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lockjaw-65-

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Everything posted by lockjaw-65-

  1. Hi all. Is there a simple way to create a mobile respawn point ie: MHQ. I have tried various ways but cant seem to get anything to work. I have searched forum but found nothing. Would appreciate any help Thanks...
  2. My mission has various scripts that spawn enemy units at various locations and different times through out the mission. The problem that I have noticed is that the enemy will re spawn. An example is this I have a truck spawn full of enemy units. I engage with Nlaw and destroy the truck, some of the enemy jump out and start to fire back. I kill some of them and then the next thing the truck re spawns with all the men in it and we start again?? Do I need to put something to end the script once it has been called? Here is one of the scripts that I use: _spawn = [getmarkerpos "sup11", "Kamaz", "ssp1a",0] execVM "mission7a.sqf"; _spawn = [getmarkerpos "sup12", "BTR90", "ssp1c",0] execVM "mission7a.sqf"; mission7a _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _driver = _veh emptyPositions "driver"; _gunner = _veh emptyPositions "gunner"; _cargo = (_veh emptyPositions "cargo") - 1; if (_driver > 0) then {"RU_Soldier_AR" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;this setskill [""general"",1];"];}; if (_gunner > 0) then {"RU_Soldier_AR" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;this setskill [""general"",1];"];}; if (_commander > 0) then {"RU_Soldier_Crew" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;this setskill [""general"",1];"];}; for "_i" from 0 to _cargo do { "RU_Soldier_AR" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _name; call compile format["%1 = _veh", _name]; _patrol = [_group, getmarkerpos "pat71", 400] call bis_fnc_taskPatrol;
  3. I think I have found the problem in my mission, I have a caching script running in the back ground. I have removed this and it seems ok at the moment
  4. Try this _spawn = [getmarkerpos "spawn1", "BMP3", "sp1a",180] execVM "mission1a.sqf"; sp1a is just to give the vehicle a name so can be called by other scripts. The direction is the 180, change this to what ever degrees you want 0 would be north. the execVM "mission1a.sqf part is a script to call the crew etc
  5. This is a link to a thread that I started and everything got sorted http://forums.bistudio.com/showthread.php?120848-create-vehicle-with-name Just noticed your first post and that you alresdy looked at this thread. I dont know why it wont work for you as I use it all the time and no problems? All I can think of is maybe you not placed function module or have one of every faction you are spawning on map..
  6. I do it like this: _spawn = [getmarkerpos "marker1", "ZSU_TK_EP1", "tank",180] execVM "mission1a.sqf"; it spawns a vehicle at marker1 named tank. Mission1a is a script that creates the crew..
  7. lockjaw-65-

    Make objectives random?

    yeah the one I posted was more for if you had your own set of specfic missions
  8. Many thanks that works great. While we on this I just saw your link right above this post. Is it possible to make more than one mobile and a static respawn then when you die you can select which one to respawn at?
  9. lockjaw-65-

    Make objectives random?

    I have a mission with 40 objectives and it randomly picks one until they are all done. First make a script called random1.sqf the code within: if ((count missions) == 0) then {hint "No more missions"}; _mission = missions select (floor(random(count missions))); if (_mission == 1) then {[] execVM "mission1.sqf"}; if (_mission == 2) then {[] execVM "mission2.sqf"}; if (_mission == 3) then {[] execVM "mission3.sqf"}; if (_mission == 4) then {[] execVM "mission4.sqf"}; if (_mission == 5) then {[] execVM "mission5.sqf"}; if (_mission == 6) then {[] execVM "mission6.sqf"}; if (_mission == 7) then {[] execVM "mission7.sqf"}; if (_mission == 8) then {[] execVM "mission8.sqf"}; if (_mission == 9) then {[] execVM "mission9.sqf"}; if (_mission == 10) then {[] execVM "mission10.sqf"}; if (_mission == 11) then {[] execVM "mission11.sqf"}; if (_mission == 12) then {[] execVM "mission12.sqf"}; if (_mission == 13) then {[] execVM "mission13.sqf"}; if (_mission == 14) then {[] execVM "mission14.sqf"}; if (_mission == 15) then {[] execVM "mission15.sqf"}; if (_mission == 16) then {[] execVM "mission16.sqf"}; if (_mission == 17) then {[] execVM "mission17.sqf"}; if (_mission == 18) then {[] execVM "mission18.sqf"}; if (_mission == 19) then {[] execVM "mission19.sqf"}; if (_mission == 20) then {[] execVM "mission20.sqf"}; if (_mission == 21) then {[] execVM "mission21.sqf"}; if (_mission == 22) then {[] execVM "mission22.sqf"}; if (_mission == 23) then {[] execVM "mission23.sqf"}; if (_mission == 24) then {[] execVM "mission24.sqf"}; if (_mission == 25) then {[] execVM "mission25.sqf"}; if (_mission == 26) then {[] execVM "mission26.sqf"}; if (_mission == 27) then {[] execVM "mission27.sqf"}; if (_mission == 28) then {[] execVM "mission28.sqf"}; if (_mission == 29) then {[] execVM "mission29.sqf"}; if (_mission == 30) then {[] execVM "mission30.sqf"}; if (_mission == 31) then {[] execVM "mission31.sqf"}; if (_mission == 32) then {[] execVM "mission32.sqf"}; if (_mission == 33) then {[] execVM "mission33.sqf"}; if (_mission == 34) then {[] execVM "mission34.sqf"}; if (_mission == 35) then {[] execVM "mission35.sqf"}; if (_mission == 36) then {[] execVM "mission36.sqf"}; if (_mission == 37) then {[] execVM "mission37.sqf"}; if (_mission == 38) then {[] execVM "mission38.sqf"}; if (_mission == 39) then {[] execVM "mission39.sqf"}; if (_mission == 40) then {[] execVM "mission40.sqf"}; missions = missions - [_mission]; In the init.sqf missions = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40]; Now in the editor create a trigger in its condition put: missiondone in its activation put: missiondone=false; nul = [] execvm "random1.sqf"; You will also need a trigger to call the random1 script when the objective is complete its activation: missiondone=true you will also need a trigger to start the whole thing off. in its activation: _null = [] execVM "random1.sqf"; you could put this in the init.sqf BTW I forgot to mention that all the objective info etc should be called within each mission script. I can post an example of one of these if you need it...
  10. I would be more than greatful if you could show how to do mobile respawn :D I have been trying to find something like whats in Norrins Revive without the revive part but have not come across anything like it.
  11. Would it be possible to make any of these respawn markers mobile?
  12. Hi all as the title says im trying to find a script etc to make a simple mobile respawn vehicle. Im not very good at scripting and tend to pull bits from other stuff thats been made. At the moment im using Norrins Revive just to use the mobile respawn part. This is exactly what im looking for but without the revive bit. I have tried to seperate that part but with no success and when even when I try to dissable all the revive options in the revive init I still get problems. I have been looking into this over the last week and have not found anything that is a good alternative! There are a lot of threads at the moment about multi respawn points but these are static and not suitable for my needs. So does any body know how to create this or has anything been made that I may have missed? I have been looking at a script called HOG MHQ. This is quite close to what I want but I dont want the teleport options. All I want is when you die and respawn you have the option to either respawn at base or the MHQ.
  13. Im going to show one of my mission scripts that has shown the error, I run the script 9 times and it showed the error once? newObjs59 = [getmarkerpos "comp59", 320, "Camp1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs60 = [getmarkerpos "comp60", 30, "AntiAir1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs61 = [getmarkerpos "comp61", 170, "Firebase1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs62 = [getmarkerpos "comp62", 125, "Camp2_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs63 = [getmarkerpos "comp63", 125, "GuardPost_CDF"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); newObjs64 = [getmarkerpos "comp64", 125, "HeliParking1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); _spawn = [getmarkerpos "def115", "WarfareBMGNest_PK_TK_EP1", "def24a",155] execVM "mission1aTA.sqf"; _spawn = [getmarkerpos "def116", "Metis_TK_EP1", "def24b",155] execVM "mission1aTA.sqf"; _spawn = [getmarkerpos "def117", "AGS_TK_EP1", "def24c",25] execVM "mission1aTA.sqf"; _spawn = [getmarkerpos "def118", "WarfareBMGNest_PK_TK_EP1","def24d",25] execVM "mission1aTA.sqf"; _spawn = [getmarkerpos "def119", "Metis_TK_EP1", "def24e",335] execVM "mission1aTA.sqf"; _spawn = [getmarkerpos "def120", "KORD_TK_EP1","def24f",335] execVM "mission1aTA.sqf"; _group = [getmarkerpos "spawn240", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn240", 150] call bis_fnc_taskDefend; _group = [getmarkerpos "spawn241", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn241", 150] call bis_fnc_taskDefend; _group = [getmarkerpos "spawn242", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn242", 150] call bis_fnc_taskDefend; _group = [getmarkerpos "spawn243", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn243", 150] call bis_fnc_taskDefend; _group = [getmarkerpos "spawn244", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn244", 150] call bis_fnc_taskPatrol; _group = [getmarkerpos "spawn245", EAST, ["TK_Soldier_Medic_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_B_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn245", 650] call bis_fnc_taskPatrol; _group = [getmarkerpos "spawn246", EAST, ["TK_Soldier_Sniper_EP1", "TK_Soldier_Sniper_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _patrol = [_group, getmarkerpos "spawn246", 750] call bis_fnc_taskPatrol; _spawn = [getmarkerpos "spawn247", "UAZ_MG_TK_EP1", "sp24a",180] execVM "mission24a.sqf"; _spawn = [getmarkerpos "spawn247", "UAZ_AGS30_TK_EP1", "sp24b",180] execVM "mission24a.sqf"; _spawn = [getmarkerpos "spawn248", "T55_TK_EP1", "sp24e",180] execVM "mission24b.sqf"; _spawn = [getmarkerpos "spawn248", "T72_TK_EP1", "sp24f",180] execVM "mission24b.sqf"; tskZone24 = player createSimpleTask ["Anar"]; taskhint ["Clear Anar!", [1, 1, 1, 1], "taskNew"]; tskZone24 setSimpleTaskDestination (getMarkerPos "mrk_zone24"); tskZone24 setSimpleTaskDescription ["Clear all enemies in Anar!", "Anar", "Anar"]; tskZone24 setTaskState "Created"; _trg = createTrigger ["EmptyDetector", getMarkerPos "mrk_zone24"]; _trg setTriggerArea[400,400,0,false]; _trg setTriggerActivation["EAST", "NOT PRESENT", true]; _trg setTriggerStatements["this", "tskZone24 setTaskState 'SUCCEEDED'; hint 'Anar clear'","tskZone24 setTaskState 'CREATED'; hint 'Enemy Detected in Anar'"]; _trg2 = createTrigger ["EmptyDetector", getMarkerPos "mrk_zone24"]; _trg2 setTriggerArea [400,400,0,false]; _trg2 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trg2 setTriggerStatements ["this", "missiondone=true", ""]; null = execVM "supportmission24.sqf"; "mrk_zone24" setMarkerAlpha 1; 1 setRadioMsg "Radio on"; hint "Anti Armour Support Squad Available!";
  14. I agree. I dont know what the error means but it does not seem to effect the mission so will have to put up with it.
  15. I cant help with this but I too have this error now and again. I have a large scale mission where I call BIS_fnc_spawnGroup at various stages. I am trying to work out if its a random thing or if its a particular call. Its just a bit hard to tell at the moment as all the calls are done on a random basis throughtout the mission. I will test a bit more and if I have any info will post on here.. Ok I have been testing this for a while and it is a random event. Most of the time the scripts that call are fine then now and again it will appear?
  16. lockjaw-65-

    Create Trigger mid-mission

    I have managed to work this out. I placed a trigger on the map and in its condition i put missiondone and in the activation i put missiondone=false; nul = [] execvm "random1.sqf"; then the code for the trigger is: _trg2 = createTrigger ["EmptyDetector", getMarkerPos "mrk_zone1"]; _trg2 setTriggerArea [400,400,0,false]; _trg2 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trg2 setTriggerStatements ["this", "missiondone=true", ""];
  17. I have a specific problem with my mission that im working on. I have coloured markers on the map which indicate if enemy is present within that area. these are controlled by a trigger the same size and when enemy present they turn red, when not present they turn blue. The problem that I have is I only want them at certain times during the mission. I can make the markers invisible from start but the triggers have to be on the map and I also have to have an enemy unit there from the start to keep it red and not show the text that goes with it. Is there an easy way to make the markers not present until needed?
  18. lockjaw-65-

    Create Trigger mid-mission

    Hi. Im not sure how to put that in. I know I have been around these forums for a long time but I still fumble my way around and dont really know what im doing with scripts. I cut and paste most of it and hope for best LOL. For example I have been working on this mission for over 2 years on and off :-) ---------- Post added at 08:51 ---------- Previous post was at 08:31 ---------- Thought I would post what I have for this trigger. _trg = createTrigger ["EmptyDetector", getMarkerPos "mrk_zone1"]; _trg setTriggerArea[400,400,0,false]; _trg setTriggerActivation["EAST","NOT PRESENT",false]; _trg setTriggerStatements["this", "execVM "random1.sqf"]; I want it to start the random1 script when all east are dead, this then selects another mission.
  19. lockjaw-65-

    Create Trigger mid-mission

    Many thanks that was very useful. One other thing on this subject is how do you include executing an other script i.e null = execVM "supportmission1.sqf";. I have tried many ways to do this but always comes up with errors?
  20. lockjaw-65-

    Create Trigger mid-mission

    Hi thanks for your help with this one, just need to know how you make the spawned trigger into a repeating trigger. I have been trying for ages Cheers
  21. lockjaw-65-

    BI games for PS4?

    Can I get that for my PC lol
  22. Hi All im not sure if this is possible but im working on a mission where I have repeating triggers and part of the code i only want to activate once. The trigger is for tasks and markers and is activated by opfor repeating. on activation "mrk_zone2" setMarkerColor "ColorRed"; tskZone2 setSimpleTaskDestination (getMarkerPos "mrk_zone2"); tskZone2 setSimpleTaskDescription ["Clear all enemies in Shamali!", "Shamali", "Shamali"]; tskZone2 setTaskState "Created";taskhint ["Clear all enemies in Shamali!", [1, 1, 1, 1], "taskNew"]; on deactivation "mrk_zone2" setMarkerColor "ColorBlue";tskZone2 setTaskState "SUCCEEDED"; tskZone2 setSimpleTaskDescription ["Shamali has been cleared!", "Shamali - CLEAR", "Shamali - CLEAR"];taskhint ["Shamali is clear!", [0.6, 0.8, 0.46, 1], "taskDone"]; missiondone=true; publicvariable "missiondone"; This is the part that I only want to be activated once! missiondone=true; publicvariable "missiondone"; Im not sure if I need to make another trigger but everthing I have tried seems to break the other. Any help would be great thanks
  23. This might be of help http://forums.bistudio.com/showthread.php?141685-Spawned-AI-wont-engage-enemy
  24. Ok I have a script that spawns a group at a named marker. I then have a script that tells them to move to another marker on the map and then task patrol that marker. The problem is they move so slow in the vehicles and I am not sure why? Is there a way to set there speed so they are faster? The script to call the vehicles is: _spawn = [getmarkerpos "spawn500", "BTR40_MG_TK_INS_EP1", "ssp1a",0] execVM "supportmission1a.sqf"; _spawn = [getmarkerpos "spawn500", "LandRover_SPG9_TK_INS_EP1", "ssp1c",0] execVM "supportmission1a.sqf"; _spawn = [getmarkerpos "spawn500", "V3S_TK_EP1", "ssp1d",0] execVM "supportmission1a.sqf"; Then the script to call the crew and set the task patrol is: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _driver = _veh emptyPositions "driver"; _gunner = _veh emptyPositions "gunner"; _cargo = (_veh emptyPositions "cargo") - 1; if (_driver > 0) then {"TK_INS_Soldier_EP1" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;this setskill [""general"",1];"];}; if (_gunner > 0) then {"TK_INS_Soldier_EP1" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;this setskill [""general"",1];"];}; if (_commander > 0) then {"TK_INS_Soldier_EP1" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;this setskill [""general"",1];"];}; for "_i" from 0 to _cargo do { "TK_INS_Soldier_EP1" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _name; call compile format["%1 = _veh", _name]; _patrol = [_group, getmarkerpos "objmk1", 200] call bis_fnc_taskPatrol; All work really well, its just the speed?
  25. This works perfect, thanks to all for the help :)
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