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RS30002

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Everything posted by RS30002

  1. Hey all, downloaded the script the other day, is very nice, but i'd really need to have the missiles named in order to register their destruction for task completion. So, contacted the author over DMs on here, great guy, very wiling to help, but unfortunately we (well, mostly him-im mostly just an idea man :) only managed to come this far (he advised i make a forum post if someone else can crack it): [[30825.4,7547.72,1110], "ammo_Missile_Cruise_01", targetname, 180, false, [0,0,0.25], 0," // The minimal distance projectile needs to be from target position to enter ballistic mode, change the 0 to whatever you need params ["_object"]; _drone = createVehicle ["B_UAV_02_F", [0,0,1000], [], 0, "FLY"]; _drone setVariable ["missile", true]; _drone attachTo [_object,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; _drone disableAI "LIGHTS"; _drone setVehicleAmmo 0; _drone setVehicleTIPars [1,1,1]; _drone engineOn true; _drone doMove (position _drone); nul = [_drone, _object] spawn { params ["_drone","_object"]; waitUntil {!alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPos _object; _bomb setDamage 1; deleteVehicle _object; deleteVehicle _drone; }; "] spawn BIS_fnc_exp_camp_guidedProjectile; What i'd like (NEED) is a salvo of missiles (~3) from the above code, but named. Idc how it's triggered, can be either 3 scripts with 3 different names or 1 script where different names are defined and the launches are sequential with waituntil, i just need names. /cries ty for any help!
  2. yoyo, i actually burned out a little bit from the editing and gave it a rest, which meant that i kinda forgot about this, just re-discovered it today and from initial tests it does look great! Was just testing as a deck spectator watching what CIWS does, not as a pilot hunting the missiles further away, but it looks legit. Obj assigned, when missile is destroyed it gets completed. Many thanks for your time! #edit: i gotta say tho, making them UAVs takes a bit of what i was going for away. Gonna see if i can change to a cruise missile or a Luna missile from GM.
  3. yoyo, so ive made a little ambient forager script, walk around some fields, do some animations, walk some more to another forage spot and repeat. the issue is if i type it out so that the last waypoint is a cycle, when the forager starts his 2nd pass, he doesn't do any animations, just continues to walk from spot to spot (where he was supposed to do animations) if i put the whole script into a "while true do" loop, nothing of note happens and if i put the last waypoint as a "move" (because the script is supposed to handle the cycle) he stops at the last waypoint (the script doesnt handle the cycle lol). The guy also seems to loose his hat and backpack everytime the animations are performed.... ty for any suggestions, bb while {alive forager} do { _frgwp1 = foragergrp addWaypoint [(getpos wheat1), 0]; _frgwp1 setWaypointType "MOVE"; _frgwp1 setWaypointSpeed "LIMITED"; waitUntil {sleep 0.5;((forager distance wheat1) <= 1)}; [forager, "KNEEL_TREAT", "NONE"] call BIS_fnc_ambientAnim; sleep 10; forager call BIS_fnc_ambientAnim__terminate; forager addheadgear "vn_c_conehat_02"; forager addbackpack "vn_c_pack_01"; _frgwp2 = foragergrp addWaypoint [(getpos wheat2), 0]; _frgwp2 setWaypointType "MOVE"; _frgwp2 setWaypointSpeed "LIMITED"; waitUntil {sleep 0.5;((forager distance wheat2) <= 1)}; [forager, "REPAIR_VEH_KNEEL", "NONE"] call BIS_fnc_ambientAnim; sleep 10; forager call BIS_fnc_ambientAnim__terminate; forager addheadgear "vn_c_conehat_02"; forager addbackpack "vn_c_pack_01"; _frgwp6 = foragergrp addWaypoint [(getpos rice3), 0]; _frgwp6 setWaypointType "MOVE"; _frgwp6 setWaypointSpeed "LIMITED"; waitUntil {sleep 0.5;((forager distance rice3) <= 1.2)}; [forager, "KNEEL_TREAT", "NONE"] call BIS_fnc_ambientAnim; sleep 10; forager call BIS_fnc_ambientAnim__terminate; forager addheadgear "vn_c_conehat_02"; forager addbackpack "vn_c_pack_01"; _frgwp7 = foragergrp addWaypoint [(getpos wheat3), 0]; _frgwp7 setWaypointType "MOVE"; _frgwp7 setWaypointSpeed "LIMITED"; waitUntil {sleep 0.5;((forager distance wheat3) <= 1)}; [forager, "KNEEL_TREAT", "NONE"] call BIS_fnc_ambientAnim; sleep 10; forager call BIS_fnc_ambientAnim__terminate; forager addheadgear "vn_c_conehat_02"; forager addbackpack "vn_c_pack_01"; };
  4. RS30002

    Script loop issue

    Ya, it's working now. Many thanks!
  5. RS30002

    Script loop issue

    hey, ty for the reply, gives out an error that idk how to tackle, it wants a ; after the { ?
  6. Hey, will try this over the weekend or friday or smthng and report back.
  7. Hey, well i'd like to trigger task complete when the missile is destroyed. so far i dont have code for the task itself, been just trying to get the completion to work through triggers and radio menu firing of scripts, but idk how to assign a name to the created missile, newither with above way which spawns it in flight, or the other way, with named VLS launchers placed on the map and code for firing their weapon (this is how the original steam version of this script is) if it helps with any brainstorming...killtracker does show a "missile target" getting registered as killed when you shoot it down, idk
  8. ait so, i've made a World of Warcraft inspired quest hub system....namely, get to an area, talk to npcs, they give you quests (kill this, collect that, carry item from x to y etc etc)) and you get rewards. Questgivers have exclamation marks above them to alert the player, when you talk to them it gets deleted etc etc It's all supposed to culminate in the player earning a helicopter pass card to get off this settlement. It functions on this code in the npc init: call{triggerrichfshractive = false; richtalkaction = richfisherman addAction ["Talk to the rich fisherman", {triggerrichfshractive = true}, [], 6, true, true, "", "(richfisherman distance player)<5"];} and then the trigger is: condition: call{triggerrichfshractive}; activation call{HQ7 sidechat "Hello friend, my competitors have just acquired a brand new trawler, threatening my position on the tonnage leaderboard. Take the satchel from the box on the shelf, take my speedboat, intercept the trawler and throw it on board, see if the antisink compartments work as advertised eh?! You have 10 seconds after placing to make yourself scarce!"; richfisherman removeAction richtalkaction; deletevehicle RichFTaskQuest; [] execVM "scripts\MongerMafia.sqf"; richgliser setVehicleLock "UNLOCKED";} + HQ module representing each npc Now....my wishes: -i'd like the quest mark (exclamation above the npc heads) to "wiggle" a little or something....it looks ehhhhh just hovering above. -i'd like to make the action unavailable if the npc dies (!alive next to the addaction distance condition at the end of the code?) -but most of all i'd like for y'all to give me some interesting (syntax correct) "task completion triggers"....or just ideas for menial tasks (i need to fill 3-4 houses with npcs and they need quests!) "spiritual" example of this last category would be: yesterday i wanted to attach an HQ communication to this code...as in the questgiver talks to you once you pick up the panels (good job, bring it back to me) in the HQ format and i just couldn't write it properly into the line below....(HQ7 sidechat 'Hello friend.....') i suspect it has to do with the "" and '' because it kept crying about missing ;'s but when i took the HQ part out it worked. this addAction["<t color='#F9C68C'>Take the folded solar panel</t>", " deletevehicle cells; {PanelsTaken = true}; ",[],0,true,false,"","player distance _target < 3"]; Additionally, if all of this content that's in the init of the npcs and in the triggers and the HQ modules......if all of that can be created in a script, so that the editor gets decluttered....that wouldn't be bad as well. :D ty for any insights! (forum has a severe smiley problem btw, as in lack of)
  9. RS30002

    "Quest hub" help!

    I hear you and i know that the LHD doesnt have a catapult in real life and i did try the carrier way, but imho it's just too big. Don't really want an empty deck, i want stuff that's alive....on here there's soldiers saluting, you get to interact with the crew etc etc....if i used the carrier it would imho need too much of this "interactability" to make it good,....i'd have to plug whole RickOShays carrier composition + add additional functionality scripts and at that point it feels it would take too many resources, idk i tried to make it as best as possible tho, there's a full launch sequence with a 5 or 6 man crew with animations, the guy infront of the F-35 has animations too, effectively handing you off to the crew on the catapult if you steer correctly.
  10. RS30002

    "Quest hub" help!

    The poster is made with midjourney and when i ran the pics of the settlement through it, it produced this and i want to build here now lmaooo ....anyhow.... main island is complete, thanks to deformer i was finally able to male a fully functional AI useful airstrip (tested with up to Boeing 737 size) on this island and now it's what it was always supposed to be! Has a civilian start area where you arrive from the settlement and tasks NPCs arealready there, 2 so far, with 1 or 2 more coming (idk if im not overdoing it, ive never actually played this from start, so idk how long it takes lmaooo, i just tested singular tasks for working triggers. and also done the start area, the very phenomenal LHD, with animated planes to make room on the deck for another launch or a landing (from the bridge or the launch deck console), working catapults, arrestor wires, welldeck with marines in APC (tied to TVs so you can see what they do), functional CIWS (against missiles/projectiles), boat rescue, chopper rescue, chopper CAS(tied to TV), 2 types of drone varieties all controlled through action menu and observed on their respective TV, ship cameras, initial work on cruise missiles done (it only flies 30km then it selfdestructs, i need a 40km range-idk how to solve), functional UGV deck tractor (accessible through the console), aircraft outfitting (GOM), automatic selfdefense CAP (properly spawned on deck and accelerated to flight) etc etc Aforementioned control room Tasks are complete up to the main island, missing only the last few tasks of destroying radar and AA up there and then coming back with the plane to bomb it Will almost certainly release this, although vacation December is over, but it's so far along now and i think so good it isnt fair if i hoard it all for myself lol :D the big work still needed: -cargo ship ambience (arrays of two sets of waypoints, each set on its side of the map and then using civilian ships from some mod that have an init code so they actually move in a straight line and are not just static objects. -overarching task for the quests in the settlement area, so that the player gets the final settlement quest when they are completed (flying off to the island as passenger in that yellow Mi2, listening to the pilot's monologue, flying past fishing boats, freighters, small boats) -aligning the texts i wrote for all the chats so that the picture presented is: this is enemy territory, you're hated, but while you have appropriate clothes on and do not behave funny, you're one of us and we're smuggling because we're poor fishermen and the soldiers are oppressing us. But we also compete against each other and pirates. It's a hard life. but they're also very petty. The island commander has a concubine, he bought a Mercedes for her and now the villagers are angry because their VW bug isnt the flashiest car anymore and they want you to destroy the Merc. lol Addon list is quite extensive though, at start i was trying to use only the big addons (SOG, GM, CUP)....but idk...it just doesnt work out..so there's a few very small, immersion adding addons....like....the F-35 on the ship is the newest one with the interactive cockpit, the boats at the settlement are soviet block kazanka and progress (goes better with the scenery than zodiac or a RHIB), the LHD is actually not the CUP one but from the marine offshore pack (iirc). I tried to pick really good ones, so that odds would be good that thew players already have them. I started importing some chat lines into elevenlabs, but really, they don't have thick asian accent speaker, so it's kinda useless for now and immersion breaking if an UK/US/Aus accent bloke speaks to you about his life in the South China Sea.
  11. RS30002

    "Quest hub" help!

    Had a few days off before NY and today, so work on the quest hub is progressing nicely! Each house now has it's own quest giver, some have two or two levels deep. Smooth-ish exit from the water too. Also made some quest areas, where you get sent to, some have their own proximity triggered quests
  12. hellow....been searching for an hour for this solution lol.....been through the forums, the SOG docs etc etc its called door_1 but whatever codes i could find (door_1_rot etc etc) just didn't work...so if anyone has dealth with this before, it'd be of great help! ty for any help #edit by now ive found the code in the config of the object, but it still doesn't want to work lol cave animateSource ["Door_1_action", 1]; cave animateSource ["Door_1_action", 1]; cave animate ["Door_1_action", 1]; #edit 2 it's this :D [this, 1, 1] call BIS_fnc_door;
  13. RS30002

    "Quest hub" help!

    Ya it works, pretty nice and in the spirit of how i want it to. If i'd be nitpicking, the frequency of the oscillation would be ideal if it was more soft. And that marker itself isn't visible that well. Would prefer the 3D model of the exclamation mark from CUP (like in my pics) OR some code that makes this existing marker a different color. Mostly, tho, i'd like a different selection criteria...ie not whole side civilian to have these markers....not all of them are task givers. Some of them are targets, some of them are just there to talk one line to the player etc etc ty for your time New problem if anyone would like to throw an eyeball....this code below is working in a script but when i transplanted it to the editor trigger and wrote the vatiable for completion, it doesn't work? The idea is it completes when you do the initleaflet thing and the pic is displayed on your screen. [ missionNamespace, "objectInspected", { params[ "_leaflet", "_texture", "_text", "_sound", "_textureRatio" ]; if ( _texture == "images\Spypic.jpg" ) then { {DocumentSeen = true} }; }] call BIS_fnc_addScriptedEventHandler; [this, "images\Spypic.jpg", ""] call BIS_fnc_initInspectable; and completion trigger is: DocumentSeen AND ! (alive olmarinefisherman);
  14. RS30002

    "Quest hub" help!

    Ayooooo, some questing spice:
  15. talkactionsmglr = fuelsmuggler addAction ["Talk to the smuggler", {fuelsmuggler removeAction talkactionsmglr; HQ4 sidechat "You're late!";}, [], 6, true, true, "", "(fuelsmuggler distance player)<5"]; What must i do so that the HQ4 does the sidechat? Action gets removed, but there is no sidechat. HQobject named HQ4 is placed in editor, this action is attached through scripts outside of the editor. (spawn script that spawns all the objects, makes a task etc etc) ty for any insights!
  16. RS30002

    cant get HQ to work

    ait, last try for me too, before i scrap it all and make the NPC permanent along the lines of the other talking civilians and just attach tasks to him.......but, could this be relevant? 16:55:14 No face for C Base:1 16:55:14 unable to get word:'Ready' in protocol:'radioprotocolgre' like, i keep getting this guy out of the spawn, even if i specify its a civilian Asian from vanilla game or a Viet civilian from the dlc. for full transparency, this is the setup of the others: civilian init: call{fisherman2active = false; talkaction2 = fisherman2 addAction ["Talk to The Fisherman", {fisherman2active = true}, [], 6, true, true, "", "(fisherman2 distance player)<4"];} condition of the trigger next to it: call{fisherman2active}; and activation of said trigger: call{HQ2 sidechat "You want the passcard to the chopper eh? Take the inflatable to the shipwrecks out west and bring me a few fish."; fisherman2 removeAction talkaction2; [this] execVM "JBOY_FISH\JBOY_FishSubQuest.sqf"; fishpbx setVehicleLock "UNLOCKED";}; its how i found it working in a composition. There is an HQ module next to it, called HQ2 and it results in:
  17. RS30002

    cant get HQ to work

    It's working here. (the error is related to the object the npc is supposed to look at, it's not in this map). The sidechat does appear. So, i took that whole block that's working in the virtual reality and pasted it into the script on the live map and it didn't work lol Thought i'd mention this too, am constantly getting this error when i use the script, but up until now i thought it's because i haven't really written the code to specify how one of the objectives gets done, i just wrote the variable for the completion. Now im thinking it may have to do something with this. relevant bits of rpt (i think) 16:55:12 "VCOM: Loaded CBA settings" 16:55:13 Error in expression <}; private ["_text"]; { _text = _txt param [_forEachIndex,"",["",[]]]; if (t> 16:55:13 Error position: <param [_forEachIndex,"",["",[]]]; if (t> 16:55:13 Error Type Object, expected Array,String 16:55:13 File /temp/bin/A3/Functions_F/Tasks/fn_setTask.sqf..., line 210 16:55:13 [ACE] (repair) INFO: O_T_Truck_02_fuel_F: hitlbwheel no selection: using armorComponent wheel_1_4_hide 16:55:13 [ACE] (repair) WARNING: [O_T_Truck_02_fuel_F: hitlbwheel: wheel_1_4_hide] armorComponent does not exist? 16:55:13 [ACE] (repair) INFO: O_T_Truck_02_fuel_F: hitrbwheel no selection: using armorComponent wheel_2_4_hide 16:55:13 [ACE] (repair) WARNING: [O_T_Truck_02_fuel_F: hitrbwheel: wheel_2_4_hide] armorComponent does not exist? 16:55:14 No face for C Base:1 16:55:14 unable to get word:'Ready' in protocol:'radioprotocolgre' In any case, ty for your time and patiernce.
  18. RS30002

    cant get HQ to work

    idk, doesn't seem to be working. the remove action part of the code works, just the HQ thingy doesn't. (yes, i removed the module, put the createHQ line in the script and am calling it as fuelsmuggler sidechat in the script. found this tho, gonna try it, if someone can tell me how to initialize it as fuelsmuggler's module (probably in the setvariable line) private _moduleGroup = createGroup sideLogic; "ModuleSmokeWhite_F" createUnit [ getPosATL player, _moduleGroup, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" ];
  19. RS30002

    cant get HQ to work

    so i tried it with a dressed up civilian and it still doesn't work.... relevant part of script...as for the pictures, not sure what use they would be? i can make a screenshot of the spot where this civilian spawns and thgere's a HQ entity module there and that's it. Like, i suspect it's getting messed up with the combo of a spawned unit and the HQ module doesn't get "attached" to it somehow? but idk for sure...tried synchronizing them in the script, but no success... _makeTask1 = [["VTask01","VParentTask01"],player,["Meet the corrupt officer selling fuel. Use the vehicle your contact has provided.","Obtain fuel.",""],[3788.16,37133,0],"ASSIGNED",1,true,true,"refuel"]; fuelsmugglertruck ="O_T_Truck_02_fuel_F" createVehicle [3788.16,37133,0]; sleep 0.1; fuelsmugglertruck setDir 0; fuelsmugglertruck setVehicleLock "LOCKED"; fuelsmugglertruck setFuel 0; fuelsmugglers = creategroup civilian; sleep 0.2; fuelsmuggler = fuelsmugglers createUnit ["C_Man_casual_8_F_asia", [3786.71,37127.7,0], [], 0, "NONE"]; fuelsmuggler disableAI "path"; HQ4 synchronizeObjectsAdd [fuelsmuggler]; removeAllWeapons fuelsmuggler; fuelsmuggler forceAddUniform "U_O_T_Officer_F"; /*fuelsmuggler unassignItem "O_NVGoggles_ghex_F"; fuelsmuggler removeItem "O_NVGoggles_ghex_F"; fuelsmuggler unassignItem "V_HarnessOGL_ghex_F"; fuelsmuggler removeItem "V_HarnessOGL_ghex_F"; */ fuelsmuggler addHeadgear "vn_o_helmet_nva_03"; fuelsmuggler dowatch OPFORscramble; csatester setpos [3786.09,37122.6,0]; csatester setDir 0; talkactionsmglr = fuelsmuggler addAction ["Talk to the smuggler", {fuelsmuggler removeAction talkactionsmglr; call{HQ4 sidechat "You're late!"};}, [], 6, true, true, "", "(fuelsmuggler distance player)<5"];
  20. RS30002

    cant get HQ to work

    Ugh...i went to do the screenshots and noticed that the dude that doesn't work (HQ4) is actually CSAT (east)....so i gave you wrong info....imma try to make him a civilian and dress him up as CSAT and see what happens. ty for the responses (might need more help, depending how it goes!)
  21. RS30002

    cant get HQ to work

    Yes, i have the radio. And the speaker is civilian. The other 3 civilians work (HQ, HQ2, HQ3) if set up with the HQ entity module. It's something with the code....
  22. Omg, that helped! ty very very much!
  23. hey all, made myself a small little fly mission after a long hiatus and things worked fine until today when i fired it up to mess around a little bit more and found out the TV signal is...well, see on the pic. i did nothing, except nvidia drivers updated last night, is the only thing i could maybe point at any solutions? like from the video options or editor side? i know its a longshot to try this way, but am reluctant to roll back drivers ty for any info
  24. ait, so, i've downloaded an addon just now and miraculously it has a clear screen when a video feed is projected onto it. But it's suboptimal in every other way...it's an addon, it's smaller, doesn't come with a stand so you gotta gimmick it, clunky to rotate (weird model) etc etc The regular ARMA TVs still have ...idk.....interference Still don't know how to fix....
  25. It's working. Such a useful script. If i want to take out the notification i remove this? (want to make a Battlefield sector control map with AI that uses freely respawning vehicles...like Battlefield and it was really necessary to get the pylons for the planes and helicopters because default BI loadouts make them do dumb bomb runs, exposing themselves etc etc... if (!isNull _newVeh) then { ['RespawnVehicle',[_displayName,_respawnName,_picture]] remoteExec ['BIS_fnc_showNotification',_side]; i know how to use the module, i use several of your modules as "standard map equipment" (if nothing else, enhanced turrets is a must)...here's something similar to what i want now and you can find a few of your own modules in use!
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