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thoodhun

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About thoodhun

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  1. Thank you! That wasn't quite what I was looking for, but it gave me an idea to try and that worked. So what I did was take a copy of the OpenMe.sqf, which calls all the functions, and renamed it to baszones.sqf so I had both that and the ReadMe.sqf in the EOS folder. I then made a trigger and just named it bostrig for easy reference when I needed to find it, and put it over the area I wanted the bastion script to run. I set the trigger to enemy side not present. In this I added this line in the On Activation: null = execVM "eos\baszones.sqf"; Then I made a marker and named it baszonea, the same size as the trigger. Then back in the new sqf I made, I added this line at the very bottom of it: null = [["baszonea"],[5,3],[2,3],[0],[0,0],[5,0,WEST],[10,10,120,FALSE,true]] call Bastion_Spawn; Now when players enter the zone it does not activate automatically. Once they kill the enemy within the zone, the trigger activates and calls the new .sqf I placed and begins the Bastion script. Granted, I haven't tested more than once, but it has worked so far. However this does require me to place a single enemy AI in the zone so the trigger doesn't automatically activate at the start of the mission, before any of the EOS scripts can activate and populate the area with AI. Which, really, is a small price to pay in my books and with my limited scripting knowledge.
  2. Recently started using this script, and it's fantastic. But I was wondering if anyone could help me with a problem. I'd like to use the EOS script on an area, and then the Bastion portion of it only once the EOS marker has been cleared of enemies and the marker changes to the victory color. So basically, players walk in and activate the EOS area and proceed to hunt down and clear all enemy AI. Once there are no AI left, I'd like the Bastion script to activate and the players now have to hold the zone they just captured.
  3. I've been building some small missions in the new Spearhead DLC for my players and decided to add a script that makes it so if you have no weapons visible your faction changes to civilian. As you can imagine, it's quite a powerful advantage, because even in the middle of combat you can drop your weapon and stop being a target. So I'd like to make this an ability that only a specific role can use. My idea is to have it so a recon role can change into civilian clothes and leave their weapons behind, and go into cities or villages to scout out enemy positions. But I am inept when it comes to most aspects of scripting. The script I have currently for the faction change is: player spawn { params ["_plyr"]; while {true} do { waitUntil {sleep 2; primaryWeapon _plyr + secondaryWeapon _plyr + handgunWeapon _plyr isEqualTo ""}; _plyr setCaptive TRUE; waitUntil {sleep 2; !(primaryWeapon _plyr + secondaryWeapon _plyr + handgunWeapon _plyr isEqualTo "")}; _plyr setCaptive FALSE; }; }; So my question is how would I change the params part so that only the Recon role can use this ability? I tried adding a variable name onto the role itself but read that didn't work. Is there an easy and quick way to be able to limit that script to only two roles that my players can choose?
  4. I'm making a mission for a dedicated server set in Prairie Fire, and have been using the Advanced Revive module. Been running into an issue that I cannot seem to find a fix for: The advanced revive module, set down in Eden, and left on basic settings, will work on my dedicated server to a point. 3-4 players on it works fine... but the moment more than that come on, the Withstand function stops working. Is there some kind of config I need to add to the description.ext or one of the init files? Why does only the Withstand ability stop working? It's driving me a little bonkers at this point.
  5. thoodhun

    Custom Flag Texture Issues

    Haven't tried yet. Found that the blank billboards work once I added a Texture folder and put my images for them in there. Will test the vanilla flagpoles later when I get the chance though.
  6. Trying to add some custom flags into my Prairie Fire mission and have run into an issue: The texture I assign to each flag is basically folded in half. One half of the image is on one side of the flag, and the other half of the image wraps onto the opposite side. Using the setFlagTexture in the init of the Vietnam US Flag Pole object, cropped both images down to 512x256, and tried them as both jpg and paa formats. Always turns out the same. Any help would be greatly appreciated
  7. I am trying to add the radio support module to my SOG Prairie Fire mission, but have run into a problem: in trying to add the config to the description.ext, the module does not function at all. I am trying to limit the radio support feature to only be used by players that are playing as RTO's and I've found the basic config for that from the SOG wiki; they provide a default CDLC config for it here: https://pastebin.com/embed_iframe/KU3uc5UT However, adding that into the description.ext, simple copy/paste without changing any of it, and then updating my dedicated server with after packaging it into a pbo as normal, no one has the ability to use the radio support function. Changing anything results in the same (ie: making it so only RTO players, or adding the this setUnitTrait ["vn_artillery",true,true]; to the unit in eden and then enabling only players with that trait being able to use it in the config). I have the module down, the RTO unit I've put down is in the config (vn_b_men_army_08), and the mission runs fine. Just no access to the radio support feature. As stated, the config is from what I believe is the official SOG wiki, and it is copy/pasted into my description.ext, but even setting the variable to allow anyone to use the radio support to true, not a single player unit has access to it. And without the config in the description.ext, the module seems to work with my most recent test.
  8. Edited the original post to explain what I did.
  9. Just got it to work! Thanks for the help, but it turned out to be something else.
  10. Thanks for the reply @Melody_Mike I found that post a few hours ago and tried everything there, and still no fix. The respawn module does not work on my dedicated server at all for some reason. Testing it in MP through Eden it worked fine. As soon as I pack it into a pbo with the description.ext, it's like there's no longer a respawn position module.
  11. Hey, hoping someone can help me out here. I've been trying to make a simple mostly zeus mission for some friends for our dedicated server, but have been having trouble getting respawns to work properly. Basics are that it's on Cam Lao Nam, I've set the Jets dlc carrier out and have set it up with player spawn points, vehicles and vehicle respawns and all that stuff. Trying to test things I noticed that respawns haven't been working, so I've spent the better part of the day trying to figure out. Looking online I've found some things that I thought would help, but none have so far. Things I've tried: 1) created a description.ext with the respawn = 3 and respawn = base (works only with setting up a marker but it drops me into the water on the server on respawn. Respawn module does not work at all) 2) found someone who had the same problem and their solution was to add this script to a init.sqf: respawn_west_carrier setMarkerPos [getMarkerPos respawn_west_carrier select 0, getMarkerPos respawn_west_carrier select 1, 96.290]; (did not work, values such as the respawn point name and number at the end changed to my needs. Tried with the normal respawn_west as well, but still does not work) 3) Found a workaround that involved spawning an object and using a BIS_fnc. script I tried in the objects init inside the editor: [target, this, "spawn point name"] call BIS_fnc_addRespawnPosition; and if (isServer) then { [BLUFOR, getPosATL this, "My West Respawn"] call BIS_fnc_addRespawnPosition; deleteVehicle this; } (did not work for me) All I want is to be able to let players respawn on the carrier where they spawn in at the start of the game. Normally I'd just ignore this and set up a respawn point on the ground that they can unlock once they get to it, but some of the guys on the server have mentioned loving the idea of being a carrier based pilot so I really want to get this working for them so they can actually get back on the carrier when they get shot down. Notes: I am extremely dumb when it comes to scripting and am quite new to creating missions for arma. It's for SOG Prairie Fire. There are no major mods involved. Mods included are Acre and the SOG addon, Advanced Movement and Rework, Rappelling and Urban Rappelling, CBA, and the C47 Skytrain Mega Pack (if any of this needs to be known. And finally I know the description.ext for the respawn works as it sets my respawn to the carrier, but in the water inside it. Any help would be greatly appreciated, because I am at my wits end here. FIX: Ended up making a marker, giving that marker the variable name respawn_west then added this bit of script to my init.sqf: _mrkr = getMarkerPos "respawn_west"; "respawn_west" setMarkerPosLocal [_mrkr select 0, _mrkr select 1, 25]; That seems to have fixed it.
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