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Lineman

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Everything posted by Lineman

  1. Trigger isn't working. It's meant to display hint "works" when a Blufor soldier (variable name Man) enters trigger area. Trigger area 50x50x5 Type: None Activation: Blufor Activation Type: Present Condition: ["Man" in thisList]; On Activation: hint "works";
  2. Trying to have a soldier called AA_01 unholster/switch to a rocket launcher that's on his back. He isn't carrying a primary weapon or sidearm. Tried these in unit init and init.sqf: AA_01 action ["SwitchWeapon", AA_01, AA_01, x]; /// x = numbers I tried from 0 to 16 AA_01 action ["useWeapon", AA_01, AA_01, x]; AA_01 selectWeapon "CUP_LAUNCH_IGLA"; Found this but I don't understand what to do with the info given: https://forums.bohemia.net/forums/topic/181067-how-to-find-weapon-index/
  3. Trying to spawn a group of units with each unit having a variable name so I can do stuff like give each a unique loadout after spawning. Everything seems to work, until the last line of the below script "removeUniform SpawnSoldier_02;". I receive an error "error removeuniform: type string, expected object".
  4. Decided to define the variables separately rather than using an array and it works. Thanks again!
  5. Thanks that helps! It was meant to be the variable of the created unit.
  6. Lineman

    Best AI Mortar Script?

    How would this be adapted for multiple spotters sharing the same array of artillery pieces? Could I simply group units to the spotter and they would share info? Or put the execVM in multiple units?
  7. For example: AI has sawn-off shotgun in backpack. What would I place in a trigger's On Activation to equip the shotgun?
  8. Trying to create 27 shells. 1 at 2-4 second intervals. Instead, all the shells seem to land at once and this error message appears: My script: Reference: https://community.bistudio.com/wiki/BIS_fnc_fireSupportVirtual
  9. Seem to have fixed it. Problem was the On Activation script. This limited number of spawning enemies in an unintended way, so it's replaced with...
  10. I want the trigger to always activate when there are less than 10 Blufor in area. Problem is, Blufor has to leave and re-enter the area for the condition to work; for example, trigger activates one time when 1 Blufor is in the area, and that 1 Blufor has to re-enter the area to trigger it again. Trigger Blufor Present Repeatable - Yes Server - Yes Condition: this && count thisList < 10; On Activation: []execVM "MoreSoviets.sqf"; //MoreSoviets.sqf
  11. Making a mission with 3 respawn locations and 1 ticket per role (selected from lobby screen). On death, the respawn button is disabled, as desired. However, players can return to the lobby screen and respawn in a role which had lost it's ticket on death. For example a player selects medic. He dies and cannot select respawn, and becomes a spectator. He rejoins the server, and is able to respawn as the medic. How can I prevent this? My respawn scripts: description.ext respawn = "BASE"; disabledAI = 1; respawnButton = 1; respawnDelay = 3; respawnTemplates[] = {"Tickets","EndMission","MenuPosition","Spectator"}; initPlayerLocal.sqf [player, 1] call BIS_fnc_respawnTickets;
  12. New UI might be a bit much for me. That would work. But what about "attaching" tickets to unique player ID after they choose a slot? For example, player would be restricted to spectator upon losing 3 of 3 tickets and can no longer spawn in any multiplayer slot.
  13. I could be wrong but I'm not sure if jwllorens and I have quite the same issue. I want to remove multiplayer slots in the lobby screen once tickets are exhausted. For example... Alpha 1: Medic Machinegunner AT Specialist Problem: (1) Player selects Medic. (2) Spawns and dies 3 times, depleting 3 out of 3 tickets. (3) Is restricted to spectator with the respawn button reading "Respawn Disabled", but... (3) Clicks escape, abort, and returns to lobby screen. (4) Is able to select Medic again and has 3 fresh tickets.
  14. It works! Thanks! //Blufor Present Trigger On activation field: []execVM "MoveAttackPoint01.sqf"; //MoveAttackPoint01.sqf
  15. Currently using createVehicle to spawn an object under certain conditions. I'm wondering how to create a variable name once it has spawned.
  16. Using respawn markers to define 2 respawns, respawn_west_1 and respawn_west_2. We're playing as Blufor. Respawn on Custom Position is selected in attributes/multiplayer. Problem is upon entering server, the respawn button is disabled and we're stuck at a black screen. This message appears in the bottom left: [bis_fnc_getrespawnmarkers] base respawn for UNKNOWN is not supported Other info... //description.ext respawn = 3; respawnButton = 1; respawnDelay = 5; disabledAI = 1; respawnTemplates[] = {"MenuPosition","Spectator"};
  17. I just tried playing the broken version and did not receive a new .rpt file, and I don't know which of the older .rpt files are related to that mission. On a good note, 11 of us managed to complete the unbroken version last night.
  18. Started rebuilding from scratch, testing every couple of minutes. Got to the point where everything was almost as it was when I first made this thread, then the respawn error appeared after placing about 30 mines in the editor. I reduced the number of "PMD-6 anti-infantry mines" (from the Iron Front mod) to 10, now everything is working perfectly. Tested several times by repeatedly increasing and decreasing the quantity of these mines. Respawn consistently becomes disabled at around 30 mines. Worth noting that I never added script to these mines, nor were they near anything spawn-related. Very strange.
  19. Deleted everything pertaining to respawns for both AI and humans. Deleted all playable units. Then added 1 playable Blufor infantryman, and a Respawn Position module... Name: FRONT Type: Infantry Side: Blufor Show to: Only the side Notification disabled //description.ext Got the same result. Black map screen with respawn button disabled. Mission files: https://drive.google.com/open?id=1ixcB6EqD2FkH5vLFbbHovz053OL7ND6q
  20. Right, but why would adding inventory items, creating extra spawn positions and extending respawn time, totally disable ability for players to spawn? The weirdest thing is that these spawn/inventory scripts worked in several of my ops, INCLUDING this one (played through to the end last night with 10 people). Loaded it up today, increased the number of hostile/friendly AI, and we're now faced with the black screen / respawn disabled button.
  21. Are you sure? This is the mission.sqm from fresh download of very same map, before I started editing (very short):
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