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ColonelKernel

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Everything posted by ColonelKernel

  1. Now that you mentioned weapons lying around, it made me think of an idea I had a while ago (not related to this topic) Is it possible to change the order of items in AI Action Menu? (the one that is shown by pressing key 6) There are too many take weapon actions that I don't even get to do what I actually want!
  2. ColonelKernel

    Execute scripts when map is open

    It's because I want the position of the empty vehicles to be updated on the map. More on that in this topic:
  3. -Actually, I created a ten unit group with 200 vehicles around me and I didn't notice much difference. (except for an initial slowdown because of those 200 vehicles of course!) -I need it to do the search for all my units because I sometimes I stage my units somewhere far from my position. -I added the line for it to work once the map is opened because I figured it would improve performance (why should it keep revealing vehicles to me when I still haven't opened the map?) -To be honest, I don't know why I used that line either ;) I just tried it with plain waitUntil {visibleMap}; at the start but the script ran only once (i,e the while loop would get stuck at the beginning). Then I tried the waituntil shownMap and it worked! Weird, right?! Anyway, thanks for your help! I was going crazy with this!
  4. I just did something cool! If I use your script in conjunction with mine and disable friendly icons on the map (in difficulty settings) it actually does what I want!
  5. Thank you for your reply. The reason I use the reveal command is because that way I can order my units to get in a vehicle. I did find a way (which is kind of silly!) that solves the update problem. If you have the time to test it, here it is: 0 = [] spawn { While {true} do { { waitUntil {visibleMap}; _allVehs = _x nearobjects ["allvehicles", 800]; _allEmptyVehs = _allVehs select {{alive _x} count crew _x == 0}; { player forgettarget _x; player reveal _x; } foreach _allEmptyVehs; } foreach units group player; sleep 2; waitUntil {shownMap}; }; }; If you could help me iron out the unit position shifting on map (because of using forgettarget) I would greatly appreciate it.
  6. ColonelKernel

    Execute scripts when map is open

    Thanks for your reply. This is what I'm trying to do: 0 = [] spawn { addMissionEventHandler [ "Map", { params ["_isOpened","_isForced"]; While {true} do { _allVehs = player nearobjects ["allvehicles", 1000]; _allEmptyVehs = _allVehs select {{alive _x} count crew _x == 0}; { player forgettarget _x; sleep 0.1; player reveal _x; } foreach _allEmptyVehs; sleep 3; }; } ]; }; What you told me to do does work but the game lags for a few seconds and then gives me generic errors. Any idea what's wrong?
  7. What if I limit the distance? Does it improve the performance?
  8. You're right. But I don't have any idea how to do it in a different way. Do you have any suggestions?
  9. Can you please help me with the part I mentioned i.e making units update on the map ? I'm kind of stuck!
  10. Hi. How can I make a script run in every mission (without editing the mission of course). Just like what addons do.
  11. Ok, after checking I've found a few problems: 1. Revealed vehicles disappear (from map) after a unit embarks and then disembarks them, and don't appear again. 2. Empty vehicle markers do not update on the map. How can I keep the position of revealed vehicles updated on the map?
  12. Then, e.g, why are BLUEFOR vehicles shown as blue on the map? (civilians are purple, right?) Also can you please check if I've made any errors in the script?
  13. Now that I try it in a mission with a lot of empty elements (crates, vehicles, structures, etc) the game slows down a lot when I open the map. Maybe I should speak with the script creator.
  14. ColonelKernel

    Soldier Tracker ( Map and GPS Icons )

    I have finalized the addon! There's just one problem I hadn't noticed before. Despite the vehicle icons being visible on the map. I can't order my units to get into the vehicles. Can you please add this feature as well?
  15. It works! Thanks a lot!
  16. Thanks! I'll give it a shot!
  17. I don't think so. What's the alternative? For example, can I use nearestObjects to find the vehicles?
  18. I want to add this variable to all empty vehicles on the map (preferably player side vehicles): addVariable ['QS_ST_drawEmptyVehicle',TRUE,TRUE]) It's for the Soldier Tracker script.
  19. ColonelKernel

    Make a script run in every mission

    Thanks. After messing around with it for a while, here's what I did and it did the trick! class CfgPatches { class SoldierTracker { units[] = {}; weapons[] = {}; requiredAddons[] = {"Extended_EventHandlers"}; requiredVersion = 0.1; }; }; class Extended_PreInit_EventHandlers { ST_Init = "ST_Init_Var = [] execVM ""\ST\QS_icons.sqf"""; };
  20. ColonelKernel

    Soldier Tracker ( Map and GPS Icons )

    I have created the addon but there's a problem. I can't get the empty vehicles to show on the map (because as you have described they need this variable: ['QS_ST_drawEmptyVehicle',TRUE,TRUE])
  21. ColonelKernel

    Make a script run in every mission

    So here is what I did: I created a config.cpp file and inserted this code: class CfgPatches { class ST { units[] = {""}; weapons[] = {""}; requiredAddons[] = {CBA_MAIN}; }; }; class Extended_PostInit_EventHandlers { st_Init = "_ok = [] execVM '\ST\QS_icons.sqf'"; }; (ST is the name of the pbo file) Then I put the QS_icons.sqf and config.cpp files next to each other and created the pbo file. But still nothing happens. Any idea what's wrong?
  22. ColonelKernel

    Soldier Tracker ( Map and GPS Icons )

    Hi. Can you create an addon version? (or at least help me turn it into an addon)
  23. ColonelKernel

    Make a script run in every mission

    Thank you for your reply. But how do I do that exactly? (I mean adding the eventhandler) P.S: In case it's necessary, here is the script that I want to turn into an addon (Soldier Tracker): http://www.armaholic.com/page.php?id=26993
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