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WurschtBanane

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Everything posted by WurschtBanane

  1. WurschtBanane

    Editor based AI spawn by trigger

    Thanks for the answer. What i meant is: When i have a module synched to the group (for example a CBA patrol marker from the mod CBA_A3) or have something in its init line, will it still work?
  2. WurschtBanane

    Editor based AI spawn by trigger

    Question: Do units despawn again when you go away from the spawn range? Also, what if they spawn in a base which gets bombed heavily before they do. Does it kill them in some way or is there a way to make sure they dont spawn anymore? And if i synch the units with a module, will they still be synched when they spawn? (For example the cba modules)
  3. WurschtBanane

    AI caching

    Hi, i am trying to find a good AI caching script. I tried this: The problem is, that it often does not spawn a few units of the squad, and often disables reappearing of the units when you kill the new sql... I also tried the vanilla simulation manager module, but it turns on the caching for ALL units (empty vehicles too) and does not seem to affect the performance too much. I am also concerned that it might not work for JIP-ing players. Can anyone help me with the script i am using or the simulation manager? If not, can you recommend a script for me (which is not too hard to use and works with JIP and everything)? I want to make my missions work for air support too, so that means if the units (even though its maybe not spawned) position is hit by a bomb, the unit is dead. If you can not recommend caching at all, is there a good AI spawning script out there that works with mods and makes waypoint placement and customization (like the synching with a CBA module) possible?
  4. Hi. I know how to create a Zeus mission (connect the module to the player, make respawn=base in the description.ext etc.). The only problem is: When the Zeus rejoins he looses his Zeus-capability (as syncing with playable units goes away when JIP-ing). What can i do to prevent that? I tried placing a trigger that activates itself every 30 secs and synchs the player with the zeus module again, but i am not sure if that will work...
  5. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  6. I would love it if you put in an example of it!
  7. WurschtBanane

    Rearm script does not work on a server

    I should point out that it works on local mp. Btw, the trigger activation line only has this: {[_x] execVM "rearm.sqf"} foreach thislist;
  8. How do i execute a server command in a mission? When you login as an admin with #login password and then type #mission MISSIONNAME a new mission starts. I want to do that via a script or a trigger after the mission end screen appears. Why? because when people click ok instanly they get joined back into the mission because the server does not load the new one fast enough.
  9. Well when the trigger is activated or if i put this line in a script, the server does not load the other mission. Same with mission restart.
  10. How do i store the return value? And why? I am sorry im not that good at this.
  11. "SideScore" call BIS_fnc_endMissionServer; sleep 15; serverCommand "#mission missionname" It tells me: On activation: Type Bool, expects nothing. What i basically want to do is start the new mission with this #mission command because on my server the old one keeps running up to 10 secs after it finished which means that people sometimes join back in and then it never ends.
  12. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  13. WurschtBanane

    Create respawning enemy fighter jets

    Nice, did the job, but i had to figure some stuff out myself.
  14. Problem: Jets spawn up in the Air and fall down until they are able to gain some speed. Also, the "FLYING" thing doesnt work, "FLY" does. 0 = [this, "DELAY=", [5,60], "FLY"] execVM "Jebus.sqf"; How do i make em fly straight away and not stall on respawn?
  15. Thanks, ill try that.
  16. Will waypoints be saved?
  17. WurschtBanane

    Teleport to players!

    SOLVED My main issue was that i couldnt see the players so i would often loose them. But i placed a add editable object module ind editor and synched it to the Zeus module and the playable units. Boom. Now i see where they are at all times.
  18. I have a trigger that gets activated by anything inside a 10kx10k area. This trigger has "SideScore" call BIS_fnc_endMissionServer; in the on activation, it is delayed by 930 seconds. The problem: When the mission ends, everyone has to wait 5 seconds for the new mission to start, if anyone presses ok the new mission will continue on. What can i do? Is it a server setting?
  19. Did that. 2 Problems: - He uses the bombs on his own. - I want him to use his gun on lasers too.
  20. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  21. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  22. WurschtBanane

    Task does not create on dedicated server?

    The task is already there and synched to a trigger. The trigger i mentioned.
  23. I did it the same way in another mission, it worked fine. There is no JIP or emtpy player slots.
  24. Hi, in my missions i usually use the respawn as group member or respawn as side member instead of a respawn point. The problem is that the revive only seems to work when one sticks with the same unit for the entire game, when my friend respawns he cant revive me anymore, and he does not go unconcious anymore too.
  25. Hi. I have created 6 tasks and 6 players. I synched them to the player. The problem was that that did not work when people joined in progress, they did simply not see the task. So i put into the init of every unit: this synchronizeObjectsAdd [task1]. Still, when switching team or players join, they dont get the task, the ones that come in at the start of the mission do. Is there a way to create a global task at the beginning that affects EVERYONE, even JIP (Joined in Progress)?
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