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Soapbox0331

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Everything posted by Soapbox0331

  1. How do I associate the editor placed unit to Alpha or Bravo?
  2. I use this on Description.ext to eliminate the forced respawn at join: respawnOnStart = -1;
  3. 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.
  4. I use this from @johnnyboy for AI defense, keeps them from going prone and they seem to defend better:
  5. 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.
  6. My misunderstanding, thanks!
  7. @pierre MGI When I add to trigger condition I get this error: Condition: Missing ]
  8. 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;)
  9. 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?
  10. @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.
  11. @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!
  12. Hello @sarogahtyp how do I achieve this in MP dedicated?
  13. Soapbox0331

    TitleText dissapears too fast

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

    TitleText dissapears too fast

    Maybe https://community.bistudio.com/wiki/titleFadeOut will help.
  15. 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?
  16. This is a great script. I just tested it in a mission I used it in and works as normal.
  17. @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?
  18. Soapbox0331

    Infinite ammo and random target

    @CPT_ALPHA I have used this for random mortar strikes. Not sure how to make unlimited ammo for mortars.
  19. Soapbox0331

    Suppressing Fire Scipt

    @diehardfc I have used this for turrets and infantry. You can set rate of fire and duration of fire:
  20. Soapbox0331

    Random SAR Missions

    This is what I use for the wounded rescue target from nomadd: : I haven't tried this yet, check last entry from wogz187:
  21. Hello Bardosy, could I take a look at your Napalm strike script please?
  22. I would really like to use this to complete a task to mine a trail (UNSUNG, MP, dedicated), but I am unfamiliar with waitUntil. This would go into initServer.sqf? When I try: waitUntil {sleep 1; {_x inArea trailmarker} count allMines >= 4}; using an ellipse named trailmarker, I get "Error Undefined variable in expression: trailmarker" What am I missing here?
  23. There is an UNSUNG discussion forum here, via STEAM Workshop: https://steamcommunity.com/sharedfiles/filedetails/discussions/943001311
  24. This is a new script for me and I have a question on use. I have the dog patrolling with OPFOR AI. When I try to come up behind the AI, the dog detects me, charges, growls , barks...all good. The AI keeps on walking. Is there a way to get the AI to react to the dogs "alert"?
  25. I have used radio triggers to toggle time-skip to night, and then another to time-skip back to day when party left the tunnels. I'm sure there is a more immersive way.
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