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Coladebote

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About Coladebote

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  1. Coladebote

    BIS_fnc_spawnVehicle is not working

    Hi: This script is the one I use to do airstrikes. You can use one or several planes and it works perfectly. If you need it, I can pass you a demo mission. LINK: https://forums.bohemia.net/forums/topic/227128-air-attack-by-script/?tab=comments#comment-3391152
  2. Coladebote

    Color change in map markers

    Problem solved with three triggers. TRIGGER 50 METERS OF RADIO (ACTIVATED BY OPFOR) call {"ZONE_3" setmarkerColor "ColorRed"; deleteMarker "marker_1";} TRIGGER 50 METERS OF RADIO (ACTIVATED BY OPFOR) call {"ZONE_3" setmarkerColor "Colorblue";} TRIGGER 50 METERS OF RADIO (ACTIVATED BY OPFOR) call {"ZONE_3" setMarkerAlpha 1;} THE 3 TRIGGERS IN THE SAME POSITION TWO MARKERS "marker_1" "ZONE_3" "marker_1": RED COLOR / 50 METERS OF RADIO "ZONE_3": RED COLOR / 50 METERS OF RADIO / ALFA 0 THE 2 MARKERS IN THE SAME POSITION DEMO MISSION LINK: https://drive.google.com/open?id=13AiaVjXwTb-C0quBrvCiRxOVcSIjsZOR NOTE: Eliminate each enemy when you access the area and the marker will change color. Thank you. Greetings from Spain.
  3. Coladebote

    Color change in map markers

    I will advance in that line. I'll keep you informed. Thanks friend.
  4. Coladebote

    Color change in map markers

    The problem occurs because in the enemy's military installation the units appear by script. That is, on the map, physically, there is nothing. Therefore, with the instruction "setmarkerColor" the marker will appear blue until the script that makes the enemy units appear at that point is activated. Once there is an enemy presence, the marker changes to red. The problem occurs because, until there is no enemy presence at the point the marker is blue. Probably, your recommendation is the way to go, but it is something that escapes me. Thanks.
  5. Hello guys: A help please. OPFOR units appear in a map position when the trigger activates the script. That position must be indicated on the map with a red marker. When players access the area and eliminate all enemies, the marker changes color, from red to blue. The problem is that with this instruction "setmarkerColor" the red marker does not appear until the script has been activated and the units appear. It can be solved by placing an OPFOR unit in the area, but it sure can be done better. Thanks.
  6. Coladebote

    Help on "setFormation"

    Hi, Katalam: I've asked, because I've tried all three modes in the script and I haven't appreciated differences. Thanks.
  7. Coladebote

    Help on "setFormation"

    Hi: Applying your corrections, the scritp is as follows: // GUARDS // _markerstr = createMarker ["GUARDS_A1",[677.594,14214.7]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "GUARDS_A1"; _GUARDS_A1 = [ [_pos select 0, _pos select 1, _height], EAST, ["LIB_SOV_p_officer","LIB_SOV_mgunner","LIB_SOV_smgunner","LIB_SOV_LAT_Soldier"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; _GUARDS_A1 setCombatMode "RED"; { _x allowFleeing 0.5; _x setFormation "LINE"; _x setBehaviour "AWARE"; } forEach units _GUARDS_A1; { _x setSkill 1; _x setSkill ["aimingAccuracy", 0.2]; _x setSkill ["spotTime", 0.9]; _x setSkill ["spotDistance", 0.9]; } forEach units _GUARDS_A1; With this script, the units are dispersed at the point, but they do not form "setFormation" LINE "as ordered. In any case, the result is better than with the previous one, script. ANOTHER QUESTIONS: If I use «CARELESS», the units are placed in «DOWN» position, so I use «AWARE» I use "forceSpeed -1;" so that the units act with freedom of movement and "forceSpeed 0;" so that they do not move from the point they guard. If "forceSpeed" is deleted, how do the units stop at the point? Can «disableAI" PATH ";» be used? If "setFormDir 0;" and "setDir 0;" is deleted, how do you indicate the direction in which they have to be formed? I understand that I must do it from here, where the O (North) appears: «[], [], [], [], [], 0] call BIS_fnc_spawnGroup;» ONE LAST TOPIC: What is the difference between: «ForEach units _GUARDS_A2;» «ForEach units [_GUARDS_A2];» «ForEach units (_GUARDS_A2);» I apologize, but if I don't ask, I don't learn. Thanks.
  8. // GUARDS // _markerstr = createMarker ["GUARDS_A1",[677.594,14214.7]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "GUARDS_A1"; _GUARDS_A1 = [ [_pos select 0, _pos select 1, _height], EAST, ["LIB_SOV_p_officer","LIB_SOV_mgunner","LIB_SOV_smgunner","LIB_SOV_LAT_Soldier"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; { _x allowFleeing 0.5; _x forceSpeed -1; _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x setFormDir 0; _x setDir 0; _x setUnitPos "AUTO"; _x setFormation "LINE"; _x setBehaviour "SAFE"; _x setCombatMode "RED"; } forEach units _GUARDS_A1; { _x setSkill 1; _x setSkill ["aimingAccuracy", 0.2]; _x setSkill ["spotTime", 0.9]; _x setSkill ["spotDistance", 0.9]; } forEach units _GUARDS_A1; Hello guys: This little script works perfectly, both locally and on the server. However, the units do not appear in the "LINE" position, which is the instruction set by "setFormation". I have tried replacing "LINE" with "WEDGE" and the units do not change position. Attached, in the link, an example image. It seems that "setFormation" does not respond. Link: https://drive.google.com/open?id=1_zx8cXKgOoHP2KU6q_mMd5SlJ7vkdfXO I am doing something wrong? Thanks.
  9. Coladebote

    Air attack by script

    With Pierre's suggestion, the script is as follows: if (!isServer) exitWith {}; //_grp1A1 = []; //_airframe1 = []; //if (isServer) then { _grp1A1 = creategroup EAST; _airframe1 = [getMarkerPos "marker_1A1", 45, "sab_il2", _grp1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; sleep 10; _airframe2 = [getMarkerPos "marker_1A1", 45, "sab_il2", _grp1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; _wp1A1 = _grp1A1 addWaypoint [(getmarkerpos "WP_1A1"), 1]; _wp1A1 setWaypointType "MOVE"; _wp1A1 setWaypointSpeed "FULL"; _wp1A1 setWaypointBehaviour "AWARE"; _wp2A1 = _grp1A1 addWaypoint [(getmarkerpos "WP_2A1"), 2]; _wp2A1 setWaypointType "SAD"; _wp2A1 setWaypointSpeed "LIMITED"; _wp2A1 setWaypointBehaviour "COMBAT"; }; Greetings from Spain and happy new year
  10. Coladebote

    Air attack by script

    I appreciate your clarification, I will implement it in the script. Thanks Pierre.
  11. Hello guys: I am working, creating on the map Staszow, Poland 1944 a CTI. German army against Soviet forces. In each town there is a garrison of the red army that watches over it. When German forces attack that enclave. The Soviets ask for help on the radio and, within a few minutes, two IL2 planes appear. if (!isServer) exitWith {}; //_crew1A1 = []; //_airframe1 = []; //if (isServer) then { _crew1A1 = creategroup EAST; _airframe1 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; sleep 10; _airframe2 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; _wp1A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_1A1"), 1]; _wp1A1 setWaypointType "MOVE"; _wp1A1 setWaypointSpeed "FULL"; _wp1A1 setWaypointBehaviour "AWARE"; _wp2A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_2A1"), 2]; _wp2A1 setWaypointType "SAD"; _wp2A1 setWaypointSpeed "LIMITED"; _wp2A1 setWaypointBehaviour "COMBAT"; }; This is the little script that handles air strikes. I publish it in case anyone is interested. It's nothing otherworldly, I know, it's very simple, but it works. It fulfills its role. Three empty markers are used: 1.- marker_1A1 where the planes appear. 2.- WP_1A1 First waypoint (MOVE) 3.- WP_2A1 Second waypoint. Attack Point (SAD) It's very easy, but if someone wants the demo mission, I can send it to them. Happy new year, guys.
  12. Coladebote

    Tools inside the backpack

    By the way, you can explain to me what the expressions "_bpks" and "_bpk" represent. Thank you.
  13. Coladebote

    Tools inside the backpack

    Larrow's observation has been very timely. Indeed, it works perfectly, both locally and on the server. The backpack appears in the vehicle inventory with the tools inside. Perfect. Therefore, the script would look like this: if (!isServer) exitWith {}; // VEHICLES // _markerstr = createMarker ["VEHICLE",[8849.8,23460.5]]; _markerstr setMarkerShape "ICON"; _height = 0.000335693; _vehicle = createVehicle ["CUP_B_RG31E_M2_OD_USMC", (getMarkerPos "VEHICLE"),[],0,"NONE"]; _dir = 210; _vehicle setDir _dir; _vehicle setFuel 0.5; clearMagazineCargoGlobal _vehicle; clearWeaponCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle; /// WEAPONS /// _vehicle addweaponcargoGlobal ["launch_MRAWS_green_F",1]; _vehicle addweaponcargoGlobal ["launch_I_Titan_F",1]; _vehicle addweaponcargoGlobal ["rhs_weap_M320",2]; /// AMMUNITION /// _vehicle addmagazinecargoGlobal ["DemoCharge_Remote_Mag",4]; _vehicle addmagazinecargoGlobal ["200Rnd_556x45_Box_F",12]; _vehicle addmagazinecargoGlobal ["DGR_264_S_30Rnd",64]; _vehicle addmagazinecargoGlobal ["1Rnd_HE_Grenade_shell",32]; _vehicle addmagazinecargoGlobal ["HandGrenade",24]; _vehicle addmagazinecargoGlobal ["MiniGrenade",24]; _vehicle additemcargoGlobal ["Titan_AA",4]; _vehicle additemcargoGlobal ["MRAWS_HEAT_F",4]; /// EQUIPMENT /// _vehicle additemcargoGlobal ["ACE_Clacker",1]; _vehicle additemcargoGlobal ["B_UavTerminal",1]; _vehicle additemcargoGlobal ["ALIVE_Tablet",1]; _vehicle additemcargoGlobal ["tf_anprc152_1",2]; _vehicle additemcargoGlobal ["tf_rt1523g_big_bwmod",2]; _vehicle additemcargoGlobal ["SAS_Predator_W",8]; _vehicle additemcargoGlobal ["ToolKit",1]; _vehicle addbackpackcargoGlobal ["B_UAV_01_backpack_F",1]; _vehicle addbackpackcargoGlobal ["B_Carryall_khk",1]; _bpks = everyBackpack _vehicle; _bpk = _bpks select ( count _bpks - 1 ); _bpk additemcargoGlobal ["ToolKit",1]; /// MEDICINES /// _vehicle addItemCargoGlobal ["ACE_personalAidKit",8]; _vehicle addItemCargoGlobal ["ACE_bloodIV_500",32]; _vehicle addItemCargoGlobal ["ACE_epinephrine",16]; _vehicle addItemCargoGlobal ["ACE_tourniquet",32]; _vehicle addItemCargoGlobal ["ACE_morphine",40]; _vehicle addItemCargoGlobal ["ACE_packingBandage",100]; _vehicle addItemCargoGlobal ["ACE_elasticBandage",100]; _vehicle addItemCargoGlobal ["ACE_surgicalKit",2]; Gentlemen, thank you very much for your help. Greetings from Spain.
  14. Coladebote

    Tools inside the backpack

    Hi: I've tried it on the server and it doesn't work. The backpack does appear in the vehicle inventory, but it is empty, without the tools inside. I am doing something wrong? This is the script I've tried: if (!isServer) exitWith {}; // VEHICLES // _markerstr = createMarker ["VEHICLE",[8849.8,23460.5]]; _markerstr setMarkerShape "ICON"; _height = 0.000335693; _vehicle = createVehicle ["CUP_B_RG31E_M2_OD_USMC", (getMarkerPos "VEHICLE"),[],0,"NONE"]; _dir = 210; _vehicle setDir _dir; _vehicle setFuel 0.5; clearMagazineCargoGlobal _vehicle; clearWeaponCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle; /// WEAPONS /// _vehicle addweaponcargoGlobal ["launch_MRAWS_green_F",1]; _vehicle addweaponcargoGlobal ["launch_I_Titan_F",1]; _vehicle addweaponcargoGlobal ["rhs_weap_M320",2]; /// AMMUNITION /// _vehicle addmagazinecargoGlobal ["DemoCharge_Remote_Mag",4]; _vehicle addmagazinecargoGlobal ["200Rnd_556x45_Box_F",12]; _vehicle addmagazinecargoGlobal ["DGR_264_S_30Rnd",64]; _vehicle addmagazinecargoGlobal ["1Rnd_HE_Grenade_shell",32]; _vehicle addmagazinecargoGlobal ["HandGrenade",24]; _vehicle addmagazinecargoGlobal ["MiniGrenade",24]; _vehicle additemcargoGlobal ["Titan_AA",4]; _vehicle additemcargoGlobal ["MRAWS_HEAT_F",4]; /// EQUIPMENT /// _vehicle additemcargoGlobal ["ACE_Clacker",1]; _vehicle additemcargoGlobal ["B_UavTerminal",1]; _vehicle additemcargoGlobal ["ALIVE_Tablet",1]; _vehicle additemcargoGlobal ["tf_anprc152_1",2]; _vehicle additemcargoGlobal ["tf_rt1523g_big_bwmod",2]; _vehicle additemcargoGlobal ["SAS_Predator_W",8]; _vehicle additemcargoGlobal ["ToolKit",1]; _vehicle addbackpackcargoGlobal ["B_UAV_01_backpack_F",1]; _vehicle addbackpackcargoGlobal ["B_Carryall_khk",1]; _bpk = (everyBackpack _vehicle) #0; _bpk additemcargoGlobal ["ToolKit",1]; /// MEDICINES /// _vehicle addItemCargoGlobal ["ACE_personalAidKit",8]; _vehicle addItemCargoGlobal ["ACE_bloodIV_500",32]; _vehicle addItemCargoGlobal ["ACE_epinephrine",16]; _vehicle addItemCargoGlobal ["ACE_tourniquet",32]; _vehicle addItemCargoGlobal ["ACE_morphine",40]; _vehicle addItemCargoGlobal ["ACE_packingBandage",100]; _vehicle addItemCargoGlobal ["ACE_elasticBandage",100]; _vehicle addItemCargoGlobal ["ACE_surgicalKit",2];
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