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Everything posted by Luft08

  1. I used BIS_fnc_taskDefend to get a group to defend a location but after a period of time I want the group to move to a new location and defend that position. I tried issuing another BIS_fnc_taskDefend but they ignore it. I also tried to set a waypoint but again they ignore it. How do I cancel the BIS_fnc_taskDefend so that I can issue new commands? Thanks.
  2. Thanks pierremgi. Wow that script does a lot. I will write my own using the guard waypoint and createGuardedPoint as you suggest. Thanks again for your info and advice.
  3. I was testing one of my coop missions on a dedicated server with a few friends. I died quickly so I was watching the other's play. One player was repeatedly hit by gun fire but just kept going. It happened so many times that I though maybe I had disabled damage for the unit. He did finally die and later checks showed that damage was enabled. So I looked through the difficulty settings and found a "reduced damage" setting. That appears to be what was happening but only to him. My question is: If a player sets reduced damage on HIS Arma does the dedicated server change it back or does he play with an unfair advantage? If so how do I enforce my server's difficulty settings on player's PCs? Thanks.
  4. In one of my missions I place a supply crate on the map: weaponsCache = "O_supplyCrate_F" createVehicle _cachePos; I wish to empty the default contents and stuff it full of explosive satchels so that the player could remove them and use but haven't any luck doing so.
  5. The new vehicles are very exciting! I want to make a coop mission where the players need to take out a 2P16 short-range ballistic missile launcher before it fires its missile but I don't know what code will make it fire. I wish to give it a position to hit and have it raise the missile and fire if the players fail. I think watching a missile lifting off at twilight would be awesome!
  6. Does anyone know how to script the AI to aim and fire the new Russian 2P16 ballistic missile launcher in the Global Mobilization DLC?
  7. I have a coop mission that runs on a dedicated server and noticed that if I crash a helicopter some distance from the spawn point so that I get put back into the lobby, when I start a new mission I hear the explosion from the crash that occurred on the last mission. Is there a way to flush the dedicated server between mission runs? Thanks.
  8. I'm trying to learn how to create a coop mission. Currently my efforts result in missions that have anomalous behavior. I believe this is due to the fact that I am not initializing the server completely before the clients get initialized. I'm studying the code from people who really know how to do things right but because of the nature of Arma it is difficult figuring out what is happening and in what order even with the help of the initialization order web page. I was wondering if there is an easy way to trace the flow of a mission and log it to a file without inserting statements into every function and method? Thanks.
  9. Nope. Actually I am a retired computer programmer with lots of time on his hands. I understand how difficult coding can be on various platforms. They all have their idiosyncrasies and SQF is no exception. It will just take time and a lot of work to come up to speed. I've been dinking around with Arma and SQF for a while but only now getting serious about making quality missions. If I stick with it maybe I can produce something worth playing in about a year.
  10. Thanks strider42. I have downloaded your mission and will study it. When I have a feel for what you did I may take you up on your offer for a walk through. I appreciate any help I can get.
  11. I am trying to figure out a way to trace the execution of functions and methods in a coop mission so that I can learn the right way to code them. I posted earlier about this and came away with the impression that this would not be an easy task but further digging came up with debug modes under the Advanced Knowledge section. Wouldn't setting the debug mode to 1 or above do what I want or am I misunderstanding something?
  12. I looked this command up in the wiki and it gave two examples. I don't understand the second example: _inGame = getClientStateNumber > 8; I thought it simply returns a value. I understand _ingame = getClientStateNumber but what does the "> 8" do?
  13. Sorry but maybe I'm just slow. I still don't understand. So if it determines that the value is less than 8 what does it return? i.e. does it wait until the return value WILL BE greater than 8 before returning?
  14. That was a head scratcher for me also but I finally came to that conclusion. I wish that there was a definitive book outlining all of the intricacies of mission programming for Arma but thank god there are so many people willing to share their knowledge or I would be sunk.
  15. In the mission I'm working on I spawn a zippo and AI unit for each player. When I run the mission on my PC it's all good but when tested on a dedicated server the AI that I group to each player turns out as a floating disembodied head with floating arms. BTW I spawn many units but only the ones I group to the players come out without legs and torso. One more thing and I don't know if it's important but the head and arms are bare. (No helmet and no shirt/armor) I'm at a loss and am almost ready to give up on multiplayer missions. It's always something... Always... Any Ideas what could cause this. I really have no clue where to even start looking. Here is the code that spawns the opening scene: if(!isServer) exitWith {}; private _playerCount = count activePlayers; for "_c" from 1 to _playerCount do { private _pos = []; private _dir = 0; private _unitPos = []; switch (_c) do { case 1: { _pos = [9090.05,7411.64,0]; _dir = 268.824; _unitPos = [9091.51,7409.89,0]; // direction for all units is: 181.759 }; case 2: { _pos = [9102.89,7409.81,0]; _dir = 279.820; _unitPos = [9103.71,7408.25,0]; }; case 3: { _pos = [9110.54,7407.27,0]; _dir = 279.820; _unitPos = [9111.25,7405.63,0]; }; case 4: { _pos = [9118.3,7405.51,0]; _dir = 279.820; _unitPos = [9118.9,7403.93,0]; }; }; private _zippo = "uns_M132" createVehicle _pos; _zippo setDir _dir; _zippo addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag",30]; zippoArray pushBack _zippo; private _group = createGroup[west,true]; private _unit = _group createUnit["uns_US_2MI_DRV", _unitPos, [], 0, "FORM"]; private _index = _c - 1; private _player = activePlayers select _index; [_unit] joinSilent _player; }; private _handle = [] execVM "scripts\common\getBldgList.sqf"; waitUntil{scriptDone _handle}; [] execVM "scripts\setupRiverAmbushes.sqf"; private _mortarCount = (floor random 6) + 3; _handle = [_mortarCount] execVM "scripts\spawnEnemyMortar.sqf"; waitUntil{scriptDone _handle}; [] execVM "scripts\spawn25thInf.sqf";
  16. I used createVehicle to place a uns_tripwire_punj2 (Unsung Mod). It created the trap but when I walked over it, it did not trigger. Do I need to place and then somehow arm traps? Thanks
  17. Thanks, I'll give it a shot. UPDATE: It worked! Thanks. (So much to learn...)
  18. activePlayers is a global variable. I should have mentioned that. activePlayers = [] call BIS_fnc_listPlayers;
  19. On my next mission I wish to have the players lay down a mine field as a task. Specifically, I have loaded 30 APERSBoundingMine_Range_Mag into a vehicle and I want the players to place at least 20 mines within a 50 meter area that I marked on the map. How do I get a count of the mines that have been deployed within that area. obviously I don't want to count the mines that have not been deployed. Thanks.
  20. UPDATE: I changed from using the createUnit to using the BIS_fnc_spawnGroup function but no joy. Then I thought maybe I was setting the scene before the Arma mission could properly initialize so as a test I put a 10 sec delay before spawning the unit. That worked but obviously not a good solution. At the beginning of my init.sqf file I do have: waituntil {!isnil "bis_fnc_init"}; Is there a proper way to wait for all the mission stuff to initialize when running on a dedicated server? Why doesn't this problem pop up when I run the mission from my PC?
  21. I spawned a zippo (uns_M132) from the Unsung mod. I want to add some bouncing Bettys (APERSBoundingMine) into the cargo area. I have tried: _zippo addItemCargoGlobal ["APERSBoundingMine", 30]; and _zippo addWeaponCargoGlobal ["APERSBoundingMine", 30]; and _zippo addMagazineCargoGlobal ["APERSBoundingMine", 30]; but nothing works. I put down one of the mines and used the config viewer and found: configfile >> "CfgVehicles" >> "APERSBoundingMine" So it's classified as a vehicle?? How do I load these "vehicles" into my zippo vehicles?? Thanks
  22. Thanks again pierremgi, you are a fountain of information! Strange that I couldn't load the APERSBoundingMine which is also an asset from the Unsung mod.
  23. In the mission I'm working on, which is set in Vietnam, I wish to make the Vietcong use the hit and run tactics they actually used. To do this I need the AI to understand that attacking a Zippo when all they have are rifles will probably not work out. I need for them run away from fights that they have no chance to win. Is there a function that will return the relative threat level of two groups? Not just rifles against armored vehicles but also small light vehicles against vehicles that totally out class them (Jeep against tank, etc) Thanks.
  24. Thanks pierremgi. You are correct that I am using the assets from the Unsung mod. I think what you are saying is that this behavior would be best left to the mod's Dev team. I agree but I don't think it will happen which is strange because from what I have read the Vietcong were not stupid. They hit and faded back into the jungle trying to lead their pursuers into traps etc. They generally didn't launch major attacks unless they felt that they had overwhelming force. I'll look for an Unsung forum. This issue must have been brought up more than once. Thanks again.