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RS30002

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Everything posted by RS30002

  1. Owwwww...i've been looking for a new F-35B!!! Nice work! The standalone link doesn't work tho and idon't want to download the whole thing because you wrote it doesn't include the tweaks of the standalone... edit: lol i downloaded it, loving it! literally went to swap the old F-35 VTOL from a mission im working on one minute into flight tests. 😂 double front wheel is extra 💪
  2. Haaaiiiii again.... The idea was to collect a civ uniform on my ship, fly to the fishermen hut encampment, do some tasks there (collect 10 fish etc etc) in exchange for a civ npc to give me the east uniform so i can travel to the PLA island. Can't pick up a uniform as west tho....from east or civ. If i put a civilian looking uniform from west and declare it in the undercover script, the fishermen open fire when i arrive near their outpost. Any way around? I was thinking of setting up a task for the player to go into a small compartment on the ship, black fade in, forceAddUniform and black out again? (am not exactly sure that this does what it says it does tho, but looks that way from afar?) The other alternative i see is to have a POW on the ship, shoot him on site when the task presents itself and take his uniform....how's that for Geneva convention eh??? (but i have problems with spawning units facing a particular direction so.....and the setup would need to be perfect through script, two guards and prisoner have to spawn in with particular anims, two guards facing the prisoner direction, woman guard needs to be equipped with a gun etc etc) Any other option? Thanks for any replies. 🍻
  3. RS30002

    Uniform

    Got it working...i'll replace the tag, np. many thanks for your help 🍻
  4. RS30002

    Uniform

    Yaaaay...it's working now!!!!! So, if folded uniform isn't correct.....i get the correct one by going into arsenal and exporting the soldier data that wears the uniform i want? And putting it in there...
  5. RS30002

    Uniform

    lol idk how that paste got in there, that's what you linked to me....this is the code from my trigger. [ TAG_uniform, "Put on disguise", "\a3\ui_f\data\igui\cfg\actions\take_ca.paa", "\a3\ui_f\data\igui\cfg\actions\take_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { player forceAddUniform "vn_o_uniform_item_vn_reg_12_09"; deleteVehicle TAG_uniform;}, {}, [], 5, 0, true, false ] call BIS_fnc_holdActionAdd;
  6. RS30002

    Uniform

    OMG really??? I used a trigger for the code. Would that maybe have anything to do with it? [ TAG_uniform, "Put on disguise", "\a3\ui_f\data\igui\cfg\actions\take_ca.paa", "\a3\ui_f\data\igui\cfg\actions\take_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { player forceAddUniform "vn_o_uniform_item_vn_reg_12_09"; deleteVehicle TAG_uniform;}, {}, [], 5, 0, true, false ] call BIS_fnc_holdActionAdd;
  7. RS30002

    Uniform

    Yes. 😃 The script works, you come near, an action appears, you hold space and a cool hand animation and loading circle starts, then the uniform gets deleted. I will use this concept more. Just the end doesn't execute, ie uniform never gets equipped.
  8. RS30002

    Uniform

    Nah, doesn't work. Loving the hand over the uniform effect when taking tho 🙂 It deletes the uniform when it's done, but i don't get dressed. That puts a dent into my other plan as well, so now it's back to POW and guards spawning script and breaking the Geneva convention. 😴
  9. RS30002

    Uniform

    @johnnyboy Yes, am using an undercover script. Works great....when i put the correct uniforms on in the editor test unit through the virtual arsenal i can literally run around enemy areas, avoiding patrols and posts, because they get too suspicious if you get too close. INC_undercover is the name of the script, idk where i got it, either from Steam or here. btw i use your scripts...patrolboat (controls the ambient ship traffic on the map..23 ships at last count) and throw scripts (idea is to go to the PLA island unarmed, on a commuter boat (on which you cant take weapons-need to figure that one out), because there is no other access that doesnt get you shot down). I also tried the flashlight patrol script for the patrols on the PLA island, but couldn't get it to work, i suspect copy/pasting is the culprit (it literally throws an error on the first line-idk will have to look at it again)...now i just use a trigger if west detected some of the patrols get enforced flashlights. TLDR: i still don't know what would be the best way to obtain an enemy uniform. Grabbing from a desk doesn't work, which was my preferred option (ie. ship captain tells you there's gear you need to use at a specific location on the ship, you go there, equip, floating platforms get created at the stern of the ship with a civilian helicopter that is allowed means of transportation to the first non flying objective). I have all that working, except the mechanism of actually obtaining a uniform. 😴
  10. Hi...is there any good way of unloading a crew from a boat onto a walkway of a ship? At sea? Like pirates boarding etc etc I have made a screenshot, but i can't get this forum to post a pic.... here's a link https://pasteboard.co/Pht9gCdipgTy.jpg Thanks for any ideas. 🍻
  11. Hi, thanks for the link. Technically i was already thinking about CQB scripts...the thing you linked, imma try that, the first steps at least, to see how it's going and how much time will be required to map positions with the tool. It's a big ship 😴 (ya its the one from your pic)
  12. Trying to put together a radar bubble.... I have a map with an island on which there is a small radar sphere. I hide that with hide object module, put a large radar sphere in it's place and put various Pook sensor boxes near it in the hopes it will start behaving as an AA site like the ones you put on the map. To the best of my understanding the stuff mentioned in Pook's documentation...it should work in a way that if you put the box near an existing radar sphere it will pretend it's a working radar and share info with launchers. I can't put the whole site down and get radar coverage far out because it's just too big. I need 1-2 radars and 1 long range launcher, not 6 launchers that spawn in random locations every time the mission is played. So, am screwed.... Have tried even putting the sensor box/radome spawners near the original small radar sphere to see if that helps but i got no sidechat msg informing me the site is operational like you get when you put the site down in editor. Any ideas on what i can do? Thanks for any replies in advance. 🍻
  13. Hi all So....i have a spawn script to spawn Chinese marines (the ones with the silly blue uniforms - mission is on a SCS island map). The script makes them east when they spawn (ind by default). But.....idk what happens, the first one or two that spawn just start spraying bullets for a second after spawning and then stop. One or two dies from this, maybe some have wounds but all of them are mucking about the spawn point looking for the enemy (i think) instead of running to the marker like how they're supposed to. So i think what is happening is they spawn, but the script doesn't assign them to east fast enough? They get a few shots off and ruin it for everyone. _marinedefenders1 = []; if (isServer) then { _marinedefenders1 = [getmarkerpos "PLANtent1", EAST, ["O_T_Soldier_SL_F","O_T_Soldier_F","O_T_Soldier_LAT_F","O_T_Soldier_TL_F","O_T_Soldier_M_F","O_T_Soldier_AR_F","O_T_Soldier_A_F","O_T_Medic_F","O_T_Soldier_AAA_F","O_T_Soldier_GL_F","O_T_Soldier_AR_F","O_T_Soldier_GL_F","O_T_Soldier_AT_F","O_T_Soldier_Repair_F","O_T_Soldier_M_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _marinedefenders1 addWaypoint [getmarkerpos "PLANairWP1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointFormation "LINE"; _wp1 setWaypointBehaviour "AWARE"; _wp2 = _marinedefenders1 addWaypoint [(getmarkerpos "PLANhqWP"), 0]; _wp2 setWaypointType "MOVE"; _wp3 = _marinedefenders1 addWaypoint [(getmarkerpos "PLANradarWP"), 0]; _wp3 setWaypointType "MOVE"; _wp4 = _marinedefenders1 addWaypoint [(getmarkerpos "PLANhelipadWP"), 0]; _wp4 setWaypointType "MOVE"; _wp4 = _marinedefenders1 addWaypoint [(getmarkerpos "PLANbaseAAWP"), 0]; _wp4 setWaypointType "CYCLE"; The spawn code, pls don't judge, it's from youtube! (also, by now CSAT troops are listed, i removed the blue uniform guys for testing - yes the CSAT guys don't spray each other with bullets after spawn) How would i make the east faster??? Thanks in advance for any help. 🍻
  14. Ya, i thought of that, but dunno how to insert the code you posted into my code in such a way that soldiers get different loadouts, ie gunner, AA, AT, officer etc etc If i do it like this idk if it's gonna work and if it is all of them will have the same loadout _marinedefenders1 = [getmarkerpos "PLANtent1", EAST, ["O_T_Soldier_SL_F","O_T_Soldier_F","O_T_So _marinedefenders1 setUnitLoadout (getUnitLoadout "MARINE_UNIT_CLASSNAME"); Will try something now, have time, thanks for the reply 🍻
  15. Hi all, another day, another problem 😃 So, ive got a task set up to pick up a pilot's uniform and helmet.....and i can't get it to work, to complete that is. Am pretty sure all the things are synced correctly, it just doesn't go off.... task finish trigger (in condition): (headgear P1 == "Headgear_H_PilotHelmetFighter_B") What am i missing? thanks in advance
  16. RS30002

    Headgear/Uniform check

    Thank you. Works, idk...i did log to clipboard on all uniforms and the names checked out in the script (ie didnt get fired upon) so i thought doing the same on the helmet would be okay. Guess not. Tnx again 😀
  17. Hi...so, i have a problem...want to make the hangar on the ship open, i find the topic dealing with it, solution is supposed to be... [[liberty,"Land_Destroyer_01_hull_04_F"] call BIS_fnc_Destroyer01GetShipPart,1,true] call BIS_fnc_Destroyer01AnimateHangarDoors From observation, this does open the doors, i can walk through them and hear the motors whirring, but it creates a second door which remains in a closed state and ruins the visual... (i did name the ship "liberty") ...nvm its working now...
  18. Hi. happy holidays to all! I have a problem...i managed to hack together the description changes required for CSAT (Pacific) to be spawned through the module, but for the life of me, i can't get tanks to work. Something related with }; symbol...either there's too many, too little, not in the right place or any combo of that..... allowFunctionsLog = 1; class CfgGroups { class west { class myCustomWestFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomWestInfGroup_1units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; }; class myCustomWestInfGroup_3units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomWestInfGroup_6units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class for class Mechanized {}; //SpawnAI module looks for this class class Armored {}; //SpawnAI module looks for this class }; }; class east { class myCustomEastFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomEastInfGroup_1units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Officer_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Support_GMG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomEastInfGroup_3units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Soldier_TL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_LAT_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Soldier_AAR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "O_T_Soldier_A_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit6 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomEastInfGroup_6units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Soldier_SL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_AR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Support_GMG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Soldier_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "O_T_Soldier_LAT_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; class unit6 { vehicle = "O_T_Support_MG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit7 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit8 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit9 { vehicle = "O_T_Soldier_AAR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit10 { vehicle = "O_T_Soldier_A_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit11 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class for class Mechanized {}; //SpawnAI module looks for this class class Armored {}; }; }; }; class CfgSounds { sounds[] = {}; class sound1 { name = "Muezzin"; sound[] = {"music\Muezzin.ogg",db+5,1,1,100,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; }; class CfgMusic { sounds[] = {01,02}; class 01 { name = "Mission Impossible Theme"; sound[] = {"music\Mission Impossible Theme.ogg", db+10, 1.0}; titles[] = {0,""}; }; class 02 { name = "02"; sound[] = {"music\sound2.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; This is my description...i just want a tank ("O_T_MBT_04_cannon_F" with crew ) listed under *Class Armored* and with all }; symbols sorted out.. 😔 Sorry if it's entry level question, but can't get it to work the whole day lmaooo. Thanks in advance for any help and happy NY. 🙂
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