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lockjaw-65-

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Everything posted by lockjaw-65-

  1. Just tried deleting the ; and it says the same thing
  2. This does seem to work and the units are quicker but it says there is an error with the script?
  3. Many thanks I will try that later today, will that make them move quicker to the waypoint?
  4. Thanks for info but I am not sure how I would create a waypoint during the mission or how to do it within the script?
  5. lockjaw-65-

    Welcome back Ivan & Martin!

    Welcome back Ivan and Martin, last year was thinking of going on holiday to Greese this year but will give it a miss...
  6. could you just give a bit more detail to what you need to do here? Do you place a game logic near the comp and put that code in the init of the logic?
  7. As the title says im trying to find a way to delete all the spawned comps. within an area when not needed. I have searched but found nothing about this any help would be great thanks This is the script that spawns them: newObjs = [getmarkerpos "comp1", 180, "MediumTentCamp2_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs = [getmarkerpos "comp2", 100, "AntiAir1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs = [getmarkerpos "comp3", 250, "Firebase1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs = [getmarkerpos "comp4", 10, "WeaponsStore1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs = [getmarkerpos "comp5", 190, "MediumTentCamp3_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); Did another search and found some old threads about this but i did not find an easy way that I could understand
  8. Thats really useful thanks for link
  9. Many thanks i will try that now, Seems so simple LOL
  10. Ok thanks, so it would look like this: newObjs1 = [getmarkerpos "comp1", 180, "MediumTentCamp2_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));
  11. Sorry for long delay but i did give up on this mission for a while. but now I really want it to be finished. Just to clarify on this do I put this code after every individual unit that is spawned or every group?
  12. I have made a large scale mission where at various times and points I have snemy ai and friendly ai spawn. I have noticed that they wont engage each other. I play tested and I was able to stand right in the middle of an enemy group and none of them tried to kill me. I also noticed that spawned friendly units did not engage spawned enemy units either?? I have searched on this but found nothing relevant. I have units from both sides already on the map from mission start so its not that? Any help would be great....
  13. This is also something that I would like to be able to do as it really puts limits on where you can spawn them :-)
  14. As the title says im trying to attach markers to spawned units. For units already placed I have this in the units init: nul=[this] execVM "marker.sqf"; and the script is: _temp = _this select 0; _varname = vehicleVarName _temp; _unit = objnull; createMarkerLocal [_varname, [0,0]]; _varname setMarkerShape "ICON"; _varname setMarkerColor "ColorBlack"; _varname setMarkerSize [1,1]; _varname setMarkerType "Dot"; while {true} do { waitUntil { call compile format ["_unit = %1",_varname]; alive _unit; }; while {alive _unit} do { if (side _unit == west) then { _varname setMarkerColor "ColorBlue"; }; if (side _unit == east) then { _varname setMarkerColor "ColorRed"; }; _varname setMarkerDir getDir _unit; _varname setMarkerPos getPos _unit; sleep 0.5; }; _varname setMarkerColor "ColorBlack"; sleep 5; }; That is straight forward but im not sure how to do it to a spawned groups units here is the script: Grp1 = Creategroup WEST; _Leader="BAF_Soldier_SL_W" createUnit [getMarkerPos "GrpM", Grp1, "Grp1=this", 1, "Sergeant"]; _Unit2="BAF_Soldier_AA_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit3="BAF_Soldier_HAT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit4="BAF_Soldier_HAT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit5="BAF_Soldier_AT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit6="BAF_Soldier_GL_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit7="BAF_Soldier_EN_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit8="BAF_Soldier_AT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit9="BAF_Soldier_HAT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; _Unit10="BAF_Soldier_HAT_W" createUnit [getMarkerPos "GrpM", Grp1, "", 1, "Corporal"]; (units Grp1) join player; exit; Any help on how to do this would be appreiciated ...
  15. Thanks Gunter will check these out :-)
  16. That seems to work very well now. Thanks for your help I would not have been able to sort that as im rubbish at these scripts. I just use everybody elses LOL
  17. Says same thing.. I even tried to remove the case east etc lines but that does not work lol
  18. I see what you mean and I just tried it but it says error missing : Not sure where though?
  19. Hi thanks for info. This looks very useful but I dont want the enemy to have markers, the only reason I want this is because its such a large map and it just makes it easier at a glance of the map to see where abouts your units are. Is there any way to just have it for friendlies ??
  20. I was trying this last night and noticed a problem. The spawned squad is an option that happens during the mission to give the players some extra units, now these dont respawn. the squad of 10 that the mission starts with do respawn as it is a 10 player coop. Now what happens is the original marker script shows up fine with all the players having a blue dot on map screen. When the option for the support team becomes available that seems to work fine with the script that you provided. The problem is when the units die the ones that respawn do so with a black marker and a blue marker underneath and both move around like that. Would it be possible to just get rid of the black marker so when the units die the dots just vanish. I have tried to remove that part of the script but I seem to just mess it up?
  21. Yes something exactley like that LOL. Many thanks it works perfect
  22. ok but that just changes the marker script for the units that are already on the map. How would I attach the marker script to the spawned units mid game??
  23. thanks, would I put that in the same script as create group? Tried to implement this but still get errors. Would you mind just explaining where I would put this because I am not sure if im putting it in the right place Thanks
  24. Hi thanks for your help, I tried what you suggest but none of them work. I know it must be done within the script but every way that i try shows an error??
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