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Necropaulo

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Everything posted by Necropaulo

  1. Necropaulo

    Light Switch

    Hello, as indicated in the BIS_fnc_holdaction wiki, in your code you have the “remove after completion” parameter set to True, so your code as it stands can only be used once. To change this, simply change the parameter from True to False. call{[this, "turn off", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",0,1];}, {}, {{ _x setdamage 0.97;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",1,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} call{[this, "turn on", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",1,1];}, {}, {{ _x setdamage 0.0;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",0,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} This should do what you want 😁
  2. Necropaulo

    Need assistance with heli scripting

    Hello and welcome! - an AI helicopter waits for a group of players to climb aboard Quite simple, you name your helicopter “heliname” and create a “Charger” waypoint on its position with the condition : {_x in heliname} count (units group player) == {alive _x} count (units group player) The helicopter will not follow its next waypoint until the entire group of players has entered. Functional in SP and MP - takes off Simply define a second “Move” waypoint, indicating a height, and the helicopter will move to this point once the group has loaded. - wait for players to abseil Here, I don't know how you want to include the abseiling: a script? an AddAction? Either include a Waypoint with a condition to stop the helicopter and a script call, or use a trigger. - go back and land Same principle as the previous waypoints, a precise condition will allow the helicopter to return and land. In the previous example, we checked for presence, now we need to check for absence : {_x in heliname} count (units group player) == 0 These solutions use the 3D editor and its native functions (waypoints and possibly triggers), so there must be more complex scripts, but this already gives you some idea of how to go about it! Good luck and happy editing!
  3. Hello everyone, at the moment I'm editing a mission that uses the game's Sector control module (not Warlords). I wanted to change the way the notifications work and everything seems to be working fine, except that when I get a notification linked to one of the sector control modules, I get the flash of a screen that appears very quickly. See this video for an example In the video, the first notification works without a hitch, but when the module's notification is triggered, the flash appears. As you can see on the screenshot, it's a flash of the loading screen. Does anyone have any idea where this flash is coming from? For information, my modules consist of : - 2 camp game logics - the sector control module - 1 Area game logic - 1 trigger area I've modified the module notifications so that only the BLUEFOR notifications appear, using Larrow's solution in this topic. Below is my description.ext class CfgNotifications { class Default { title = ""; iconPicture = ""; iconText = ""; description = ""; color[] = {1,1,1,1}; duration = 5; priority = 0; difficulty[] = {}; }; //breaking sector module notification class SectorCapturedCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorCapturedEAST : SectorCapturedCIV {}; class SectorCapturedWEST : default { title = "$STR_A3_CfgNotifications_SectorCapturedWEST_0"; iconPicture = "%3"; iconText = "%4"; colorIconPicture[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])","(profilenamespace getvariable ['Map_BLUFOR_G',1])","(profilenamespace getvariable ['Map_BLUFOR_B',1])","(profilenamespace getvariable ['Map_BLUFOR_A',0.8])"}; colorIconText[] = {0,0,0,1}; description = "$STR_A3_CfgNotifications_SectorCapturedWEST_1"; priority = 4; sound = "sectorCaptured"; }; class SectorCapturedGUER : SectorCapturedCIV {}; class SectorLostCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorLostEAST : SectorLostCIV {}; class SectorLostWEST : SectorLostCIV {}; class SectorLostGUER : SectorLostCIV {}; }; If anyone has any idea why or how, I'd love to hear from you, thanks in advance! 🧐
  4. Hello, simpliest way is, i think, to use trigger with effect module (fire and smoke). Put your modules and synch them with a trigger, in trigger's condition use something like : Damage (nearestObject [getposATL thisTrigger,'House_F']) >= 1, it should do the trick. Good luck witht that !
  5. Hey, to be sure your EH is working, try to remplace your "playsound" with a simple hint "test 1", hint "test 2". If Hints are showing, problem might be in your description.ext. I can't clearly see why, but if it can help you, this is a part of description.ext working well : class CfgSounds { sounds[] = {"class1", "class2"}; class class1 { name = "class1"; sound[] = {"sound\class1.ogg", db+5, 1.0}; titles[] = {}; }; class class2 { name = "class2"; sound[] = {"sound\class2.ogg", db+5, 1.0}; titles[] = {}; }; }; It should do the work ! Good luck 😊
  6. Hey @kibaBG ! I was just checking your description.ext, try to change the header with that : onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x"; There were some empty caracters on your 3 first lines and you forget a " ; " after your line author, it should be good with that. If not, i will try it with game tomorrow.
  7. First i see is that : author = "kiba3x" ; and if your .paa is right in the root folder, everything should be good. I can't test today, if it isn't the missing ; i will check this tommorow. Good edition !
  8. Rather interesting question 🧐 For my part, I choose to offer infinite respawn in my co-op. These are often missions where the AI is deactivated in MP, and the only units present are players. Adding respawn points in the middle of a mission is an asset that makes the whole thing more dynamic, without giving the impression of doing the same thing over and over again, even in SP. On the other hand, I also played for a few months with a milsim team, and of course there was no respawn. The principle was always to reanimate your teammates, and if all units were dead, then the mission failed. These two approaches need to be defined according to the audience you're targeting for your mission, I think. The trick is to define it well and communicate it to players, so that those who are looking for infinite respawns can find some, but that those who prefer the “no respawn” approach can also find what they're looking for! I suppose that in the ultimate, it should be possible to offer the choice to players at the start of the mission, but this requires specific scripts and certainly a lot of work behind the scenes.
  9. As Gunter says, proposals can help. If you really want to keep your waypoint system (which is understandable) then I advise you to look at the attributes of the driving AI (and not the others on board). Play with the values to find an acceptable and realistic compromise (reaction time, general skills -> AI_Skill). In the same way, make sure you put them in Safe mode (setBehaviour) when they're on the move, and keep your fingers crossed that after contact they'll return to it ^^. By playing with these values, I manage to get 90% civilian traffic and 75% enemy traffic. The remaining 10% and 25% are due to the basic AI, which is still not very good at driving. Good luck with your edition!
  10. Necropaulo

    [SP/Co05] Escape Chernarus - By P.Milkman

    Hi @neofit, indeed saves are disabled. It was necessary for everything to work as I thought it would, but the mission takes an average of 40/50 minutes, so I figured it wasn't too long. I've added it to the description, thanks for making me think of it. 😊
  11. [SP/Co05] Escape Chernarus - by P.Milkman - BACKGROUND Your unit, Grognon-6, was deployed during the 2005 civil war in northern Chernarus, but not everything goes according to plan ... INFORMATION Difficulty: Medium Playing time: 30-60min Suitable for SP and Coop-05 Revive: Vanilla system with respawn point (medikit required in co-op) TYPE Escape mission, you'll need to successfully exit the country by one of the following means : Random starting point Random extraction locations Save disabled Random and generally aggressive opponents Traffic and civilian life around the player No NVG, no GPS and you don't appear on the map! Compass use recommended STEAM WORKSHOP LINK Mission [SP/Co05] Escape Chernarus https://steamcommunity.com/sharedfiles/filedetails/?id=3235991946 Requirements CBA_A3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - Maps 2.0 CUP Units CUP Vehicles CUP Weapons S.C.A.R -- Enemy Spawner Good luck! Translation: EN, FR, DE __________________________________________________ This is the first time I've dared to publish one of my missions here. The advice and all the information provided are incredibly rich, and I'd like to thank all the contributors to this forum who make it possible to create missions. It's an honor for me to share it with the Arma community!
  12. Hey @tinter ,I wanted to thank you for this script, event 2 years later! You did an amazing job! I'd like to take this opportunity to tell you about my job today, which is a composition for civilian use on the Chernarus 2.0 CUP map. If it's of any use to you, so much the better! chernarus_2020_CUP.sqf For the record, I'm not sure I've got 100% of the buildings, but I did a good bit! Edit: using my composition and livonia_nonmodern by Lelop is a great think ! 😎
  13. Necropaulo

    Spawning randomly playable units

    With each player in a random place, you can use InitServer.sqf and name your playables units : _spawn_pos = ["marker1", "marker2", "marker3", "marker4", "marker5", "marker6", "marker7", "marker8", "marker9", "marker10"] call BIS_fnc_selectRandom; waitUntil {!isnull player}; unit1name setPos (getMarkerPos _spawn_pos); unit3name setPos (getMarkerPos _spawn_pos); unit2name setPos (getMarkerPos _spawn_pos); ... Not really elegant but functional i think. But you maybe spawn at the same marker as another unit. You can also use empty markers on the editor and link them to your unit as right click -> Link -> random position Every linked marker could be a spawn position to the unit.
  14. Necropaulo

    Spawning randomly playable units

    Hey @Victor G Vilar and welcome 🤚! If your playables unit are in the same group as you, you can set random spawn using the group leader init in the editor : this setPos (selectRandom [getMarkerPos namemarker1,getMarkerPos namemarker2,...etc...]); {vehicle _x setpos formationposition _x} foreach units this; This code make your group stay in formation and stay in following the leader, so if your group leader is spawning somewhere, others would be here too. To do something more specific, you can check this topic and as @Harzach said, you need to place this kind of script in initPlayerLocal.sqf in your mission's folder. Hope this help ! 😊
  15. Not much news here since last September, but I really wanted to thank you, @Von Quest. Your module is functional, intuitive and easy to configure. I'm using it on my latest assignment, and it's great to have this tool! Well done!
  16. Hey @Poupoko, i've wrote a little incognito script a few months ago. I don't use setCaptive, but joinSilent to civilian side : //Undercover by P.Milkman - 2023 //bob is your player //1. Place a trigger on the map of any size. //2. Set type and activation to "NONE" //3. Set it to trigger "Repeatedly" //4. In the condition field place the following: currentWeapon bob == "" && secondaryWeapon bob == "" // you can add a lot of condition about gears too with : && vest bob == "" && headgear bob == "" or headgear bob == "H_Booniehat_oli" etc... //to select autorized gears //5. In the "On Act." field place: [bob] joinSilent createGroup civilian; hint "You're undercover !"; //6. In the "On Dea." field : [bob] joinSilent createGroup west; hint "You're hostile !"; I hope it will help you 😁
  17. Hi everyone, today I've got a nice "conversion" problem. I'm using a script to allow me to chat with civilians, and everything's working perfectly, but for the purposes of a mission, I'd like to manage to convert the first part by removing the randomness. The first 5 conversations should only be played once each. I've tried playing with Select instead of SelectRandom but I haven't managed to change the syntax to make it work. Does anyone have any ideas on how I can do this? Below is the script I'm using: intero.sqf : The part in blue is the one I want to transform, the variable allows me to switch to the two random conversations once the first 5 have been triggered. Thanks in advance for your advice! EDIT: After a lot of tests and a lot of mistakes, I finally found a track. I've run out of errors but nothing happens (the script for the conversation and the variable and marker changes). I'll keep looking tomorrow! _text1 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je ne suis pas certains mais il me semble que l'US Army avait un avant poste au Château du Diable."]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero51", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["US",true,true]; {_x setMarkerAlpha 1} foreach ["US"]; }; _text2 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je me rappelle que durant la guerre civile des mercenaires s'étaient installés par ici, ION je crois bien."]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero52", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["ION",true,true]; {_x setMarkerAlpha 1} foreach ["ion"]; }; _text3 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["Cherna",true,true]; {_x setMarkerAlpha 1} foreach ["Rus"]; }; _text4 = { line1 = [name player, "4Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["boat",true,true]; {_x setMarkerAlpha 1} foreach ["boat2"]; }; _text5 = { line1 = [name player, "5Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["heli",true,true]; {_x setMarkerAlpha 1} foreach ["heli2"]; }; [_text1,_text2,_text3,_text4,_text5] select [0,1,2,3,4];
  18. Hi all COS users, since this morning I've been struggling to find a solution to what I think is a very simple problem. I work ona COOP mission, and try to do it OK with SP and MP. I'm trying to use the display of the name of the town or village without including the rest (population, parked vehicle) via the showTownLabel option. I'd like to have only the name of the place when a player enters the zone. I've tried several things by modifying the localscript.sqf file. But nothing works, does anyone have any ideas? Thanks in advance! For your information, i'm working on CHernarus 2020 (CUP) and localscipt.sqf seems to be the script who's doing the showTownLabel :
  19. Necropaulo

    How to export terrain information

    NearestTerrainObjects use a few class to specify your search, in my exemple i use : With that expression, i use [] as filter (it inclued every type of objects), you can remplace that by a specific one or an array with multiple class. The wiki explain that very weel , check the differents exemples : I've found that but you need to manually go searching file, so copy/paste is quicker i think : If there is another method, i can't see how doing it 🙂
  20. Necropaulo

    How to export terrain information

    Hello, you can try something with CopyToClipboard but i'm not sure how it work. I found some exemple in this topic. You can maybe use debug console with your code then copy/paste results according to this post. Edit : I was curious, so i've done a few test, this one seems to work proprely, i call it with a trigger : Activation : Everyone Type : Present Condtion : This On activation : nearestTerrainObjects synthax doesn't work with your code, i just use the synthax exemple on the wiki Good luck with your script 😀
  21. Necropaulo

    Add Music in the loading screen

    Hey, you should see that topic or this one. I think it's the better way to do it. I'm not sure, but onLoadIntro seems to work only with "text" in description.ext. Another way to do it should be wit Animated_Briefing but i never use it, so i can't really help with his use. Good luck !
  22. Hello, a good start would be your code. Trigger is triggering localy, that's why when you're solo it's OK and with others players it's repeating. You can try with triggering it on server or using a script .sqf with the correct synthax to be MP/dedi friendly.
  23. Necropaulo

    Problem with AI conversations

    Hi, to help you, we need to see your code in description.ext and your script to use it, like chat1.sqf. I don't know the script you link, but maybe, you can try something with this one (powerfull script, and i explain at the end of topic how to add voice)
  24. Necropaulo

    Specific time for triggers

    Hi, i'm pretty sure, there is something to do with Daytime But i d'ont know exactly how to do it, maybe you can found some advice in this topic. Have a good edition ! 😁
  25. Zagor64bz seemed to say he'd publish the script when he'd finished editing his mission, but as his various missions (in signature) seem abandoned and on his posts about his Ghost Recon missions he signals stop, I guess the script is currently not findable ^^'
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