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TheoneandonlyNOR

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About TheoneandonlyNOR

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  1. Hello, How do I add a unit that normal Player cannot see or pick but Admin can?. (just like HC) AND a BONUS Question. How to add Arsenal for West faction. (restricted arsenal).?? PS: I wish to be able to just put in the unit's init. Regards!
  2. TheoneandonlyNOR

    Vehicle inv. copied faction

    This does not look like what I want no. Here is what I have tried so far. Look at "//HERE IS THE PROBLEM!!!!!!!!!!!!!" Anyways this code works: So I wounder why does this work but not the code I have made?. LOL EDITED!!! I THINK I SEE WHY NOT... MY CODE I HAVE "weapons/magasines/names" and in the one that works it is "weapon/magasine/name" I will TEST this right away. Didnt see it untill now I am blind. xD I come back if this works!!!!! Got it workin!!! This code worked:
  3. TheoneandonlyNOR

    Vehicle inv. copied faction

    I mean script. I got all the vehicles that we use in folder. I wish to edit for example CfgVehicles.hpp so that the vehicles has our inventory Yes I need to replace the inventory.
  4. Hello, My Unit wish me to add/edit the Vehicles inventory to have our Unit gear, weapons(included launchers) and Mags. etc. So I am unsure what to do here since our vehicles are copied from another faction(used ALIVE). So do I need to edit the loadout from the original Vehicles or can I do it with the one's we made? In case either of them. How? I prob. just need an example rest I will probly be able to fix myself. Regards. Sorry for my bad English.
  5. TheoneandonlyNOR

    Markers only visible to one Side

    Just to be sure here. initPlayerLocal.sqf: (createMarkerLocal) after waitUntil {getClientStateNumber > 9}; This does not make sense. But is this correct @pierremgi? I have 2 markers placed with 3Eden and one for WEST HQ and one for EAST HQ. And ofc I do not want the Enemy force to see Friendly Marker. Greenboy Cheering.
  6. TheoneandonlyNOR

    Spawning Units in Marker, help

    Thanks. it worked!! REP ++++
  7. TheoneandonlyNOR

    Spawning Units in Marker, help

    So like this:
  8. TheoneandonlyNOR

    Spawning Units in Marker, help

    Picture of the sqf. were to put it?
  9. TheoneandonlyNOR

    Spawning Units in Marker, help

    Ehm were to add this Hight limit? no I will try it right away!. I will come back with the results 🙂
  10. TheoneandonlyNOR

    Spawning Units in Marker, help

    Might this help? // INITIATE ZONE _trig=format ["EOSTrigger%1",_mkr]; if (!_cache) then { if ismultiplayer then { if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count playableunits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count playableunits > 0"; };}else{ if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count allUnits > 0";};}; _eosActivated = createTrigger ["EmptyDetector",_mPos]; _eosActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE]; _eosActivated setTriggerActivation ["ANY","PRESENT",true]; _eosActivated setTriggerTimeout [1, 1, 1, true]; _eosActivated setTriggerStatements [_actCond,"",""]; server setvariable [_trig,_eosActivated]; }else{ _eosActivated=server getvariable _trig; }; _mkr setmarkerAlpha _mAN; if (!(getmarkercolor _mkr == VictoryColor)) then //IF MARKER IS GREEN DO NOT CHANGE COLOUR { _mkr setmarkercolor hostileColor; }; waituntil {triggeractivated _eosActivated}; //WAIT UNTIL PLAYERS IN ZONE if (!(getmarkercolor _mkr == "colorblack"))then { if (!(getmarkercolor _mkr == VictoryColor)) then {_mkr setmarkerAlpha _mAH;};
  11. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! 🙂 Regards Sorry for bad English.
  12. TheoneandonlyNOR

    ACE and ALIVE relative Civilian Help

    ow it can. We got an mission called Hearts and minds. And in that mission the maker have scripted that function. And this is what he used to make it work: (I could not) Unit_init.sqf: private ["_unit","_type"]; _unit = _this select 0; _type = typeOf _unit; diag_log format ["UNIT INIT : %1",[_this,side (_this select 0), _type]]; switch true do { case (side _unit != west && side _unit != civilian) : { if (isServer) then {_unit call btc_fnc_mil_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; _action = ["Search_intel", "Search for intel", "", {(_this select 0) spawn btc_fnc_info_search_for_intel;}, {!Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; case (side _unit isEqualTo civilian) : { if (isServer) then {_unit call btc_fnc_civ_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; sleep 1; _action = ["Civil_Orders","Civil Orders","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Stop", "Stop", "", {[1,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Get_down", "Get down", "", {[2,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Go_away", "Go away", "", {[3,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Ask_Info", "Ask info", "", {[(_this select 0), false] spawn btc_fnc_info_ask;}, {Alive (_this select 0) && {side (_this select 0) isEqualTo civilian}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; }; veh_init.sqf: private ["_veh","_type"]; _veh = _this select 0; _type = typeOf _veh; switch true do { case (_type isKindOf "LandVehicle") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_tow", "Tow", "", {(_this select 0) spawn btc_fnc_log_tow;}, {!isNull btc_log_vehicle_selected && {btc_log_vehicle_selected != (_this select 0)} && {[(_this select 0),btc_log_vehicle_selected] call btc_fnc_log_can_tow}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Hook", "", {(_this select 0) spawn btc_fnc_log_hook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Unhook", "", {(_this select 0) spawn btc_fnc_log_unhook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; case (_type isKindOf "Helicopter") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; add_actions.sqf:
  13. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  14. TheoneandonlyNOR

    AI "scan sector" help!

    This did not work. 😞 The light does not turn on. this "sleep" will make it a bit smother? 🙂 Can I do "_dir - 180" instead? since I kinda want the light to go in cercle as long as it does not detect enemy. ?
  15. TheoneandonlyNOR

    AI "scan sector" help!

    "searchlight1" is the name of the unit right? EDITED: Nvm. I got it to work "searchlight1" is the searchlight object's name. Thank you. Only problem now. the unit/AI does not turn the light on. 😞 And he's like rotating instant back and forth. is there a way to make it kinda smother? I belive that must be changed in the sqf file, but were? if you could show me were to make this smother or fix it for me. I be really happy. 😄
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