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Zaptoman

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About Zaptoman

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  1. So, The solution in this thread didn't work for me, and was way too complicated for what it's supposed to do, so here's what I did. For the problem of losing squad control after doing something stupid (running over suicidal squad members, crashing the helicopter, etc) to return myself to squad leader. In the editor, assign a variable for the squad in my case, blusquad. Then assign a variable for the squad leader. In my case, this is blusquad_leader. In the mission's init.sqf, put in a line - we are going to call a .sqf. (execVM "squadleader.sqf";). Create a .sqf in the mission folder with that name. In the .sqf put: while {true} do { if (!alive blusquad_leader) then {sleep 20; blusquad selectLeader blusquad_leader} } ; This is going to loop a script (via the while do command) that checks if blusquad_leader is alive. When he dies, it's going to wait 20 seconds (give or take in the game engine) then assign him as the squad leader for blusquad. That's it.
  2. Zaptoman

    Malden 2035 Problem

    Okay, after quitting the game and restarting, they've gone away.
  3. See the image in the link. I made a map, had some AI planes flying waypoints... Now I have these permanent images of aircraft in the sky. Tried reloading the map, same. Tried starting a new Malden 2035 map from scratch in Eden. Same. http://steamcommunity.com/sharedfiles/filedetails/?id=1093340498
  4. Zaptoman

    Jet's DLC Balancing REQUIRED

    My two cents (or twenty five, if all you've got is a quarter - no change here). If the OP wants a warning system on the helo, we've got this fancy new dynamic setup for aircraft that allows you to switch what weapon is on which pylon. Either the gamemode devs, or BI, if they were so inclined, could add a sensor pod for IR or RADAR missiles. I'm not thinking it'd be all that hard, the game logic foundation is there already. But please, for the love of all that is holy, don't make the bird "require" two shots to kill, that would be, possibly, the stupidest thing I have ever heard of. Out.
  5. Zaptoman

    USS Freedom Corrections

    Oh, I certainly know that. My larger point is, why would you change something to make it less functional? If you can't park helos next to the island, you have to put them in fighter spots, or keep them in the hangar bay. Not bueno.
  6. Zaptoman

    USS Freedom Corrections

    BI, As someone who has worked extensively on a real-life carrier, I have a few corrections for the USS Freedom flight deck. Firstly, the radars on the island (steel plates in the game with cross bars) are not correct. They should be flat and grey-white with a small outer bevel (see image). Secondly, the distance between the island (superstructure above the deck) and the foul line (red and white line demarking the landing area) is not correct. The island should be moved closer to the outer edge of the deck, enough to allow two or three helicopters to park at an angle between the island and the foul line (see image).
  7. Zaptoman

    Capture The Flag

    Okay, I was able to get the flag to come down by putting: this setFlagSide east; in the init box of the flag. But now I'm stuck again. It doesn't show up on my player, and I can't deliver it to my flagpole.
  8. Zaptoman

    Capture The Flag

    Okay, what I'm trying to get to is...how do you do that. I stand by the flag and have no options. I set the mission type under multiplayer options in Eden to be "CTF", I have blue and red side bases, and flags at each base. But how do I make it work?
  9. Zaptoman

    Capture The Flag

    Flash-Ranger, can you describe how you did that? I'm trying to make a CTF map right now for some friends, but I'm somewhat lost....
  10. So here's the problem. I have AI guys with a custom loadout at the beginning of a mission. Then they respawn, and they go back to their default loadout. I want them to respawn with the loadout they started with. I'm currently using the following script for players, which works fine. I just don't know how to make it work with the AI. if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; };
  11. I'm an idiot. I figured it out. Thanks! For others: In the respawn module EXPRESSION (not init) field I have: (_this select 0) spawn Fnc_Set_Textures; then in init.sqf I have: Fnc_Set_Textures = { if ( (_this iskindof "C_Heli_Light_01_civil_F") or (_this iskindof "B_Heli_Light_01_dynamicLoadout_F") ) then { _this setObjectTexture [0,"textures\police_heli.paa"]; }; } ;
  12. Hey all. Perhaps you can help me with a problem. I've used the setObjectTexture command to great success on vehicles placed in EDEN, placing them and then putting something like setObjectTexture [0, "textures\police_heli.paa"]; in their init field. Bingo, the (in this case) helicopter is there, and it is wearing it's appropriate skin/texture. The problem is respawning. When the vehicle is destroyed, it respawns just fine (I am using the BIS respawn module in EDEN, linked to the vehicle in question). The problem is, that when the vehicle respawns, it respawns with a random skin/texture. Sometimes it's black, sometimes it's tiger-stripe, etc. I've searched the forums and google to no avail to try to fix this. All I want, is for when the vehicle is respawned, to have the same (custom) textures it started with.
  13. @pierremgi How should I post the script? I'd be glad to post it another way, I just only know the copy and paste method (from the .sqf file). Your solution would work if i wanted the next available vehicle to lead. I don't. I have Hunter HMGs spaced throughout the convoy. Only if the first Hunter HMG is destroyed, I want the next available Hunter HMG to move out of his position (let's say 4th) and lead the convoy. But, like I said, that part of the script already works. Right now I'm having trouble with the restarting, and convoy following distance.
  14. @pierremgi cvoy is the group. cvoy1-cvoy6 are the individual convoy vehicles. What I intend to do is switch group leads from one Hunter HMG to the next in the convoy, even if he's behind my fuel truck etc. That part of the code works. What doesn't work is if ((units cvoy) findNearestEnemy cvoy=null) then {units cvoy doFollow leader cvoy}; Basically I want them to scan the area, and if no enemies are found, I want them to get moving again. Instead what happens (not EVERY time, but say 50%) is the convoy just sits there forever.
  15. Yeah, that'd be a problem, as I have multiple confrontations set up along their route.
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