22", "spawn_23", "spawn_24", "spawn_25", "spawn_26", "spawn_27", "spawn_28"] call BIS_fnc_selectRandom; // SELECTS A GROUP TO SPAWN - FOUND USING CfgGroups _group = ["rhsgref_group_national_infantry_patrol", "rhsgref_group_national_infantry_squad1", "rhsgref_group_national_infantry_squad2"] call BIS_fnc_selectRandom; // SPAWNS THE GROUP NAMED _aiGRP _aiGRP = [getMarkerPos _spawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_nationalist" >> "rhsgref_group_national_infantry" >> _group)] call BIS_fnc_spawnGroup; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _aiGRP addWaypoint [getMarkerPos "ai_move",0]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointFormation "STAG COLUMN"; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; // ON LOOP # 1, 11, 14, 17 - SPAWN A VEHICLE AS WELL if ( _i == 1 || _i == 11 || _i == 14 || _i == 17) then { // SAME AS ABOVE JUST USING VEHICLE SET MARKERS _vehiclespawnloc = ["vehspawn_1", "vehspawn_2"] call BIS_fnc_selectRandom; _vehspawngroup = ["rhsgref_group_national_infantry_patrol", "rhsgref_group_national_infantry_squad1", "rhsgref_group_national_infantry_squad2"] call BIS_fnc_selectRandom; // IF STATEMENT MAKING SURE THE DROP OFF WAYPOINT IS ON CORRECT SIDE (NORTH OR SOUTH) ACCORDING TO SPAWN LOCATION if (_vehiclespawnloc == "vehspawn_1") then { vehDrop = "vehdropoff_1"; } else { vehDrop = "vehdropoff_2"; }; // SPAWNS VEHICLE IN AND SETS ITS DIRECTION _veh = "I_C_Van_02_transport_F" createVehicle getMarkerPos _vehiclespawnloc; createVehicleCrew _veh; _dirVeh = markerDir _vehiclespawnloc; _veh setDir _dirVeh; // SETS GROUP OF THE DRIVER _vehgrp = group driver _veh; // SPAWNS IN GROUP TO JOIN THE VEHICLE ASSAULT _aiVehGroup = [getMarkerPos _vehiclespawnloc, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_nationalist" >> "rhsgref_group_national_infantry" >> _vehspawngroup)] call BIS_fnc_spawnGroup; // MOVES SPAWNED UNITS INTO VEHICLE {_x moveInCargo _veh} forEach units _aiVehGroup; // SPAWNED UNITS JOIN THE DRIVERS GROUP _aiVehGroup join _vehgrp; // CREATE WAYPOINT AND ATTRIBUTES _waypoint0 = _vehgrp addWaypoint [getMarkerPos vehDrop, 0]; _waypoint0 setWaypointType "UNLOAD"; _waypoint0 setWaypointFormation "FILE"; _waypoint0 setWaypointSpeed "NORMAL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint1 = _vehgrp addWaypoint [getMarkerPos "ai_move",0]; _waypoint1 setWaypointType "MOVE"; _waypoint1 setWaypointFormation "FILE"; _waypoint1 setWaypointSpeed "NORMAL"; _waypoint1 setWaypointBehaviour "AWARE"; hint "Vehicle Spawn worked"; }; sleep 50; //--- delay between rounds _i = _i + 1; }; -
Season 2: Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 posted a topic in ARMA 3 - MULTIPLAYER
TOURNAMENT DETAILS 1) Kickoff - February 25th - 18:00 CET (Central European Time) 2) 8v8 - Team vs Team 3) 8 custom made PvP maps (New maps and old favorites: updated and balanced) 4) Limited to 8 teams/squads. First come, first serve. 5) First Person Locked. 6) Prize Pool: $50 7) Twitch / Teamspeak / Hosted Servers. 8) Mods: Task Force Radio / ShackTac / CBA_A3 ]DETAILS Following the huge success and enjoyment of Season 1 of the VIKING PvP Tournament, it’s time for Season 2 to begin! If are you a group/squad who enjoys testing your PvP skills in the field, come join us. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will have an official Twitch Stream broadcasting the event but you are of course welcome to stream it to your followers too. There will be 20 observer slots available per mission for those teams on standby to observe others. Make sure to follow our VKNPMC Twitter for regular updates. EQUIPMENT There will be no crazy sights or equipment here. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit. HOW TO SIGN UP 1) Contact me directly (add me and message me) 2) Reach us on steam via our tournament page and join the group Steam Tournament Page 4) Contact one of our members via our WEBSITE MAPS You are welcome to practice / strategize before the tournament on all of the maps that will be played. Here is the link to all the tournament maps on the workshop: HERE Looking forward to seeing you all on the battlefield! VIKING OUT. -
selectRandom from Array, then remove from original Array
TheGeneral2899 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems to have gotten me stuck after an hour or so of searching. 1) Array of 10 unit names 2) Use Bis_fnc_selectRandom from them to choose one random of them. 3) *ISSUE* I want to create a new array of the remaining 9 units (minus the one that was random). // Array of all possible locations (items are pens for placement reasons) _potentialLoc = [bomb1,bomb2,bomb3,bomb4,bomb5,bomb6,bomb7,bomb8,bomb9,bomb10]; // selects randomized location for bomb _bombRandom = _potentialLoc call BIS_fnc_selectRandom; // gets position of randomly selected bomb _bombLoc = getPosATL _bombRandom; //Creates the bomb box and then the detonante script bombActual = createVehicle ["CUP_ammobednaX", _bombLoc, [], 0, "CAN_COLLIDE"]; _disarmBomb = [bombActual] execVM "detonate.sqf"; // Create new array of remaining false bomb locations // HERE IS MY ISSUE _fakeBombLoc = _potentialLoc - _bombRandom; sleep 3; hint str _fakeBombLoc; // [1,2,3] When attempting to print it out, I still get the full list of 10 bomb locations despite. Any help would be greatly appreciated! Thanks! -
selectRandom from Array, then remove from original Array
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Figured out the issue. Previous code: _fakeBombLoc = _potentialLoc - _bombRandom; Fixed code: _fakeBombLoc = _potentialLoc - [_bombRandom]; -
Spectator attributes not working (RscSpectator_allowFreeCam, RscSpectator_allowedGroups)
TheGeneral2899 replied to SageNTitled's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has anybody found a solution to this? Seems quite odd that a fix for this hasnt been found, -
[MP][CTI-COOP] Liberation (continued)
TheGeneral2899 replied to Wyqer's topic in ARMA 3 - USER MISSIONS
Sure thing! Toss me an invite and we can discuss. I'll remove from the workshop then since you are nearly done. -
[MP][CTI-COOP] Liberation (continued)
TheGeneral2899 replied to Wyqer's topic in ARMA 3 - USER MISSIONS
@Wyqer - I've gone ahead and created the port over to Al Rayak a few days ago. More than welcome to steal from me and add it to your workshop / github. Just a note: 1) I manually placed some ACE modules down for my specific squad play style, but you can remove those and then it will be back to the orginial setup. 2) I've added a few of the MRAPs to the vehicle menu 3) Added a few more objects to the building menu. I've also been planning to port to more terrains, so if you have any in mind, happy to help! Feel free to add me on Steam to discuss more. Link to workshop item: https://steamcommunity.com/sharedfiles/filedetails/?id=920034169 -
[SOLVED](MP) If players leaves area, kill them
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Solved the warning message to the player issue by utilizing the same method as Larrow mentioned above. Thanks so much for this guys! Hope I can return the favor to the community -
[SOLVED](MP) If players leaves area, kill them
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow - Awesome! It works like a charm. Thanks so much for this. Really appreciate the explanation as well as I am still learning. @killzone_kid - That is a plan of mine. I also managed to do that when this whole thing was targeting one VIP player. If he steps out of the trigger area, it would spawn some text informing him. And then a second trigger that checked if the VIP was not in the area, would wait 15 seconds (if the criteria still matched) and then would kill them. Any ideas on how best to achieve this? Also with the idea that it would take effect for all of the players. They are on IND team and can make them any group via "this group alpha;" if need be for example. -
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TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MULTIPLAYER
@R0adki11 & @Dachi - Saw you guys do some PvP TvT type games. Wanted to see if you are interested in the squad vs squad tournament we got going. -
Season 2: Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MULTIPLAYER
@michael poole - We have another tournament coming up. Check the details above. Let me know if you and your squad are interested this time around! =) -
Season 2: Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MULTIPLAYER
@.kju Sounds good! Just so I can keep track. What is your steam name and the clan name? Also add me on steam! http://steamcommunity.com/profiles/76561197961489650/ -
Season 2: Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MULTIPLAYER
Sure @.kju! Currently the missions are one life per, no respawn. 8v8 objective based missions. Once player's die, they go into spectate mode. Weapons are the basic ARs (Spars, AKs, etc) with minimal scoped (ACO Dots). Each mission has its own objective. Some are destroy truck, hostage rescue, escape area, VIP etc. etc. You're welcome to download and check out he maps before the tournament as well. Let me know if you and your squad are interested as we are limited to 8 teams. -
Season 2: Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MULTIPLAYER
*bump - Time changed to 18:00 CET -
Why do some units disembark a vehicle at startup?
TheGeneral2899 replied to petek's topic in ARMA 3 - EDEN EDITOR
I've found that this happens sometimes when the AI are not all grouped to the leader. So they will jump out and then immediately jump back in. Meaning that the driver is Alpha 1-1 and the passengers are Alpha 1-2. Hope this helps! -
Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 posted a topic in ARMA 3 - USER MISSIONS
Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit. -
Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 posted a topic in ARMA 3 - GENERAL
Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.-
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Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 posted a topic in ARMA 3 - SQUADS AND FANPAGES
Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.-
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Team vs Team (8v8) PvP Tournament! Sign up and join us! Hosted by VKN PMC
TheGeneral2899 posted a topic in ARMA 3 - MULTIPLAYER
Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.-
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(MP) Display different text to different groups based on same trigger. HELP!
TheGeneral2899 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I've tried I think 30 variations of how to achieve this with no luck at all! Any help would be appreciated! Goal: Display one line of text for one group of players (p = group this;) and another line of text to another group of players (j = group this;) once the trigger activates all of which are BLUFOR side. Trigger: Once unit (journalist) leaves certain area, ON ACTIVATION = null=[]execVM "journalist.sqf"; journalist.sqf (Attempt 1) {titleText ["You must stay close to the compound! Get back there or you will forfeit!", "PLAIN", 2]; } forEach units j; {titleText ["The journalist has gone too far from the compound! Get him back there or you will forfeit!", "PLAIN", 2]; } forEach units p; This not only does not display the different text per group, but also will show up for any players who are playing as independent. journalist.sqf (Attempt 2) if (group player == j) then { titleText ["You must stay close to the compound! Get back there or you will forfeit!", "PLAIN", 2]; }; if (group player == p) then { titleText ["The journalist has gone too far from the compound! Get him back there or you will forfeit!", "PLAIN", 2]; }; Same issues here arise. Same text for all units including those on independent side. journalist.sqf (Attempt 3) switch (side) do { case west: { titleText ["You must stay close to the compound! Get back there or you will forfeit!", "PLAIN", 2]; }; case resistance: { null }; }; I've even said Ill display one generic message to only BLUFOR units, but still Independent see the text as well. Please help! -
(MP) Display different text to different groups based on same trigger. HELP!
TheGeneral2899 replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey jshok! I appreciate the help, but no go Im afraid. No users see anything with that method. I'm even willing to settle for just one generic message for BLUFOR but it seems that IND sees the message regardless of what I do.