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Markkos26

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Posts posted by Markkos26


  1. On 24/8/2015 at 7:59 AM, kremator said:

    Loving the mission Jezuro.  A nice mix of difficulty in it.

     

    EDIT:  Having played this exclusively for the past couple of days, I really like it.  Would it be possible to have some of the defenders (AI) taking positions in buildings, so they have to be cleared out ?

    Is it possible?


  2. 19 minutes ago, target_practice said:

    I'm relatively new to scripting my self so I can't guarantee any advice I give to particularly good, but for for delayed removal you could do something along the lines of:

    
    [_markerstr] spawn {
    	sleep 180;
    	deleteMarker _this select 0;
    };

    I don't know know if event handler expressions are run scheduled, but I assume not.

     

    I'd also add that since MP Event handlers execute their code on every machine according to the BIKI, you'll probably want to create the markers locally or add an !isServer condition to prevent duplicate markers.

     

    You were very close! but something go wrong at this line :  deleteMarker  _this select 0;  I've changed to  deleteMarkerLocal _this select 0; but nothing changes.


  3. Hello, im trying to put the following script in a WL custom mission to set a mark in a dead player; but I need to make it disappear after X second or  maybe  reach the body.

     

     player addMPEventhandler ["mpkilled",{
                
                _me = _this select 0;
                _myName = name _me;
                _him = _this select 1;
                _hisName = name _him;
                _meters = _me distance _him;
            
                  
                
                _markerstr = createMarkerLocal [_myName, position _me];
                _markerstr setMarkerShape "ICON";
                _markerstr setMarkerColor "ColorBlack";
                _markerstr setMarkerSize [0.8,0.8];
                _markerstr setMarkerAlpha 0.7;
                _markerstr setMarkerType "KIA"; //https://community.bistudio.com/wiki/cfgMarkers
                      
                
            
        }];

     


  4. On ‎18‎/‎10‎/‎2015 at 12:43 AM, hoax2 said:

    Does this seem right? (I have no one to test it with)

    init.sqf:

    
    	player addMPEventhandler ["MPKilled",{
    		_me = _this select 0;
    		_myName = name _me;
    		_him = _this select 1;
    		_hisName = name _him;
    		_meters = _me distance _him;
    	
    		//hint format ["%1 killed by %2: %3m", _myName, _hisName, _meters];
    		systemChat (format ["%1 killed by %2 at %3m", _myName, _hisName, _meters]);
    	
    		_markerstr = createMarker [_myName, position _me];
    		_markerstr setMarkerShape "ICON";
    		_markerstr setMarkerType "hd_dot"; //https://community.bistudio.com/wiki/cfgMarkers
    		_markerstr setMarkerText _myName;
    	}];

     

    Hello! How can make this marker dissapear after X seconds?


  5. On 10/12/2018 at 11:34 AM, Jezuro said:

    Those are mainly spawns checking for various scan calls etc. There are a couple running for each individual sectors, plus various other looped stuff. The processing load should be negligible.

    Warlords goes through various config classes at the start to set up Arsenal and available uniforms.

    The enum error is new to me.

     

    How can i get the white list of classnames for the WLords arsenal?


  6. On 11/12/2018 at 3:05 AM, Markkos26 said:

    How can i fix my mission? when the units teleport to the selected town they spawns on the water.

     

     

    The direction of the vector that links two sectors affects the IA teleport. In this case the direction to "La Riviere" make the IA teleport into the water so if you want to edit a mission you have to take in count the position between sectors. Is there a way to force IA to spawn only in a terrain? @Jezuro


  7. 22 hours ago, Markkos26 said:

     

     

    hello, I put the following command at the squad leader's init. The group has 3 jets and the script does not affect the squad members, besides the leader the rest of the pilots do not die when ejected. Can you help me? I want to keep these units working as a squad.

     

    So I figured it out, and it might works for squad tanks too:

     

    // Kills the crew of an aircraft when they decide to bail out
    // Prevents long respawn waits when aircraft crash far from the battlefield
    // [_proxyThis] call jebus_fnc_pilotKill
    // Optional second parameter for debugging: [_proxyThis, 'DEBUG'] call jebus_fnc_pilotKill
    
    _aircraft = vehicle (_this select 0);
    
    if ("DEBUG" in _this) then { _debug = true;	};
    
    _crew = _this select 0;
    _crewGroup = group _crew;
    _crewInGroup = units _crewGroup;
    
    if (_debug) then { systemChat "Jebus Pilot Kill is active";	};
    
    waitUntil {!canMove _aircraft};
    
    if (_debug) then { systemChat "Killing crew"; };	
    sleep 20; //added to give the pilot a chance to eject using the new Jets DLC eject feature - Imperator
    
    {deleteVehicle _x} foreach _crewInGroup;

     


  8. On 2/4/2018 at 5:47 PM, dreadpirate said:

    Have a look at the aircraft in the demo mission. I have a function called jebus_pilot_kill that kills the crew when they bail out. Should work for any vehicle. 

     

     

    hello, I put the following command at the squad leader's init. The group has 3 jets and the script does not affect the squad members, besides the leader the rest of the pilots do not die when ejected. Can you help me? I want to keep these units working as a squad.


  9. 15 minutes ago, target_practice said:

    Drones are not available through asset requisition by default, though small UAVs maybl be accessible through the arsenal.

    I personally haven't tried.

    i've already tried through the v.arsenal in a custom mission, but the UAV terminal does not connect any drone


  10. @Jezuro

    Would be nice for the next patch that the requested helicopter pilot to be civilian faction to allow players buy any vehicle without be attacked by the opposite faction at the base.  
    And please add to the possibility  to edit IA indep troop classnames.

    Love the gamemode! Thanks!


  11. Is this still working? I cant make it run...

    On 28/12/2015 at 12:25 PM, gobi42 said:

     

    
     class Gear_custom
                {
                    class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though!
                    {
                        cost = 500;
                        requirements[]={};
                        template = "Box_NATO_WpsSpecial_F"; // --- existing ammobox classname (its model will be spawned)
                        displayName = "Test Box #1"; // --- name appearing in UI
                        clear = 1; // --- set to 0 if you want to keep the gear contained in the template crate
                        weapons[] = {
                            {"arifle_MX_ACO_pointer_F", 1} // --- [classname, amount]
                        };
                        magazines[] = {
                            {"30Rnd_65x39_caseless_mag", 1}
                        };
                        items[] = {
                            {"FirstAidKit", 1}
                        };
                        backpacks[] = {
                            {"B_AssaultPack_rgr_Medic", 1}
                        };
                    };
                };

     

     


  12. 1 hour ago, davidoss said:
    
    officierONU switchMove "HubBriefing_loop";
    officierONU addEventHandler ["AnimDone", {
    	params ["_unit", "_anim"];
    //	systemchat format ["Animation %1 ended",_anim];
    	if (!alive _unit) exitWith {_unit removeAllEventHandlers "AnimDone"};
    	switch (true) do {
    		case (_anim == "HubBriefing_loop"): {_unit switchMove "HubBriefing_scratch"};
    		case (_anim == "HubBriefing_scratch"): {_unit switchMove "HubBriefing_think"};
    		case (_anim == "HubBriefing_think"): {_unit switchMove "HubBriefing_pointLeft"};
    		case (_anim == "HubBriefing_pointLeft"): {_unit switchMove "HubBriefing_loop"};
    		default {};
    	};
    }];

     

    It works, but for any reason it doesnt when i use this animations:

     


    officierONU switchMove "Acts_JetsCrewaidR_idle";
    officierONU addEventHandler ["AnimDone", {
        params ["_unit", "_anim"];
    //  systemchat format ["Animation %1 ended",_anim];
        if (!alive _unit) exitWith {_unit removeAllEventHandlers "AnimDone"};
        switch (true) do {
            case (_anim == "Acts_JetsCrewaidR_idle"): {_unit switchMove "Acts_JetsCrewaidRCrouch_in_m"};
            case (_anim == "Acts_JetsCrewaidRCrouch_in_m"): {_unit switchMove "Acts_JetsCrewaidRCrouchThumbup_in_m"};
            case (_anim == "Acts_JetsCrewaidRCrouchThumbup_in_m"): {_unit switchMove "Acts_JetsCrewaidRCrouchThumbup_loop_m"};
            case (_anim == "Acts_JetsCrewaidRCrouchThumbup_loop_m"): {_unit switchMove "Acts_JetsCrewaidRCrouch_out_m"};
            default {};
           
    };
    }];


  13. Hello, im editting a warlord mission and i want to put bots with some animation sequences looping at the base. I found this script:

     

    Quote

    []spawn {
        while {true} do { 
            _unit= bot1;
            _moves = ["Acts_JetsCrewaidR_idle", "Acts_JetsCrewaidRCrouch_in_m", "Acts_JetsCrewaidRCrouchThumbup_in_m", "Acts_JetsCrewaidRCrouchThumbup_loop_m", "Acts_JetsCrewaidRCrouchThumbup_out_m", ]; 
            _playMove = selectRandom _moves; 
            _unit switchMove _playMove; 
            _unit disableAI "ANIM";
            sleep (random 5 +10);
        };
    };

    but i want to run the animations in order not randomly. Can you help me?


  14. On 3/6/2017 at 6:13 PM, 7erra said:
    
    []spawn {
    	while {true} do { // The true condition can be changed to any value that returns true. Eg you can have a variable my_case_trueFalse which can be set to false if you want to stop the loop
    		_moves = ["HubBriefing_loop", "HubBriefing_scratch", "HubBriefing_think", "HubBriefing_pointLeft"]; 
    		_playMove = selectRandom _moves; // select a random animation. chances are equal for every animation
    		officierONU switchMove _playMove;
    		sleep (random 5 +10); // waits at least 10 seconds and another 0-5 seconds. (so between 10 and 15 seconds)
    	};
    };

     

    it's a great script. I just need to execute animations in order; not randomly but keeping the loop. Can you help me?


  15. 18 minutes ago, Tyl3r99 said:

    oh ok, so normal length days and quicker nights. are you trying to create your own warlords mission or trying to make an official mission file change? 

    As far as i know, you cannot change or edit the official mission files. I tried as i wanted to enable a certain mod that required a module to be placed but no luck couldn't find it 

    Im trying to make my own mission. 


  16. 11 minutes ago, Tyl3r99 said:

    check the parameters before starting the mission it has the settings your looking for inside that :)

    Yes i know, but that multiplier affects both: day and night, and i want to do nights faster than days... i was trying with wasteland sripts bur didnt work.

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