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tydansie

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About tydansie

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  1. Hey guys, used chatgpt to help create a script for a recon mission, trying to get it to work but i'm unsuccessful so far. What i'm attempting to create is if a player and his team is contacted by the enemy, they will hunt/pursue the team until the play and his team can avoid detection for 5mins. if they team successfully breaks contact and remains un-detected the enemy groups will return to patrolling the area. I'm also wanting to include a visible timer for the player. chatgpt has given me this... I saved it into a "recon.sqf" notepad file. i'm using: [] execVM "recon_mission.sqf"; to call the script in the mission initialization under attributes. any idea how to get it work?
  2. Von, or anyone else. Is there a way to make it compatible with CO-OP? or Single player AI? When I spawn to "HMS Proteus" my team gets left behind, same with using L.E.A.P. Just wondering if there is a fix or a work around?
  3. tydansie

    Strategic map missions.

    https://drive.google.com/drive/folders/1dH3QZU7gBNsBUoVHEQUzy6XirSTZbFZK?usp=sharing
  4. tydansie

    Strategic map missions.

    I can give that a go. I'll also try adding a few mor magazines, but generally, I thought they reported low ammo at 2 mags. Currently trying to figure out how to put that custom image in, instead of the Fade Black screen....anymore thoughts on this one?
  5. tydansie

    Strategic map missions.

    yep I have mission1.jpg in the mission folder The strategic mission module is a module in the Eden Editor under "Strategic" you use that and link it to the StrategicMap module, so when you open the Strategic Map your mission shows up on the map to select.
  6. tydansie

    Strategic map missions.

    So I gave this a go and placed it in the strategic mission module: ["<img image=''mission1.jpg' size='200'/>"] spawn BIS_fnc_dynamicText; but no luck, should I try placing it in the individual mission.sqf? Yep, I made sure it was all Vanilla/Aegis mod only. No issues with them shooting as they have all the ammo they require, they just initially report "low ammo", it doesn't bother me, as long as they have ammo that's all that matters. So for each individual mission on the strategic map I have a mission.sqf with the below code: M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; setDate [2035, 7, 2, 23, 0]; p1 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit1 = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit2 = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit1 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit2 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _unit; What this does is once the player selects the mission from the strategic map he is teleported to the mission start. AI are then spawned in with the custom loadout and join the player. The tasks etc are assigned using the trigger/task modules. Once the mission is complete and the player reaches his exfil area the player is then teleported back to the briefing area with his original loadout and the AI are deleted.
  7. tydansie

    Strategic map missions.

    Thanks I'll give it a go! Yeah Its still an issue, they spawn with their custom loadout, they have full ammo etc but still report Low Ammo for whatever reason, I'm guessing it's a bug or something.
  8. tydansie

    Strategic map missions.

    Just had a look, doesn't look like you can use an image with this? Can you provide an example?
  9. tydansie

    Strategic map missions.

    Hey guys, does anybody know how to display an image instead of using a black fade out? I'm currently using this: cutText ["", "BLACK OUT"]; cutText ["OPERATION LITTLE EAGLE", "BLACk FADED", 1.5]; But instead of a blackscreen I would like to use a custom image that fades out at the start of the mission
  10. tydansie

    Strategic map missions.

    Alright so new question... I'm trying to add a image in on the strategic map mission, in the mission module it has "image" . I have a screenshot.jpg in the mission folder and have put the following in this setObjectTextureGlobal [0,"mission1.jpg"]; I've also tried creating an images folder and tried: this setObjectTexture [0, getMissionPath "images\nameOfTheFile.paa"]; does anyone have any ideas?
  11. tydansie

    Strategic map missions.

    For anyone playing along... So far I've managed to: *Player teleports to strategic map mission module *BlackFade screen on teleportation with custom Operation name and at whatever time of day I want to set the mission. *Specific AI now spawns with player and joins the player after teleportation *AI is spawned with a custom loadout. * Tasks are created and assigned. *Radio chat, no voices yet, considering for the future *Once tasks complete, move to an Exfil which Fades out and teleports player back to base in original loadout. coming along nicely
  12. tydansie

    Strategic map missions.

    Can't seem to find a work around, I gave them an all Vanilla loadout. They do have ammunition but are reporting "low ammo"....but for now it works.
  13. tydansie

    Strategic map missions.

    I did it the way you described through the debug console. _unit setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; Maybe because mine is a custom loadout where as yours is a vanilla loadout?
  14. tydansie

    Strategic map missions.

    Ok, I've tried that and I pasted the loadout into the mission.sqf but they're still spawning with no ammo, even though ammo is present ["20Rnd_556x45_UW_mag",4,20]. Anything else I can try?
  15. tydansie

    Strategic map missions.

    So I just type that in and run it "Local"? then copy and paste the loadout back into where I have the equipment? It really is! This is my first mission....It may have been a bit advantageous of me but I'm doing well so far. It originally started off as a COOP mission and I've just been converting it to a single player version so I can learn a bit more about editing. I can always make it a COOP mission once I've completed the SP version, that part is simple (I think), All I would really need to do is make a respawn and perhaps put down some vehicles and an arsenal box. Yes I can share the mission once I'm done and you can have a look at how it's pieced together. Basically, it's a set of missions taking place at the same time as Kerry/Miller are on stratis during the East Wind Campaign. The missions are technically running alongside/in support of Alpha Team (Kerrys group). You take the role of Huntsmen 1-1 (A Nato Force Recon Team), So far I have 3 missions complete that just need the final touches with the scripts I'm now working on....An example of the type of mission is "Operation Neptune" which sees you and your team deployed in a Scuba assault role....and you have to plant explosives on the AAF Patrol Boats from under the water and destroy them to open up the waterways to extract to Altis.
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