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Bosh

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About Bosh

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  1. Hi guys I currently have the below script which draws a box around every building in an array within the area 'Marker1'. I basically want to include a blacklisted marker area where no boxes will be drawn. Is there a way of doing this? Been messing around trying to include a blacklisted 'Marker2' area but with no luck. Any help or tips would be great. Cheers if (isServer) then { ////Find marker and get the size _mkr= "Marker1"; _mkr setmarkerAlpha 0; _pos=markerpos _mkr; _mkrY= getmarkerSize _mkr select 0; _mkrX= getmarkerSize _mkr select 1; _distance= _mkrX; if (_mkrY > _mkrX) then { _distance=_mkrY; }; ////Create New House Markers _HouseArray = ["Land_i_House_Big_02_b_blue_F","Land_i_House_Big_02_b_pink_F","Land_i_House_Big_02_b_whiteblue_F","Land_i_House_Big_02_b_white_F","Land_i_House_Big_02_b_brown_F","Land_i_House_Big_02_b_yellow_F","Land_i_House_Big_01_b_blue_F","Land_i_House_Big_01_b_pink_F","Land_i_House_Big_01_b_whiteblue_F","Land_i_House_Big_01_b_white_F","Land_i_House_Big_01_b_brown_F","Land_i_House_Big_01_b_yellow_F","Land_i_Shop_02_b_blue_F","Land_i_Shop_02_b_pink_F","Land_i_Shop_02_b_whiteblue_F","Land_i_Shop_02_b_white_F","Land_i_Shop_02_b_brown_F","Land_i_Shop_02_b_yellow_F","Land_i_House_Small_01_b_blue_F","Land_i_House_Small_01_b_pink_F","Land_i_House_Small_02_b_blue_F","Land_i_House_Small_02_b_pink_F","Land_i_House_Small_02_b_whiteblue_F","Land_i_House_Small_02_b_white_F","Land_i_House_Small_02_b_brown_F","Land_i_House_Small_02_b_yellow_F","Land_i_House_Small_02_c_blue_F","Land_i_House_Small_02_c_pink_F","Land_i_House_Small_02_c_whiteblue_F","Land_i_House_Small_02_c_white_F","Land_i_House_Small_02_c_brown_F","Land_i_House_Small_02_c_yellow_F","Land_i_House_Small_01_b_whiteblue_F","Land_i_House_Small_01_b_white_F","Land_i_House_Small_01_b_brown_F","Land_i_House_Small_01_b_yellow_F","Land_i_Addon_02_b_white_F","Land_Shed_08_brown_F","Land_Shed_08_grey_F","Land_i_Stone_House_Big_01_b_clay_F","Land_i_Stone_Shed_01_b_clay_F","Land_i_Stone_Shed_01_b_raw_F","Land_i_Stone_Shed_01_b_white_F","Land_i_Stone_Shed_01_c_clay_F","Land_i_Stone_Shed_01_c_raw_F","Land_i_Stone_Shed_01_c_white_F","Land_CarService_F","Land_Chapel_Small_V1_F","Land_Chapel_Small_V2_F","Land_Chapel_V1_F","Land_Chapel_V2_F","Land_d_Stone_Shed_V1_F","Land_FuelStation_Build_F","Land_FuelStation_Shed_F","Land_Hospital_main_F","Land_Hospital_side1_F","Land_Hospital_side2_F","Land_i_Addon_02_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V2_F","Land_i_House_Big_01_V1_F","Land_i_House_Big_01_V2_F","Land_i_House_Big_01_V3_F","Land_i_House_Big_02_V1_F","Land_i_House_Big_02_V2_F","Land_i_House_Big_02_V3_F","Land_i_House_Small_01_V1_F","Land_i_House_Small_01_V2_F","Land_i_House_Small_01_V3_F","Land_i_House_Small_02_V1_F","Land_i_House_Small_02_V2_F","Land_i_House_Small_02_V3_F","Land_i_House_Small_03_V1_F","Land_i_Shed_Ind_F","Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F","Land_i_Stone_HouseBig_V1_F","Land_i_Stone_HouseBig_V2_F","Land_i_Stone_HouseBig_V3_F","Land_i_Stone_HouseSmall_V1_F","Land_i_Stone_HouseSmall_V2_F","Land_i_Stone_HouseSmall_V3_F","Land_i_Stone_Shed_V1_F","Land_i_Stone_Shed_V2_F","Land_i_Stone_Shed_V3_F","Land_MilOffices_V1_F","Land_Offices_01_V1_F","Land_Unfinished_Building_01_F","Land_Unfinished_Building_02_F","Land_u_Addon_02_V1_F","Land_u_Barracks_V2_F","Land_u_House_Big_01_V1_F","Land_u_House_Big_02_V1_F","Land_u_House_Small_01_V1_F","Land_u_House_Small_02_V1_F","Land_u_Shed_Ind_F","Land_u_Shop_01_V1_F","Land_u_Shop_02_V1_F","Land_WIP_F","Land_d_House_Small_01_V1_F","Land_Barn_01_brown_F","Land_Barn_01_grey_F","Land_Supermarket_01_malden_F","Land_FuelStation_01_workshop_F","Land_FuelStation_01_shop_F","Land_GuardHouse_01_F","Land_Slum_02_F","Land_i_Garage_V2_F","Land_i_Garage_V1_F","Land_d_House_Small_02_V1_F","Land_d_Stone_HouseSmall_V1_F","Land_d_Stone_HouseBig_V1_F","Land_Slum_House02_F","Land_Slum_House01_F","Land_Slum_House03_F","Land_Metal_Shed_F","Land_cargo_house_slum_F","Land_Stone_HouseSmall_V1_ruins_F","Land_Unfinished_Building_01_F","Land_Unfinished_Building_02_F","Land_dp_smallTank_F","Land_dp_bigTank_F","Land_dp_mainFactory_F","Land_GH_House_2_F","Land_i_House_Small_02_V3_F","Land_i_House_Small_02_V1_F","Land_i_House_Small_02_V2_F","Land_d_House_Big_01_V1_F","Land_d_House_Big_02_V1_F","Land_u_Shop_01_V1_F","Land_d_Shop_02_V1_F","Land_Airport_Tower_F","Land_Hangar_F","Land_Factory_Main_F","Land_dp_smallFactory_F","Land_ReservoirTower_F","Land_TTowerBig_1_F","Land_TTowerBig_2_F","Land_cmp_Shed_F"]; _nearestBuildings = nearestObjects [_pos, _HouseArray, _distance]; { _x setVectorUp [0,0,1]; _x enableSimulation false; _boundingBox = boundingBox _x; _dir = getDir _x; _position = getPosATL _x; _size = _boundingBox select 1; _size resize 1.5; //Marker creation _markername = createMarker [format ["m%1", (_forEachIndex + 1)], _position]; _markername setMarkerShape "RECTANGLE"; _markername setMarkerSize _size; _markername setMarkerDir _dir; } forEach _nearestBuildings; };
  2. Hi Quicksilver, your suggestions for Role Descriptions worked great! I am getting the error "Warning Message: No entry 'bin\config.bin/cfgGroupIcons.'." however? Any help would be great.
  3. I'm using EOS inside Jigsor's BMR Insurgency, so the script where I add _unit exec blabla.sqf looks like this - https://pastebin.com/GLQUsJFT
  4. How would I add the restcaller = false and restrain = false to the scripted in units? I'm having trouble finding out how to.
  5. From the OP and last comment: "Planned Enhancements (I hope): Make it MP compatible. May be now...needs MP Testing! Any volunteers? I am planning on adding object detection (drugs, explosives, money, etc), and it won't be hard to build. However, I won't get to it for a few months due to RL being super busy."
  6. I've got an edited side mission from the BMR insurgency mission by Jisgor and I was hoping to spawn a map marker that follows the downed pilot. Currently, the side mission spawns a pilot who should move around and when a Blufor unit gets close enough the downed pilot is added to their group. The side mission is then completed when the downed pilot is returned to base. I was hoping to replace the downed pilot with a rebel commander who roams around with a map marker following him, updating every 1 minute or so for example. I have seen people achieve this with placed markers and triggers but I don't want to have a trigger placed in the mission forever constantly firing. I was hoping to have it all happen through the side mission sqf which then clears it all up. Any help would be great. side mission here - https://pastebin.com/6TJaDtbY
  7. Bosh

    BMR Insurgency

    Hi Jigsor, great mission mate. I was wondering, how are Bastion grids set up? I've set them up in OpenMe.sqf and when I enter they spawn waves which is great. However, as soon as I leave the grid I get rpt errors and all the ai despawn. Then when I re-enter the grid to recapture it nothing happens. Cheers
  8. Hi Puffin. First off, thanks for releasing this script - the vehicle script has been a great addition to my mission. Regarding the arrest script, is it possible to have this work on spawned in AI? I'm specifically looking at AI in BMR Insurgency - both civilian and insurgents. Thanks!
  9. Is there any way to make this arrest script work on AI? Particularly civilians spawned by the Alice module. Thanks!
  10. I'm currently trying to add the UN as the faction on my Insurgency server but unfortunately the UN does not have a medic unit. I was wondering if there was a way of making one of the rifleman a medic without requiring any client side mods? I'm hoping to keep the server Vanilla.
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