Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

13 Good

About Soapbox0331

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Soapbox0331

    How to use BIS_fnc_stalk?

    A way I have used stalk is to place in the hunting unit's (BIS_grpStalkers) 2nd waypoint On Activation field: _stalking = [BIS_grpStalkers, BIS_grpPlayer] spawn BIS_fnc_stalk; or for MP: _stalking = [BIS_grpStalkers, group (allPlayers select 0)] spawn BIS_fnc_stalk; I can't remember why it doesn't work in first waypoint...I place first waypoint real close and 2nd waypoint also close. I have never dealt with behavior other than setting speed, stance, and behavior in the edited unit and/or waypoint. They seem to close with me and engage just fine.
  2. I use this from @johnnyboy for AI defense, keeps them from going prone and they seem to defend better:
  3. Soapbox0331

    Large area covered with grass?

    @omri2050 This is a terrain mod that is 4 x 4 km grass ("Grassland"): http://steamcommunity.com/sharedfiles/filedetails/?id=611925932 Source files link listed in the mod description.
  4. My misunderstanding, thanks!
  5. @pierre MGI When I add to trigger condition I get this error: Condition: Missing ]
  6. I understand "player" is used for SP. How does this look for MP dedicated? Is it just replacing with "anyPlayer"? I am thinking it is more than that, but I may be a little code paranoid by now;)
  7. Soapbox0331

    JBOY Napalm FX

    @johnnyboy Great effect! I have the called in strike working just like your example mission. I am struggling to get the JBOY_monitorAirSupportClicks working. Using SOGPF Air Support menu and Sundowner strike, not getting the effects of your FX. I don't think I understand how to call it correctly from in the player's init?
  8. @NagrachI just tested a method I use with JEBUS and Stalk, worked fine...I jumped around map and checked the respawns and they came after me consistently: Made sure I had most recent JEBUS in my mission: Version 1.454 Init in Squad Leader: 0 = [this, "PAUSE=", 100, "DELAY=", [15,30], "LIVES=", [2,4], "RESPAWNMARKERS=", ["m14", "m15", "m16", "m17"], "INIT=", "_stalk = [group (_proxyThis),group (allPlayers select 0)] spawn BIS_fnc_stalk"] spawn jebus_fnc_main; I have this squad synced to a trigger, BLUFOR present.
  9. @sarogahtyp ok, sure: MP Dedi using SOG Prairie Fire. Goal is to conduct wire tap mission. Task 1 is to ensure at least one of the players has wire tap kit ("vn_b_item_wiretap") in inventory. I was thinking a trigger condition that detects this completes the task. FYSA: There is a function, VN_ms_fnc_hasItems (https://wiki.sogpf.com/index.php/VN_ms_fnc_hasItems). Again, I do not know how to do a MP dedi of: [[player], ["vn_b_item_wiretap"]] call VN_ms_fnc_hasItems; Task 2 is to conduct the wire tap. Currently I have an object near a cable with this holdaction, which displays a wire tap kit for 10 seconds, deletes it, and task is completed via WireTapCollected in trigger condition: [ this, "CONDUCT WIRE TAP", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", { Recorder1 setpos [(getpos Cable select 0), (getpos Cable select 1), 0]; }, {}, { deleteMarker "WireTap"; deleteVehicle Recorder1; WireTapCollected = true; publicVariable "WireTapCollected"; }, {}, [], 10, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, this]; Ideally, this holdaction would only be available or functional for a player with "vn_b_item_wiretap" in inventory. Thanks for sharing your expertise!
  10. Hello @sarogahtyp how do I achieve this in MP dedicated?
  11. Soapbox0331

    TitleText dissapears too fast

    @sizraide Just a thought: try removing the first titleFadeOut 8;...that may be preventing second text from showing.
  12. Soapbox0331

    TitleText dissapears too fast

    Maybe https://community.bistudio.com/wiki/titleFadeOut will help.
  13. Soapbox0331


    Hello @pierremgi, truly enjoying the mods! I ran into a situation last night, MP, dedicated server, UNSUNG mission on Song Bin Tahn map: I have "Drop vehicles instead of crates module" synced to "uns_pbr" (also in module as "dropped vehicle/crate") and "uns_ch47_m60_army" (also in module as "default helicopter"). Module synced to Support Provider / /Support Requestor / and a Player unit. The intent is to have a PBR dropped into one of the rivers, which consistently works fine in editor. Trying it on dedicated server the drop was always in the tree line short of the map-click on the river...almost acted as if it didn't want to drop over water. What do you think?
  14. This is a great script. I just tested it in a mission I used it in and works as normal.
  15. @pierremgi, your mods make mission making so much more enjoyable for me, thanks for these! I have a couple of questions on this module: 1) I am creating a battle that lasts overnight (timed) with module Repeat occurrence set to -1. I would like to stop the AI from spawning from the module at the end of the fight. Deleting the module does not stop spawning. Can it be turned off after a certain amount of time or condition met? 2) Concerning the Group skill levels: my friends prefer firefights that are high volume of fire and low accuracy, so I usually have setSkill spotdistance higher and setSkill aimingaccuracy lower, using script called in unit init. Can skill levels be modified like this in the module?