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Bad_Dad

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Everything posted by Bad_Dad

  1. Bad_Dad

    [MP] =BTC= Hearts and Minds

    @Vdauphin cool thanks... im not too familiar with pull requests or github... maybe i will check it out
  2. Bad_Dad

    [MP] =BTC= Hearts and Minds

    Hey @Vdauphin Would you be cool with me posting the 4 Extra side missions I made for H&M in this thread? Destroy IED factory - Search for and destroy the IED factory. (Use one M112 explosive to destroy the IED Cache). Destroy the mortar camp -Search for and destroy the Mortar Camp. (Destroy the Mortar Cache and mortar tubes with explosives). Destroy the AA camp - Search for and destroy the Anti-Air Camp. (Destroy the Anti-Air guns at the site with explosives). Plane Crash Site - A plane carrying a secure data terminal has gone down... your objective is to secure the crash site and retrieve the data.
  3. Bad_Dad

    [MP] =BTC= Hearts and Minds

    @Vdauphin really appreciate your help.... i was able to make 3 new side missions after you lead me to the right files Destroy IED factory - you have to blow up a cache that is surrounded by APmines Destroy the mortar camp - you have to destroy the mortar tubes and the mortar cache Destroy the AA camp - you have to destroy the AA gun and weapon cache @bodybaq i can share the files if you want them ... just so you are aware these side missions have mod requirements for JBAD and CUP terrains core cause i used assets from them to make the compositions
  4. Bad_Dad

    [MP] =BTC= Hearts and Minds

    ah ok i think i see my issue!!! thanks
  5. Bad_Dad

    [MP] =BTC= Hearts and Minds

    @Vdauphin did that too already case 42 : { _description = [ (localize "STR_BTC_HAM_SIDE_IEDfactory_DESC") + ([_location] call btc_fnc_typeOfPreview), localize "STR_BTC_HAM_SIDE_IEDfactory_TITLE", localize "STR_BTC_HAM_SIDE_IEDfactory_TITLE" ]; _type = "search"; }; and added it to the stringtable
  6. Bad_Dad

    [MP] =BTC= Hearts and Minds

    Hey, @Vdauphin So i was able to get a new side mission working and requestable with the side mission request ace interact.... all works well... except there is a minor error that pops up and i am having a hell of a time figuring out how to rectify it...Here is my code and the error below Any help would be appreciated!!! params [ ["_taskID", "btc_side", [""]] ]; private _useful = values btc_city_all select { !((_x getVariable ["type", ""]) in ["NameLocal", "Hill", "NameMarine", "StrongpointArea"]) }; if (_useful isEqualTo []) then {_useful = values btc_city_all;}; private _city = selectRandom _useful; private _pos = [getPos _city, 0, _city getVariable ["cachingRadius", 50], 10, false] call btc_fnc_findsafepos; if (_pos select 2 > 50) exitWith {[] spawn btc_side_fnc_create;}; _city setVariable ["spawn_more", true]; private _burning = selectRandom ["MetalBarrel_burning_F","FirePlace_burning_F","Campfire_burning_F"]; private _camo = selectRandom ["CamoNet_OPFOR_F","CamoNet_INDP_F"]; private _boombox = selectRandom ["Box_East_AmmoOrd_F","Box_IND_AmmoOrd_F","Box_EAF_AmmoOrd_F"]; private _btc_composition_hideout = [ [_burning,0,[-2.30957,3.02979,0]], [_camo,121.331,[0.675781,-1.52539,0]], ["Land_PlasticBucket_01_closed_F",121.331,[0.675781,-1.52539,0]], ["Land_WoodenTable_large_F",121.331,[0.675781,-1.52539,0]], ["Land_MultiMeter_F",121.331,[0.675781,-1.52539,1]], ["Land_Pliers_F",121.331,[0.61,-1.72539,1]], ["Land_DuctTape_F",101.331,[0.91,-1.22539,1]], ["AluminiumFoil_01_F",0,[0,-1.52539,1]], [selectRandom btc_type_seat,90,[-4.08203,3.99795,0]], [selectRandom btc_type_seat,279.689,[-4.52783,2.76416,0]], [_boombox,36.4913,[2,0,0.25]] ]; private _closest = [_city, values btc_city_all select {!(_x getVariable ["active", false])}, false] call btc_fnc_find_closecity; for "_i" from 1 to (round random 2) do { [btc_mil_fnc_send, [_closest, _pos, 1, selectRandom btc_type_motorized]] call CBA_fnc_directCall; }; private _btc_composition = [_pos, selectRandom [0, 90, 180, 270], _btc_composition_hideout] call btc_fnc_create_composition; private _IEDcache = _btc_composition select ((_btc_composition apply {typeOf _x}) find _boombox); [_taskID, 42, _IEDcache, [_city getVariable "name", _boombox]] call btc_task_fnc_create; waitUntil {sleep 5; !alive _IEDcache || _taskID call BIS_fnc_taskCompleted }; [[], _btc_composition] call btc_fnc_delete; if (_taskID call BIS_fnc_taskState isEqualTo "CANCELED") exitWith {}; 30 call btc_rep_fnc_change; [_taskID, "SUCCEEDED"] call BIS_fnc_taskSetState;
  7. Bad_Dad

    [MP] =BTC= Hearts and Minds

    does anything need to be done also with the compile.sqf? //SIDE btc_side_fnc_create = compileScript ["core\fnc\side\create.sqf"]; btc_side_fnc_get_city = compileScript ["core\fnc\side\get_city.sqf"]; btc_side_fnc_mines = compileScript ["core\fnc\side\mines.sqf"]; btc_side_fnc_supply = compileScript ["core\fnc\side\supply.sqf"]; btc_side_fnc_vehicle = compileScript ["core\fnc\side\vehicle.sqf"]; btc_side_fnc_civtreatment = compileScript ["core\fnc\side\civtreatment.sqf"]; btc_side_fnc_tower = compileScript ["core\fnc\side\tower.sqf"]; btc_side_fnc_checkpoint = compileScript ["core\fnc\side\checkpoint.sqf"]; btc_side_fnc_civtreatment_boat = compileScript ["core\fnc\side\civtreatment_boat.sqf"]; btc_side_fnc_underwater_generator= compileScript ["core\fnc\side\underwater_generator.sqf"]; btc_side_fnc_convoy = compileScript ["core\fnc\side\convoy.sqf"]; btc_side_fnc_rescue = compileScript ["core\fnc\side\rescue.sqf"]; btc_side_fnc_capture_officer = compileScript ["core\fnc\side\capture_officer.sqf"]; btc_side_fnc_hostage = compileScript ["core\fnc\side\hostage.sqf"]; btc_side_fnc_hack = compileScript ["core\fnc\side\hack.sqf"]; btc_side_fnc_kill = compileScript ["core\fnc\side\kill.sqf"]; btc_side_fnc_chemicalLeak = compileScript ["core\fnc\side\chemicalLeak.sqf"]; btc_side_fnc_EMP = compileScript ["core\fnc\side\EMP.sqf"]; btc_side_fnc_removeRubbish = compileScript ["core\fnc\side\removeRubbish.sqf"]; btc_side_fnc_pandemic = compileScript ["core\fnc\side\pandemic.sqf"];
  8. Bad_Dad

    [MP] =BTC= Hearts and Minds

    Hey, @Vdauphin My Arma unit loves the Hearts and minds mission system.... Had an idea for another side mission that i feel would be awesome for H&M Bribe the tribal leader... Where you have to go to a village or other location and give a tribal leader an item in exchange for intel or better reputation Can you maybe walk me onto the process of adding a side mission to the system... ie what files would need to be edited / added in order to add a side mission?
  9. 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
  10. 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;
  11. 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;
  12. 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;
  13. 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"; };
  14. 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";
  15. 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.
  16. 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
  17. 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
  18. 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
  19. 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
  20. Have you looked at getting EOS to work along side a Headless client? maybe alleviate some of the lag spikes on big spawns?
  21. Having this same issue... however when i start to rescue the hostage it moves me facing away and stops...
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