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JCataclisma

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About JCataclisma

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  1. JCataclisma

    A conundrum - or not

    The only things I can think would be to apply some commands upon the guy once he reaches that escape point, like teleporting him somewhere distant and using "_this setCaptive true;" and "_this allowDamage false;", so you would force the NPC to not being a target for nobody, until you get him back to action on next objectives.
  2. Place it (the vehicle) on the editor, then double-click it, and inside the second row ("Object: Init") there's a box "variable name". That's the unique name you will give to it. 😎
  3. Nice, really nice!!!
  4. If that small script does what you want, you could just add more objects, from 1 to 16 as you have initially planned, then copy and paste the code and change all the variable names you find inside it. For instance, keep the thunderMk1 / mk12 / mk13, and change all of them for every time you paste, using "z14", "thunder10" or whatever you like. You will notice that every variable name appears several times on each block of code, so you must change them all (I'd suggest "Find And Replace" function while in a nice editor like Notepad++). But remember that such variable names MUST match the names you give to the invisible objects on mission editor - the ones marking places where you want the lightning strikes. Play and mess with the delay time between each lightning, managed by those "sleep 2;" lines after every block. And if you want the full blown at the end, you can just copy and paste it all over again, but removing such "sleep2;" lines so the script will apply all the lightnings again at once. So the grand finale could be like this:
  5. Nice, really nice idea! Well, I cannot handle "modules' " stuff, but a few months ago, @pierremgi brought a lot of great improvements to a kind of "Zeus' Hammer" punishment that I used to apply upon dirty players on a public server. Although it was used within a new addAction (menu), I have just tested it, and it works really nice when activated by a trigger. Please make this first attempt, at least to see whether such style could help in the direction you want. Instead of modules, place at least three objects like the "Helipad (invisible)" (class name "Land_HelipadEmpty_F"), and give them the variable names of "thunderMk1", "thunderMk12" and "thunderMk13". Place a trigger that should be activated by the player to start the show: CONDITION: this ON ACTIVATION: [] execVM "CircleOfThunder.sqf"; Create a file named "CircleOfThunder.sqf" inside your mission folder, and throw all the stuff bellow inside it. If you want the lightning alone, without those extra "delayed" explosions, you can just delete all those lines starting from "_charge_11" until " _charge_88" (there are three blocks of them).
  6. JCataclisma

    help re nearestObjects

    Mostly, no...and yes. 😂 Providing _nearbyEastTroops is just a custom/random name I've chosen for such variable, it could be ANY other name, like "_closeEnemies", "_nearestTargets", or whatever. 'SoldierEB' ('E' is for 'East') is the config name/kindOf for the Opfor units, which you can find when you go in the editor, right-click on the unit and check the "View in config file". The combination of 'Man' and 'SoldierEB' is what actually does the trick, so you can use 'SoldierGB' for Independent faction ('G' for 'Guerrilla') and 'SoldierWB' for Bluefor/West. I forgot to mention that such code I use is specifically for soldiers, not necessarily targeting vehicles. Just as a more clear example, this is what I am currently using, some kind of fake gas bomb, which should act differently upon each kind of "people" nearby its area of impact ('_charge_9' is the variable name for the gas bomb): private _nearbyEastTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierEB'}; private _nearbyGuerTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierGB'}; private _nearbyBlueTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierWB'}; sleep 4; { _x setDamage 1; } forEach _nearbyEastTroops; { _x setDamage 1; } forEach _nearbyGuerTroops; { _x setUnconscious true; } forEach _nearbyBlueTroops; sleep 2;
  7. JCataclisma

    help re nearestObjects

    Try something like this: private _nearbyEastTroops = nearestObjects [cap0_1, ["Man"], 51] select {_x isKindOf 'SoldierEB'}; {[_x, 2500] execVM "fn_taskRush.sqf"} forEach _nearbyEastTroops;
  8. JCataclisma

    Vehicle disable, but not destroy

    @meaty "/*HitPoints to protect*/" is NOT what you must use: it's just an example, so you need to add there the names of the hit parts you desire to protect. You can find the specific names of such part by righ-clicking on the vehicle in editor, then looking at its config file. Take a look at Polpox' message again, so you can see what was used: {(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel"])}
  9. You don't need all those symbols on the second line - just use "_unit = _this select 0;" . And, accordingly to that example on wiki page, you are missing the parenthesis on the "getUnitLoadout". So try this: Params ["_unit"]; _unit = _this # 0; if (random 1 < 0.8) then { _unit setUnitLoadout (getUnitLoadout basic); } else { _unit setUnitLoadout (getUnitLoadout elite); };
  10. Hello! Does the game tell you which specific variable is wrong, like showing you the "#" symbol before the variable name? And, just for the sake of an extra testing, you could have two soldiers anywhere distant on your map, named "elite" and "notElite", already using the desired loadout. Then you try to use the syntax shown on the Example 2 (link at the end of this message) So instead of your current last lines on the provided code, you could try something like this: if (random 1 < 0.8) then { _unit setUnitLoadout (getUnitLoadout notElite); } else { _unit setUnitLoadout (getUnitLoadout elite); }; https://community.bistudio.com/wiki/setUnitLoadout?useskin=darkvector
  11. Does it happen with any class of launcher, or just a specific one? Vanilla or mod? Did you try to use "removeAllWeapons" on the unit prior to add the launcher (at least for testing), so to avoid the lack of space on soldier's inventory? And maybe whether there is no space for the rockets, the command might be ignored. Nonetheless, try to use "addWeaponGlobal", to force the use of slot.
  12. JCataclisma

    Increase light of vehicles

    I don't think so. But you can add some extra lanterns/portable lights attached to the vehicle, to see whether they give you a better result. Just modify and use the code bellow to see what it does. You will need to change "[x,y,z]" values on the second line to adjust the position you want. Two direct approaches: 1-) If you add e code on the init box of vehicle on editor, then change "_currentVehicle" to "this" (or "_this" if multiplayer). or 2-) Give your vehicle a name on editor and add this code to the init.sqf, changing "_currentVehicle" to the name of the vehicle. _frontRightLamp = "Land_PortableLight_02_single_folded_olive_F" createVehicle [0, 0, 0]; _frontRightLamp attachTo [_currentVehicle, [0.95, 2.3, -1.4]]; _frontRightLamp setDir 180;
  13. Maybe you could do some experimentation by "evolving" such objects with invisible helipads, then attaching a lightpole to them and see whether it would return desired values... ? 🤔 But, yeah, you would remain NOT getting original objects' values.
  14. The only mode/framework I have mostly been playing for the past two years is Quiksilver's Invade & Annex. I believe there are a few nice ideas there, on the Side Missions mini-scenarios, things like escort a truck from one town to a distant one, search & destroy situations, base and/or vehicle defense, etc. Yeah, they are all PvE, but it feels like such things could work just fine for PvP - although I only play PvE. Cheers!
  15. JCataclisma

    Map Limit Question

    Have you notice whether it happens regarding the distance between the objects and the players? So you could rule out the configuration for "view distance" for each player. The closer objects, let's say 500m or 1000 meters away, are the shown only for you as well? Besides, are such objects from any specific DLC, maybe? So it could be just like some servers which use some mods but as optional, then the players without those mods/dlcs will not be able to see and/or interact with such objects.
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