Jump to content

garnett21a

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About garnett21a

  • Rank
    Private First Class
  1. Updated and finally works. Just wondering what code to use for this to be functional in MP. Any tips?
  2. Made some improvements to change the statuse check so the team moves more time effeciently. and fixed some bugs I found that happens when grp number varies from 2 to N or died during search. Updated version on #1. Pls some one give some feedback to me if this really works
  3. UPDATED:deleted as many unnecessary variables as possible This is not used for a random AI patrol function but a specific tactical move. The idea is from search and rescue/capture mission, to give the player an order to his team to storm a building in combat status. It is heavily referenced the AHP scripts and simplised it. At least I think it looks more smooth or I say more "tactical". What this script does: Give player the action (or use use on AI leader's closest building)===========> 4 of the group members would search the building the leader is aiming at from two directions and meet eventually =========> while some others would patrol outside the house. ======> and would fall back to formation after the search at the same behaviour before script. Only automatically stops when 2 or more men were killed during the search. I was making this one for player grp leader. and if use on AI group, use "StarSearch.sqf" only. I tested some buildings on Takistan and Za. Not sure how throughly the team would clear the house, but at least they are always on the move :p. Questions 1. Can someone tell how to add some lines so that this script could be MP Capatible? I'm totally new to that. 2. When using "moveToCompleted/Failed" to check status, I always get no value back when using hint commands to debug, and units just stuck there. What phrase can I use to check the value when a unit radios " No can do / Negative"? Script Intro init.sqf: StartSearch.sqf: StopSearch.sqf: (in case player want to stop it manually) Pls take a test if anyone is interested in this. and by the way, I'm quite new too scripting, so guess all the credits to those who created the great scripts I have referenced !!!! A lot thanks if you could leave any feedback or comments:butbut::butbut::butbut:. ;)
  4. It has been a while since I bring this on. and finally I finished it with a small "neat" script. Usage: 1. recieve info from the whole side: nil = [] execVM "Intelsys.sqf"; 2. recieve info from selected units (could be one or multiple): nil = [unit1, unit2, ......] execVM "Intelsys.sqf"; my current updated script which works quite well:
  5. garnett21a

    Xam 1.4 released

    This is somehow not a honored way to earn click counts.
  6. I was trying a intro with some conversations and radio contacts, during which the conversation works fine(N say"n"), but the radio command(N sideradio"n"/N globalradio"n") never showed up or be heard. Also the enableradio and showradio were tried in the sqs. Is the radio unavaliable in intro cam? or it is my scripting problem. (description and sound file is 100% correct, so far as I know) Anybody suceed to have a radio in intro please give some advice. Thanks
  7. I saw other guys' cam scripts with making player do various actions, Anyway,during a camera period(not in an intro,but mission), I tried both "player leavevehicle N" and "unassignvehicle player", it somehow just stayed inside. Why? And How can I get it out of the chopper?
  8. I saw a custom formation script long ago on the unfortunately collapsed farmous website ( you know which ), and If anyone had a copy of that script, please please please share. my e-mail: garnett21a@msn.com Thanks
  9. garnett21a

    Zero damage

    Thanks man, that's helpful.
  10. garnett21a

    Zero damage

    I am working on the situation of direct reinforcement into a heavy fire area, and I want to make sure the player's vehicle alive. Anyway using the " this allow dammage false" makes no efforts at all. Is there order to achieve that?
  11. garnett21a

    Help!!! about the string"thislist"

    Thanks, that realy helps.
  12. Hi, guys, I want to ask how to make the situation like below happen: I was doing a mission where serveral different groups or single units are doing some actions. And now I want the units in a certain territory move on to something else, so I added a trigger with <anybody present/ thislist switchmove "null"> Anyway, this brings nothing but a error message. Can somebody tell me the right command to make all the units in the trigger stop playing the move instead of typing numbers of {_x playmove "null"} foreach units ... One thing I do not understand is that when I use the <thislist join XX>, it works. why it cannot be used for the <switchmove>?????
  13. garnett21a

    Request: SJB_NVG

    No worries. Thanks all you guys anyway.
  14. garnett21a

    Request: SJB_NVG

    No. I was talking about the SJB's modiflied NVG (maybe based on INQ's) but without the belt and able to animate like the LSR Detla team's
×