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Casio91Fin

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About Casio91Fin

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    Corporal

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    Male
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    Finland

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  1. Casio91Fin

    Self-moving Marker area

    Anyone have any idea how to make the marker moving by itself? Eg: Circle or square And, of course, slowly.
  2. Casio91Fin

    AI groups spawn

    I did according to your instructions and and still giving the error message "line 23: missing ;" even though there is that sign.
  3. Casio91Fin

    AI groups spawn

    @RCA3 thanks but now it gives an error message and no troops spawn in the world. I don't know if I did everything right [] spawn { if (isServer) then { waitUntil {player == player}; while {true} do { _eastunits = east countSide allUnits; playerarray = []; { playerarray = playerarray + [_x]; } forEach playableunits + switchableunits; _randomplayer = playerarray call BIS_fnc_selectRandom; _randomplayerpos = (getPos _randomplayer); if (_eastunits < 50) then { _safePosition = [ _randomplayerpos, 700, 1000, 10, 0, 20, 0] call BIS_fnc_findSafePos; _position = [_randomplayerpos, 100, 250, 10, 0, 20, 0] call BIS_fnc_findSafePos; _allTeams = [["O_Soldier_SL_F", "O_Soldier_AR_F"], ["O_Soldier_AAT_F","O_Soldier_A_F","O_medic_F"], ["O_soldier_M_F","O_Soldier_AT_F"]]; _randomTeam = selectRandom _allTeams; _attackgroup = [_safePosition, EAST, _allTeams] call BIS_fnc_spawnGroup; _wp1 = _attackgroup addWaypoint [ _position, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointCompletionRadius 100; _wp1 setWaypointBehaviour "aware"; _wp1 setWaypointFormation "LINE"; _wp2 = _attackgroup addWaypoint [ _safePosition,0]; _wp2 setWaypointType "CYCLE"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setWaypointCompletionRadius 100; _wp2 setWaypointBehaviour "COMBAT"; _wp2 setWaypointFormation "NO CHANGE"; }; sleep 10; }; }; };
  4. Is it possible to add new groups here, which then the script always selects a new team for the area? [] spawn { if (isServer) then { waitUntil {player == player}; while {true} do { _eastunits = east countSide allUnits; playerarray = []; { playerarray = playerarray + [_x]; } forEach playableunits+switchableunits; _randomplayer = playerarray call BIS_fnc_selectRandom; _randomplayerpos = (getPos _randomplayer); if (_eastunits < 50) then { _safePosition = [ _randomplayerpos, 700, 1000, 10, 0, 20, 0] call BIS_fnc_findSafePos; _position = [_randomplayerpos, 100, 250, 10, 0, 20, 0] call BIS_fnc_findSafePos; _attackgroup = [_safePosition, EAST, [ "O_Soldier_SL_F", "O_Soldier_AR_F", "O_Soldier_GL_F", "O_soldier_M_F", "O_Soldier_AT_F", "O_Soldier_AAT_F", "O_Soldier_A_F", "O_medic_F" ]] call BIS_fnc_spawnGroup; _wp1 = _attackgroup addWaypoint [ _position, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointCompletionRadius 100; _wp1 setWaypointBehaviour "aware"; _wp1 setWaypointFormation "LINE"; _wp2 = _attackgroup addWaypoint [ _safePosition,0]; _wp2 setWaypointType "CYCLE"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setWaypointCompletionRadius 100; _wp2 setWaypointBehaviour "COMBAT"; _wp2 setWaypointFormation "NO CHANGE"; }; sleep 120; }; }; };
  5. Casio91Fin

    Gives radiation

    Thx now it works. Radzone.sqf /* Trigger name: RadZone Any Player Present Repeatable trigger condition: this && ((vehicle player) in thisList) trigger On Act: {[_x] execVM "RadZoneV2"} forEach thislist; */ _unit = _this select 0; while {(alive _unit) && (_unit inArea RadZone)} do { _uniform = uniform _unit; _goggles = goggles _unit; if ((["_CBRN_", _uniform] call BIS_fnc_inString) && (["respirator", _goggles] call BIS_fnc_inString)) then {} else { playSound "Geiger1"; _distanceToCenter = _unit distance RadZone; _damage = (1 / _distanceToCenter) / 0.45; _damageTotal = vehicle player; _damageTotal = (damage _unit) + _damage; _damage = _damage * 0.025 + (random 0.075); _unit setDamage _damageTotal; hint parseText format ["<t color='#ffff00'>!YOU'RE IN THE RADIATION AREA!</t> <br/>Death will come: %1%2 /100%2<br/><t size= '5'><img image= 'pics\RadaV3.jpg'</t>/>",round(_damageTotal * 100),"%"]; }; Sleep 2; };
  6. Casio91Fin

    Gives radiation

    @wogz187 thx that works, but not give any damage to player why?
  7. Hey. How can I make this work so that the effects of radiation also work inside the vehicle? Here is the script itself that only works for infantry Trigger: Name: Radzone Any Player Present Repeatable Condition: this && (player in thislist) On ACT: {[_x] execVM "Radzone.sqf"} forEach thislist; Radzone.sqf: _unit = _this select 0; while {(alive _unit) && (_unit inArea RadZone)} do { _uniform = uniform _unit; _goggles = goggles _unit; if ((["_CBRN_", _uniform] call BIS_fnc_inString) && (["respirator", _goggles] call BIS_fnc_inString)) then {} else { playSound "Geiger1"; _distanceToCenter = _unit distance RadZone; _damage = (1 / _distanceToCenter) / 0.45; _damageTotal = (damage _unit) + _damage; _damage = _damage * 0.025 + (random 0.075); _unit setDamage _damageTotal; hint parseText format ["<t size= '3'><img image='pics\RadaV3.paa'/> <br/> <t size= '1'> <t color='#ffff00'>!YOU'RE IN THE RADIATION AREA!</t> <br/>Death will come: %1%2 /100%2</t>",round(_damageTotal * 100),"%"]; }; Sleep 2.78; };
  8. Is it possible to add? shooting speed if AI have lmg https://community.bistudio.com/wiki/forceWeaponFire and how many bullets can ai shoots
  9. Hey How to get (AI) machinegunner to shoot 30 shots after noticing the player or possibly shoot Suppressive Fire if the player is over 300 m It would be good if it is a function. Define.sqf GunsType = ["rhs_weap_pkm", "rhs_weap_mg42" ];
  10. Casio91Fin

    Pop up targets

    @sarogahtyp thank you, but the purpose is to scare the player. I found three different types of script, but with these I try to somehow get forward. But I'm trying to create something of these. If there are other ideas you can put on to come.
  11. Hey. Does anyone have any information on how to get pop up targets up, if the player is close enough. Of course, it would be good to be down at first. Is it possible to get the sound effects included. as an example: scream voice?
  12. Casio91Fin

    GF Missions Script

    (Opinion) I think that the EOS script is not working properly. Because it needs to start an enemy in a certain area right away, and does not expect that the task will come sometime after some time. - it works by somehow, but every time the task comes there will also be error messages. Is there anything to do with this? - I do not want to remove this script, because it creates excitement to the game.
  13. Casio91Fin

    GF Set Custom Loadout Script - Mod

    Question? How to lock an enemy vehicle so that a player can not taken. (Tank / APC / Armored car / plane / helicopter). AI drives that vehicle and AI can get back to that vehicle, but not the players. sry wrong page.......................................................................................................................
  14. Casio91Fin

    GF Missions Script

    # Dac is adding a different behaviour to the ai , and enchase the whole gameplay. # If you want to change your AI behavior a bit harder you should add a mission folder "Vcom AI script V3.1". I highly recommend testing the script. (you will not survive.)
  15. Casio91Fin

    GF Missions Script

    Now I can really be happy with what changes you've made, but I still wonder a few things. (1.) When all players die for some reason at the same time. And the task suddenly becomes a success and did not failed. [Is it right?] (2.) some eos script complains at the beginning of the game. (3.) some tasks are generated at the edge of the map (land tasks) (4.) Add more text to task info. for example "what to do in this task". And everything else really works well.
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