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black_hawk_mw2_87

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Everything posted by black_hawk_mw2_87

  1. black_hawk_mw2_87

    Switch On PC - USB Stick

    😄 OK. Guys, noob question. Please, help me with the BIS code. How should it look like? I tried, it didn't work. Cheers.
  2. black_hawk_mw2_87

    Hold Space To Pick Lock

    Thanks a lot, dude, I really appreciate it. I will test it tomorrow after work. And I will share the results. 🙂
  3. black_hawk_mw2_87

    Switch On PC - USB Stick

    To be completely honest: I still not fully understand everything. I am not so new to scripting and I know how to attach a command to an object, that shows what could be done with this object. But is this script going to help me complete the task when I 1) have the screen pictures set up with 2) the appropriate commands attached to them (or in my case: 2) comes first)? What condition shall I use for completing the task (to use the USB stick and download data)? And one more thing - another note appears on the screen after some seconds - that I must pull out the USB stick, which automatically switches back the PC to its first home screen. And AFTER this I am given the option to switch off the PC. I know it sounds complicated, but it must be just a couple of scripts. Cheers! 🙂
  4. black_hawk_mw2_87

    Switch On PC - USB Stick

    Thanks a lot for the advertisement, dude. 🙂 I'm going to use it one day cause right now I am working on 2 different scenarios and I'm really confused which one should be priority. But I do promise I will definitely take a very closer look at this project of yours and use it! I love your satellite mod though and I've used it already in a campaign. 🙂
  5. black_hawk_mw2_87

    Hold Space To Pick Lock

    OK, thank you a lot, but is it going to give me this option to unlock a specific door of the building using SPACE with the HOLD SPACE action? I hope you know UNDERDOGS campaign and I want to do it the exact same way.
  6. black_hawk_mw2_87

    Switch On PC - USB Stick

    Thanks for replies, but I am looking for something specific. If you tell me how to input screenshots, I will do it. 🙂
  7. black_hawk_mw2_87

    Hold Space To Pick Lock

    I don't know how to lock doors of buildings already on the map. If I place buildings from the editor - that's doable. But I want to know about 1 building, no matter what exactly. The mission I played was like this - all doors were locked, but standing in front of one of them, I was given this option with holding space to pick the lock. There was even some ambient sound of unlocking. I guess it's something like this: this setVehicleLock "UNLOCKED"; But first off, I guess I must use: setVehicleLock "LOCKED"; in the init's field of the building and right after a trigger is activated (done by holding space) it should be set to: setVehicleLock "UNLOCKED"; - which I shall put in trigger's On Activation field. Something like this should do the job, I hope. Any ideas how exactly?
  8. black_hawk_mw2_87

    Shpook's Ambient Lightning Script

    The script actually works fine. Line 109 contains something that needs to be deleted or set to "none". It's in the brackets in the end of the line. Instead of […..] you must only use: [] SO, find these lines in the script: _dir =random 360; _bolt = createvehicle ["LightningBolt",_strikeCenter,[],0,""]; As you can see, the brackets after _strikeCenter, ------ are empty. That's it. It works great without errors now.
  9. Hello, guys. I want to create a coop mission. For now, all tasks are going to be for destruction. A friend gave me such a script: BIS_fnc_setTask and BIS_fnc_taskSetState: ["soTaskDemo",true,["Destroy the SAM","Demolition","destroy"],[],"Assigned",0,true,true,"destroy",false] call BIS_fnc_setTask; while{(alive soDemoTarget)}do{sleep 3}; ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script creates an MP task named "soTaskDemo". It is completed when an object called soDemoTarget is not alive. ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script sets the state to complete. But I don't understand where to put each part of the script, I tried with a trigger and I got an error and just 1 notification for Task completed, although I also created an object named like in the script. Please, tell me where to put what. And what else should I do/create, step by step, to succeed. I know that in MP or Coop I don't need to create the Create Task module and it should work only with scripts. Do I put this script in any .sqf file or what? No idea, so I'd appreciate any help. Thank you. Cheers!
  10. black_hawk_mw2_87

    Detected by Opfor vs Knowsabout

    Everything seems to be working fine now. It's a vehicle, so I only changed the value of the script. Instead of: player knowsabout myTarget > 3.9, I used 1.5 with 4 seconds delay. That's it.
  11. black_hawk_mw2_87

    Detected by Opfor vs Knowsabout

    Thank you, but I still don't get it. Are you trying to say, that all I need is this code: while {(alive _Spawned_Helicopter)} do { _Spawned_Helicopter flyInHeight (50 + (random 2000)); _getPosATL = getPosATL _Spawned_Helicopter; _nearEntities = _getPosATL nearEntities 2000; {_Group_Crew reveal [_x,4];} count _nearEntities; sleep 50; }; Should I rename my target (a tank) and should I use this name somewhere inside your script, and where? What does the code do? Should I place it as a: Condition; or as: On Activation? getPos finds object's position, as far as I know, but how is your code going to help me? Be more specific, please, it is very important to me. Please, tell me what to do step by step - the way I did above giving my example. Cheers.
  12. black_hawk_mw2_87

    Detected by Opfor vs Knowsabout

    I read that when the target is just a unit, it's easy to detect it, when you shoot at this unit. The value of detection grows up to 4. But when it is a vehicle, the commander is the one to be detected, or at least should be. Then this value drops down to 1.5 or 1.4, I am not completely sure. But may be I am somehow wrong about the numbers I use or the distance is too long. Can I use another code the same way I want to make it work? For example - detected by. This is the official page of "knowsabout" by Bohemia: https://community.bistudio.com/wiki/knowsAbout
  13. black_hawk_mw2_87

    Detected by Opfor vs Knowsabout

    Hi, guys. I am making a mission where the player must detect the target at the enemy base and when it's detected, the first task is completed. Then another one is activated - to destroy the target. The target is a tank at a distance of 1500m, which is quite a long distance, but still... how would it work? 1. I create the task to detect the target which is activated by a previous triggered condition. 2. The task is connected to another trigger with condition: player knowsabout myTarget > 3.9 with 4 seconds delay, just enough for the player to spot and detect the target. (I have tested this with a marksman against AI at about 110m.) 3. Then I put another task to destroy the target, ALTHOUGH I would normally use "set task state" here. It is connected to the previous trigger. 4. The second task is now synchronized to "set task state - succeeded". 5. The set task state module is connected to a trigger that checks if the target is dead. 6. The second task from p. 3 is connected to another module - set task destination, which is synchronized object, showing notification. 7. This last module is connected to the target itself. This way I normally must be able to 1. detect the target and COMPLETE task 1, and 2. another task is activated - to destroy the moving target. I use the detection condition for another trigger with Skip Waypoint for the target. When it's active, it skips the waypoint, and starts moving. Then the task marker automatically follows the target. I tried this with a tank at 1500m distance, which, I guess, is too far, or I am doing something else wrong. Please, help me. Cheers!
  14. black_hawk_mw2_87

    Shpook's Ambient Lightning Script

    I have tried to activate the script, but it doesn't work properly. I have copied and pasted the folder called "scripts" inside my mission's folder. I have put a line of those mentioned above inside my init.sqf file, but when I load the mission, there's still an error on the screen containing information about some errors from inside the script itself. I tried with all types of the script lines - it's the same. I even tried to activate it with a trigger and load the file itself as I said in my previous comment. Still the same... I can see the lightning effects and I can hear the thunderbolts, but when this happens I receive the error messages every single time. Any idea what could be wrong?
  15. black_hawk_mw2_87

    Shpook's Ambient Lightning Script

    You'd better call it from a trigger with a condition that will activate the script itself when its folder is placed in the mission's folder. 0 = execVM "SHPambientLightning.sqf" [] = execVM "SHPambientLightning.sqf" Otherwise, just copy the script and place it in your init.sqf file which must be in the mission's folder. If you don't have any, then create one using any other .sqf file you have. Just rename it to ïnit.sqf" or use wordpat/notepad to create one. But it's a little bit harder.
  16. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    Edit: it all works! I use this scrip: 0 = [this, "DEBUG", "EXIT=", myExitTrigger] spawn jebus_fnc_main; I have created a trigger with a random condition and it's called myExitTrigger and it stops the script, so the same trigger can be used to complete the task. Edit 2: do you know any script for showing a timer to count down the time while I am holding off enemies?
  17. Hello everyone! I need some help with scripting. I want to put several enemy squads against a fortified position that must be stopped. But in order not to mass to many enemy units on the ground and prevent fps from dropping down I want to make these enemy units spawn for... let's say... a couple of times after one of the units (entire group) is dead. In my case - enemy boats crossing a river. When one of the boats is disabled, destroyed or the enemy group on board is eliminated, this action should work only a few more times no matter which group is destroyed, so after this condition of destruction is completed for several times, they must stop spawning again. The better idea or solution would be if all enemy groups stop spawning after some time, for example 10 minutes. In this 2nd case - the players receives a task to hold the enemy for 10 minutes (or in the first case to hold X waves/boats). I know how to put the spawn module, but I am not sure if it consist any options to make this action repeat random number of times, for example. Would you help me? Cheers!
  18. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    And one more question. If the enemy is static without waypoints, in my case I have tried with a group inside a boat which is not moving just for the test, the next group spawns on them and the boat just explodes. In this case it wouldn't work without waypoints I guess? For example: if that is simply a static MG position? But what I actually want to know is how can I STOP the group to spawn in 10 minutes for example or IF another condition is activated (another trigger's condition)? In this case I'd be able to complete my task and hold off the enemy waves. Cheers! Edit: the second script has worked. No messages.
  19. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    It says that the trigger is activated, using the first code. Just one message. Then another one starts repeating: Enemies in pause radius. Waiting. What does this mean? Edit: I firstly tried to move away enough, more than 200m away, and it didn't work. Then I simply moved the enemy group more than 200m away and started the scenario again. This time it has worked for me. But is it possible to make a group of enemies spawn closer? Edit: it works until enemies are 200m away. But what code should I use to limit the number of spawns? And after they are completed, a task would be completed?
  20. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    OK, I have tested it, but the condition is not working. I have done everything the right way and I have used 1 condition in a trigger synched to the group's leader. The enemy group disappears, but when the condition is done, the group wouldn't spawn. Am I doing anything wrong?
  21. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    Thank you very much, I will test this tomorrow! :) Cheers! :)
  22. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    Another question. Let's say I have a solution for the spawn/de-spawn issue. I want to spawn a whole group instead of just one unit: a squad leader and his group in a boat, so they can would follow a waypoint and cross a river. I want to create a condition once this entire group is dead, another group to be spawned. But it should be absolutely the same group as the first one. Is this possible?
  23. black_hawk_mw2_87

    How to: Cancel AI Spawning After A Trigger

    I actually have another idea, if that is possible. For example, instead of stop spawning a group of enemies, delete the group after several spawns using deleteVehicle group1, deleteVehicle group2 and so on for each enemy group on the ground. What would you recommend me after all? Which option should I use or which one would be easier to accomplish or more effective? Cheers.
  24. black_hawk_mw2_87

    Main & Secondary Tasks

    That's exactly what I was looking for! Thank you so much! It will be used in my next missions! :) Cheers!
  25. black_hawk_mw2_87

    Playing .ogv video using PIP?

    Where did you put this script, Flash-Ranger? I still can't make this work. I put the TV, name it tv, then in it's Init field I put the script and use my video's name from the main mission's folder. What am I doing wrong?
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