Jump to content

Bad_Dad

Member
  • Content Count

    13
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About Bad_Dad

  • Rank
    Private First Class

Recent Profile Visitors

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

  1. Bad_Dad

    JBAD Release Thread

    for the peeps looking on how to open and close the jbad bunker doors.... this animateSource ["Door_1",1]; closes door this animateSource ["Door_1",0]; opens door
  2. Bad_Dad

    Collect Intel

    [ this ] call BIS_fnc_initIntelObject; this setVariable [ "RscAttributeDiaryRecord_texture", "INTEL_IMAGE.jpg", true ]; [ this, "RscAttributeDiaryRecord", ["INTEL_NAME","INTEL_DESC",""] ] call BIS_fnc_setServerVariable; this setVariable ["RscAttributeOwners", [west], true]; this setVariable ["recipients", west, true]; [ this, "IntelObjectFound", { params ["", "_foundBy"]; private _msg = format ["Intel found by %1", name _foundBy]; _msg remoteExec ["systemChat", 0]; } ] call BIS_fnc_addScriptedEventHandler;
  3. Put this into the init field of the intel object. edit "INTEL_IMAGE.jpg" and ["INTEL_NAME","INTEL_DESC",""] intel will be shared with everyone when picked up [ this ] call BIS_fnc_initIntelObject; this setVariable [ "RscAttributeDiaryRecord_texture", "INTEL_IMAGE.jpg", true ]; [ this, "RscAttributeDiaryRecord", ["INTEL_NAME","INTEL_DESC",""] ] call BIS_fnc_setServerVariable; this setVariable ["RscAttributeOwners", [west], true]; this setVariable ["recipients", west, true]; [ this, "IntelObjectFound", { params ["", "_foundBy"]; private _msg = format ["Intel found by %1", name _foundBy]; _msg remoteExec ["systemChat", 0]; } ] call BIS_fnc_addScriptedEventHandler;
  4. Getting this error when launching mission .... Here is the script.... someone please help me fix it. //[] execVM "scripts\ied.sqf"; iedMkr=["ied_marker_0","ied_marker_1","ied_marker_2","ied_marker_3","ied_marker_4","ied_marker_5"]; //List of markers to spawn IEDs in _iedrandomnum = [6,8,10,12,14] call BIS_fnc_selectRandom; iedNum=_iedrandomnum; //Number of IEDs per marker, defined in iedMkr [Default: 5] iedDmg=true; //Can the IED be killed with weapons? [Default: false] TRUE = Yes | FALSE = Can only be disarmed Dbug=false; //Show IED markers on map? [Default: false] player setUnitTrait ["explosiveSpecialist",true]; //!!DO NOT EDIT BELOW!! iedBlast=["Bo_Mk82","Rocket_03_HE_F","M_Mo_82mm_AT_LG","Bo_GBU12_LGB","Bo_GBU12_LGB_MI10"]; iedList=["IEDLandBig_F","IEDLandSmall_F","IEDUrbanBig_F","IEDUrbanSmall_F"]; iedAmmo=["IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo"]; iedJunk=["Land_PlasticBucket_01_closed_F","Land_tires_EP1","Barrel4","Suitcase","Land_Sack_EP1","Land_popelnice","Land_Canister_EP1","land_cwa_wheel_cart","Fuel_can","Land_GasTank_01_khaki_F","Land_CanisterOil_F","Land_FlowerPot_01_F","Tire_Van_02_F","Land_WheelieBin_01_F","Land_Tyre_F","Land_GarbageBarrel_02_buried_F","Land_PaperBox_01_small_destroyed_brown_F","Land_PaperBox_01_small_ransacked_brown_F","Land_PaperBox_01_small_ransacked_white_IDAP_F","Land_FoodContainer_01_White_F","Land_CarBattery_02_F","Land_Pillow_old_F","Land_Pillow_camouflage_F","Land_Pillow_grey_F","Land_TentSolar_01_folded_sand_F"]; if(!Dbug)then{{_x setMarkerAlpha 0;}forEach iedMkr;}; if(!isServer)exitWith{}; iedAct={_iedObj=_this select 0; if(mineActive _iedObj)then{ _iedBlast=selectRandom iedBlast; createVehicle[_iedBlast,(getPosATL _iedObj),[],0,""]; createVehicle["Crater",(getPosATL _iedObj),[],0,""]; {deleteVehicle _x}forEach nearestObjects[getPosATL _iedObj,iedJunk,4]; deleteVehicle _iedObj;};}; {private["_ieds","_trig"];_ieds=[];_iedArea=getMarkerSize _x select 0;_iedRoad=(getMarkerPos _x)nearRoads _iedArea; for "_i" from 1 to iedNum do{ if(count _ieds==iedNum*4)exitWith{}; _iedR=selectRandom _iedRoad; _ied=selectRandom iedList;_junk=selectRandom iedJunk; _ied=createMine[_ied,getPosATL _iedR,[],8];_ied setPosATL(getPosATL _ied select 2+1);_ied setDir(random 359); if(!iedDmg)then{_ied allowDamage false;}; if(round(random 2)==1)then{_iedJunk=createVehicle[_junk,getPosATL _ied,[],0,""];_iedJunk setPosATL(getPosATL _iedJunk select 2+1);_iedJunk enableSimulationGlobal false;}; _jnkR=selectRandom _iedRoad;_junk=createVehicle[_junk,getPosATL _jnkR,[],8,""];_junk setPosATL(getPosATL _junk select 2+1); _junk enableSimulationGlobal false; _trig=createTrigger["EmptyDetector",getPosATL _ied]; _trig setTriggerArea[10,10,0,FALSE,10]; _trig setTriggerActivation["ANY","PRESENT",false]; _trig setTriggerTimeout[1,1,1,true]; if(isMultiplayer)then{ _trig setTriggerStatements[ "{vehicle _x in thisList && speed vehicle _x>4}count playableUnits>0", "{if((typeOf _x)in iedAmmo)then{[_x]call iedAct;};}forEach nearestObjects[thisTrigger,[],10];", "deleteVehicle thisTrigger"];}else{ _trig setTriggerStatements[ "{vehicle _x in thisList && isPlayer vehicle _x && speed vehicle _x>4}count allUnits>0", "{if((typeOf _x)in iedAmmo)then{[_x]call iedAct;};}forEach nearestObjects[thisTrigger,[],10];", "deleteVehicle thisTrigger"];}; _ieds pushBack _ied; if(Dbug)then{ iedMkrs=[]; _iedPos=getPosWorld _ied; _mkrID=format["m %1",_iedPos]; _mkr=createMarker[_mkrID,getPosWorld _ied]; _mkr setMarkerShape"ICON";_mkr setMarkerType"mil_dot";_mkr setMarkerBrush"Solid";_mkr setMarkerAlpha 1;_mkr setMarkerColor"ColorEast"; iedMkrs pushBack _mkr;}; }; }forEach iedMkr; sleep 5; {CIVILIAN revealMine _x; Resistance revealMine _x;}forEach allMines;
  5. Bad_Dad

    KILL THE BOMB AND TIMER

    Thanks.... i figured out the too many spawn issues shortly after i posted this... but didn't know how to kill the timer... appreciate it this is what i ended up with boom = [] spawn { private _duration = 300; private "_color"; if (isServer) then {[_duration,true] call BIS_fnc_countdown}; waitUntil {!isNil "BIS_fnc_countdown_time"}; playSound "activated"; _time = BIS_fnc_countdown_time; for "_i" from _duration to 0 step -1 do { call { if (_i < 6) exitWith {_color = "#ff0000"}; if (_i < 16) exitWith {_color = "#eef441"}; _color = "#45f442"; }; _tt = if isMultiplayer then [{serverTime},{time}]; hintSilent parseText format ["BOMB COUNTDOWN:<br/><t color= '%1'>--- %2 ---</t>", _color, [(_time - _tt)/3600,"HH:MM:SS"] call BIS_fnc_timetostring]; uisleep 1; }; uisleep 1; hintSilent parseText format ["<t color='%1'>--- Time is up! ---</t>",_color]; uisleep 1; null = [[6949.75,2226.93,25.3147], 10, TRUE, TRUE] execVM "freestyleNuke\iniNuke.sqf"; }; then adding this to a laptop to stop the bomb... [this, "DISARM BOMB", "\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", {}, {}, {execVM "scripts\terminatebomb.sqf";}, {}, [], 12, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, this]; and terminatebomb.sqf looks like this... // Terminate the bomb terminate boom; hint parseText "<t size='2.0'>Bomb Defused</t>"; [ -1 ] call BIS_fnc_countdown; //stop timer playSound "disarmed";
  6. so looking for some code help.... anyone know how to kill a code running in the game.... have a timer setup on a trigger the timer is in a sqf... bombtimer = [] spawn { execvm "scripts\timer.sqf"; }; but i want to be able to kill the scripts\timer.sqf" when they interact with at laptop how can i do this? timer.sqf looks like this 0 = [] spawn { private _duration = 60; private "_color"; if (isServer) then {[_duration,true] call BIS_fnc_countdown}; waitUntil {!isNil "BIS_fnc_countdown_time"}; _time = BIS_fnc_countdown_time; for "_i" from _duration to 0 step -1 do { call { if (_i < 6) exitWith {_color = "#ff0000"}; if (_i < 16) exitWith {_color = "#eef441"}; _color = "#45f442"; }; _tt = if isMultiplayer then [{serverTime},{time}]; hintSilent parseText format ["BOMB COUNTDOWN:<br/><t color= '%1'>--- %2 ---</t>", _color, [(_time - _tt)/3600,"HH:MM:SS"] call BIS_fnc_timetostring]; uisleep 1; }; uisleep 1; hintSilent parseText format ["<t color='%1'>--- Time is up! ---</t>",_color]; uisleep 1; null = [boom, 10, TRUE, TRUE] execVM "freestyleNuke\iniNuke.sqf"; };
  7. Ya i just posted on the thread in the slight chance the op would see it and reply... Anyways... this script if it worked was pretty much exactly what i was looking for... GUI interface for artillery for an insurgency mission i am working on. the interface for this is simple and if it worked would have been great.
  8. Do you by chance have an updated version of this that works... when i load this into my mission it gives a few errors this is exactly what i have been trying to find for my mission for weeks. and
  9. Bad_Dad

    [MP] =BTC= Hearts and Minds

    @Vdauphin i know its a longshot... but is there any chance on getting a standalone version of the Logistics / wreck recovery//// would love to be able to include wreck recovery in a mission i am working on
  10. Bad_Dad

    =BTC= Logistic [A3] - BETA

    Thanks for the reply... BTC logistics with a ton of improvements is embedded in the Hearts and minds mission which seems is still being actively working on ... but the way it is tied to everything else in the mission coding,,, i am unable to decipher how to get just it out of there Here is a link to the current github for that project https://github.com/Vdauphin/HeartsAndMinds
  11. Bad_Dad

    =BTC= Logistic [A3] - BETA

    hey giallustio is there by chance a stand alone version of your logistics system... i would love to add wreck recovery to a mission i am working on
  12. Have you looked at getting EOS to work along side a Headless client? maybe alleviate some of the lag spikes on big spawns?
  13. Having this same issue... however when i start to rescue the hostage it moves me facing away and stops...
×