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JR Nova

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  1. JR Nova

    Narcos [Co-05]

    Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1748204814 U.S. special operation to kill drug lord Pablo Vasquez. MISSION Infiltrate the compound, kill Pablo, and destroy his weapons stash and drug smuggling vehicles. FEATURES Random civilian life and traffic, revive & mobile respawn, virtual arsenal, Intense CQB and furniture in buildings. Custom intro music by me 😉 CREDITS Thanks to Enigma for his civilian scripts. Thanks to Porte, Yumsum, Bruno & Crow X07 for testing. REQUIREMENTS RHS USAF, RHS AFRF.
  2. STEAM WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1740538196 Intense CQB in Ovallestan. Destroy Taliban AA and mortar positions in the town as well as any ammo caches that are found. Watch out for IEDs and suicide bombers! MISSION Taliban forces are in control of the town. Complete a variety of objectives to get a foothold on the town. FEATURES Random civilian life and traffic. The civilian populace is highly against us being in the area, so there are IEDs in the area. IEDs can be disarmed by slowly crawling to it and using a ToolKit and can be detected with a Mine Detector. There are also suicide bombers in the area - be on the lookout for any civilians acting abnormal. CREDITS Thanks to kylania for the Suicide Bomber script. Thanks to Phronk for his IED script. Thanks to Enigma for his civilian scripts. REQUIREMENTS RHS USAF, ACE, CLAfghan, CUP Terrains, CUP Weapons, CUP Vehicles, CUP Units.
  3. Thanks for the reply, that worked out perfectly! (Other than the fact that like you said the subordinates just stayed outside the whole time while the group leader ran upstairs lol😥) I got around that by changing it to just spawn a few 1-2 man groups instead of just one and this works as planned for me! dataGroups = 0; randomLimit = 5 + (random 4); spawn_dataGuard = { private ["_spawnPos", "_building", "_dataGuard", "_movePos", "_wp"]; dataGroups = dataGroups + 1; _spawnPos = [_object, [80,130]] call SHK_pos; _building = (nearestTerrainObjects [getpos _object,["house"],50]) select 0; _dataGuard = [_spawnPos, resistance, 1 + (random 1)] call bis_fnc_spawngroup; { _movePos = _building buildingPos _x; _wp = _dataGuard addWaypoint [AGLToASL _movePos, -1]; _wp setWaypointType "MOVE" } forEach [20,27]; }; while {dataGroups <= randomLimit} do { call spawn_dataGuard; sleep 0.1; };
  4. Hello I'm trying to get an AI group to spawn and move to the upper level of a building but once they spawn they are just standing there. (The building in question is one of the multi-story office buildings in Kavala - im trying to get them to the room at the top level with the ladder in it.) _spawnPos = [_object, [80,130]] call SHK_pos; _movePos = (nearestBuilding _object) buildingPos 27; _dataGuard = [_spawnPos, resistance, 3 + (random 3)] call bis_fnc_spawngroup; _wp = _dataGuard addWaypoint [_movePos, 0]; _wp setWaypointType "MOVE"; I tried getting the player pos or object pos and it sort of works, but they just stay on the 1st floor instead of moving up through the building.
  5. Not exactly GTA but something similar lol 😉 I actually changed the way I set it up and now its a few more files, for now I have them all in the mission folder. init.sqf killed.sqf civKilled.sqf copKilled.sqf wanted.sqf
  6. I got it to work, I took everything out of initPlayerLocal and in civKilled.sqf changed the code to if ( (_instigator isEqualTo player) && (side group _killed isEqualTo civilian) ) then { _instigator execVM "killed.sqf" }; }]; then in killed.sqf alertLevel = alertLevel + 1; wanted = true; player setCaptive false; if ((alertLevel > 0) && (alertLevel <= 2) && (!dispatched1)) then { dispatched1 = true; _pos = [player, [50,150]] call SHK_pos; _police = [_pos, resistance, 1 + (random 2)] call bis_fnc_spawngroup; _stalking = [_police, group player,nil,10,{player distance _police < 300},"mkrStation"] spawn BIS_fnc_stalk; waitUntil { (count units _police) < 1 }; dispatched1 = false; }; if ((alertLevel > 2) && (alertLevel <= 5) && (!dispatched2)) then { dispatched2 = true; _pos = [player, [50,150]] call SHK_pos; _police = [_pos, resistance, 1 + (random 2)] call bis_fnc_spawngroup; _stalking = [_police, group player,nil,10,{player distance _police < 300},"mkrStation"] spawn BIS_fnc_stalk; waitUntil { (count units _police) < 1 }; dispatched2 = false; };
  7. Hello I am trying to create an alert level system where if the player kills a civilian, then AAF units are spawned that hunt the player down, and if the player kills an AAF unit, even more AAF come for the player and eventually a heli comes and engages the player. I need it to be MP compatible and have different alert levels for each player though and not a universal level. What I have tried so far is creating a script and spawning units whenever a civ or AAF unit is killed. civKilled.sqf This script works, but it gets out of hand pretty quickly when you start killing AAF units, so I was trying to make an alert level type system where if you kill a civ, that gives you one point, and killing an AAF unit gives you 3 points. I'm trying to have AAF spawn 1-3 units when you have less than 3 points, 3-6 units when you have 3-10 points, and spawn more units plus a vehicle over that then eventually a heli that hunts you as well. Since I want each player to have their own alert level, I thought maybe putting the script in the initPlayerLocal would do the trick but units aren't even spawning when I put the script in there so I really have no idea where to go from here. initPlayerLocal.sqf Any ideas on how I can get this to work?
  8. Hello, I created a mission and uploaded it to the steam workshop, and people are able to play it when hosting normally, but people with dedicated servers are saying that when they try to host, people are getting the error 'No entry 'bin/config.bin/CgfVehicles.rhsusf_m1043_d_m2' when they attempt to join and are then kicked. I thought it might have been server side at first, but multiple people are saying the same thing so I think it's a mission problem. I have no idea what it could be though, and was hoping you guys could help. Here's a link to the actual mission folder if that helps. Thanks in advance!
  9. It didn't work at first with just the code in bfMenu1Begin.sqf, but I copied your base_defines.hpp to my defines.hpp and now everything is working as planned! Thanks for the help!
  10. Well the thing is I can't remove 5 because that lets the script know which part I'm calling because I have other items on the menu, those were just the parts of the code regarding this particular slider. Basically I'm creating a dialog with buttons that let you click on the map to choose a location for a battlefield (bfLoc) and bases (westBase & eastBase). It also has sliders to adjust the size of the battlefield (bfSize), how long the game will last (timeLimit), how many points to win (maxScore), & how many groups spawn (westGroups & eastGroups). bfMenu1Begin.sqf - script that opens dialog and sets values for the sliders. bfMenu1.hpp bfMenu1.sqf So far all of the buttons are working properly and the bfSize slider is working as planned, but the time limit and score sliders are not displaying properly. I haven't started on the group number slider codes yet though.
  11. I'm trying to get a time limit slider to work in a dialog with values from 5 minutes to 120 minutes and if the slider's value is over 120 minutes then it changes to no time limit. The numbers show up in game but the values on the slider only go from 0 minutes to 10 minutes. Is there something I'm doing wrong? Snippets from the scripts involving this slider: bfMenu1Begin.sqf - script that opens dialog and sets values for the sliders. sliderSetRange [1904, 5, 121]; sliderSetSpeed [1904, 1, 10]; sliderSetPosition [1904, GAMETIME]; _say="Time Limit : "+str GAMETIME+" Minutes";if(GAMETIME==121)then{_say="No Time Limit ";};ctrlSetText [1005, _say]; bfMenu1.hpp class nova_slider_timeLimit: RscSlider { idc = 1904; onSliderPosChanged = "nul=[5]execVM'settings\bfMenu1.sqf';"; x = 0.565625 * safezoneW + safezoneX; y = 0.388 * safezoneH + safezoneY; w = 0.18375 * safezoneW; h = 0.042 * safezoneH; }; class nova_text_time: RscText { idc = 1005; text = "Time Limit: XXXX Mins"; //--- ToDo: Localize; x = 0.591875 * safezoneW + safezoneX; y = 0.36 * safezoneH + safezoneY; w = 0.13125 * safezoneW; h = 0.028 * safezoneH; }; bfMenu1.sqf _sb=_this select 0; _say=0; if(_sb==5)then{ GAMETIME=(floor (sliderPosition 1904)); _say="Time Limit : "+str GAMETIME+" Minutes"; if(GAMETIME==121)then{_say="No Time Limit";}; ctrlSetText [1005,_say]; };
  12. JR Nova

    Operation Snowman [Co-05]

    Ok I added credits to this one and my other missions that didn't have them. I'll start doing that from now on!
  13. Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&amp;id=1655750766 MISSION: The SLA are in town having a meeting at Hotel Sahrani. Get inside the hotel and kill them all. There are a few APCs in the AO and SLA snipers and MGs on top of roofs in the neighboring village - make sure they are taken care of as well. FEATURES: Revive Mobile Respawn No Stamina CQB Combat Dynamic Civilian Life Decorated hotel giving you (and the bad guys) cover REQUIRED MODS: CUP Terrains CUP Units CUP Weapons CUP Vehicles CREDITS: Civilian scripts by Enigma A few scripts from Occupation by BangaBob Settings button by nEXaus Thanks to Yumsum, Porte, Diniz, Bruno & Phil for all their patience in testing.
  14. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1655023117 BACKGROUND: The AAF has invaded the island of Malden! It's citizens are asking for help from the U.S., so our forces are mobilizing. In order to gain a foothold on the island, we will have to attack via boat, as the AAF has an air defence system in place. OPERATION GREEN ARROW: U.S. forces are going to capture Goisse harbor, then move inland to destroy AAF air defences. While this main attack is going on, your team is to inflitrate Malden via the passage north of Vigny. Once you have made landfall, your objective is to sabotage the heli depot to prevent the AAF from attacking our other troops to the north. Once the heli depot is sabotaged, your team will move to La Passagne to capture it and defend it against any counter-attacks. FEATURES: Revive No Stamina/Fatigue Civilian Population No mod requirements WARNING - TO PLAY IN SINGLEPLAYER YOU MUST PRESS SPACEBAR AT THE RESPAWN SCREEN, THEN CHOOSE 'SKIP' FROM THE MENU!! CREDITS: Civilian scripts by Enigma A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  15. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1652839680 BACKGROUND: The U.S. has sent our team to assist U.N. humanitarian aid forces in Chernarus. Rebels forces have been attacking the U.N. and stealing supplies. There is a blizzard moving through Chernarus, and the rebels are using it to cover their attacks on the U.N. OPERATION SNOWMAN: The rebels attacked Hope Station at 03:00 this morning under their mission name 'Operation Snowman.' Their next target is Salvation Station, where your team is stationed. Defend the location, eliminate the rebel presence in the area, and get Hope back!! FEATURES: Close-Quarter Combat Revive Virtual Arsenal Dynamic Civilians & Traffic Mobile Respawn Snow Storm! (You can disable it from mission parameters) REQUIREMENTS: CUP Terrains RHS GREF RHS USAF RHS AFRF CREDITS: Civilian scripts by Enigma Snowstorm script by ALIAScartoons Settings button by nEXaus A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
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