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talkinBEERmug

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Everything posted by talkinBEERmug

  1. Here is my problem, I want the players to look like civilians, but not be civilians, Im using triggers to call on other scripts, but I cant have the activation be civilians because we are driving a car, and arma thinks all empty props are civilian. I tryed to make my players join or group with bluefor, or rac, but then he starts giving us commands, even when I sent joinsilent and kill the man he still shows up on the screen to move to him. So I need a way to start as a civilian then change to bluefor, or rac, so my triggers will work.
  2. I need a script, or a trigger to call a script when a player is going too fast. I want to be able to keep the speed of the players car to slow. In my mission the players are driving a car through enemys, they are trying not to bring suspicion on themselves, if they drive fast they will bring suspicion on themselves,that's when I want to call the script set captive false so the enemy will engage them.
  3. talkinBEERmug

    a script to maintain speed

    Works perfect, thank you sir.
  4. talkinBEERmug

    Switching Sides in mission.

    thank you kronsky, I forgot all about that. that works perfect.
  5. talkinBEERmug

    Switching Sides in mission.

    Thx for the answers, cjtroop what is the default for the "T" key, and if its somthing to do with switching players in single player, I need this for MpMission. Kronzky I understand what your saying but do not know how to change the activation of the trigger to what your saying, but I think I will still have the same problem if I can because I need my civlians to become enemy of east in view of east, thats where my problem starts, if I use the setfriend command in view of east they will target me as a enemy but not shoot at me. I figured out how to do what I need, by grouping the civs to west in the editor, then when map starts the west dies in view of the civs, at that point the civ1 takes the leader role, and he is now bluefor for triggers, and east, then I setcaptive on him so east wont target him. The setcaptive command works even if they are in view of you. My new problem is I dont want to have a dead west soldier and me radioing "Oh No 1 is down, this is blah...".
  6. In MP dedicated server my triggers are working, but I have sounds that im trying to play when the trigger activates, two of them wont play at all, and the one time I heard the third one it was really late. If any one can help me with getting the trigger sounds to work, or I dont mind playing the sound thru a script, but I want the sound to come from a spot on the map, not just all around the player. It is the alarmbell sound, and the house destruction sound.
  7. talkinBEERmug

    Groups

    This is kind of a noob question but I do need to know. How do you set the name of your group, I have a group with 1 leader, do I just do this script in the init of the leader: p1 setgroupid ["Delta","GroupColor4"] Or do i have to do this in each soldier on the wiki it says this group1 setGroupId ["Delta","GroupColor4"] that says to me that some one has named there group "group1", but how do you name your group. I dont remember when you add a group if there is settings page that pops up, and even if there is what if you grouped people your self how do you give them a group name to setgroupid.
  8. talkinBEERmug

    Trigger Problems In MP dedicated

    As I tryed few more things I found out if you start within or next to the trigger it does work. Â But in my mission I start far away from the trigger ill do a lil more work to see if I make the trigger bigger if it will work. Here is what I found out, no matter how big the tirgger area is it will not sound the trigger if I spawn(start) my guys so far away. Here is an example of my trigger: Triggername: alarm Activated by: Civilian Present Play Sound on Trigger: playalarmbell now this does not work if I spawn my guys like 3000 meters away, but if they are within 500-1000 meters it works fine. im going to test to see if I wait like 5 mins if it will not work, im think it takes about 5 mins to fly there so that mite be why it is not working.
  9. talkinBEERmug

    SetFriend and ammo crates

    Im having the west shoot civs, the setfriend command is working fine for this, it is not taking away points for killing them, and it is treating them as enemies. The only problem im having with setfriend command is that it is messing with the ammo crates. the reason i need the east to be friends to the Civ is im using a Mi17 with a east crew, I group the mi17 to a west ai, so they will not fire on west, and west ai will not fire on them, but when you look at the chopper it shows up as red, enemy. When I do the setfriend with the east and west it shows up green. The way im getting around this now is im taking out the setfriend for east and west and just putting up with the red Mi17, and im calling the setfriend for west and Civ later after you have got your weapons.
  10. I have this in my init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CIVILIAN setFriend [west, 0] WEST setFriend [civilian, 0] When this command runs I can no longer get into ammo boxes, any ammo boxes. It will not give me the icon for gear on the ammo box. Even when I switch thru the menu it will not let me look in the box. any one know how I can get around this?
  11. talkinBEERmug

    SetFriend and ammo crates

    I can take weapons off their bodies after they die, and I dont think it is just the Civ setfriend command cus I also have this one. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">east setFriend [west, 1] WEST setFriend [east, 1] CIVILIAN setFriend [west, 0] WEST setFriend [civilian, 0] any time I set freind with west it messes up the ammo crate
  12. talkinBEERmug

    how do you change an unit's side?

    In my missions I wanted the Civ to attack west, and west attack Civ off the bat. What I ended up doing is in my init.sqs I used the setFriend command. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">west setFriend [civilian, 0] civilian setFriend [west, 0] If you only set one then one side would see them as enemy and one whould not see them as an enemy.
  13. talkinBEERmug

    how do you change an unit's side?

    In my missions I wanted the Civ to attack west, and west attack Civ off the bat. What I ended up doing is in my init.sqs I used the setFriend command. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">west setFriend [civilian, 0] civilian setFriend [west, 0] If you only set one then one side would see them as enemy and one whould not see them as an enemy.
  14. New to the forums here, Im about 15 hours into my first mission, im new to the whole ofp and arma editing, but I have figured out enought to make this mission really cool, random spawn points for my hostages, hostaged script, calling helo for pickup, insertion, extraction, now I get this all to work when I test it, and when I host and im the leader everthing works fine. Â The problem starts when im hosting, and some one else takes leader, or when I put it on a dedicated server. Alot of my scripts and AI dont work right. Â Ill give you one of the examples off the top of my head. Â When I host and some one else is leader, or im running the server on a dedicated server, you can order the ai into a chopper and they get in, but you cant get them out of the chopper. Â This works if im host, and im leader, or when I test it in the missions editor. I have tried to trigger dogetout, commandgetout, even telling them in game to disembark and they dont get out, the only thing I can think is that the chopper is set to land "get in" so if it is on get in they wont get out, but why would it work if I lead, or if im in the missions editor. Can anyone help me with this script, or tell me why MP reacts differently then SP. Here is the example of the script: Trigger: on: RadioAlpha on Act: chopper domove pickup(trigger) Trigger: on: none condition: (chopper alive) and (chopper distance p1 < 100) on Act: chopper land "get in"
  15. talkinBEERmug

    Mp mission problems

    So the _ means local, and the name is global, so in this code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{unAssignVehicle _x} forEach units _grp1 ~1 {doGetOut _x} forEach units _grp1 it should be this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{unAssignVehicle _x} forEach units grp1 ~1 {doGetOut _x} forEach units grp1 right? Thx for the help
  16. talkinBEERmug

    Mp mission problems

    As it is now, I have this in my init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1 = group p1 and I know it is putting me in the right group because when I do some of my triggers it executes the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">leader grp1 sidechat "blah" this does work, and it finds the leader of grp1 and does the side chat. Now should my init.sqs read like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_grp1 = group p1 or do I have to list both like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_grp1 = group p1 grp1 = group p1
  17. talkinBEERmug

    Mp mission problems

    I put this in a sqs file that I call buy a trigger radio alpha <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{unAssignVehicle _x} forEach units _grp1 ~1 {doGetOut _x} forEach units _grp1 I put this code in my init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1 =Â group p1 Still not working in dedicated server, even when I was testing in the editor it was not working.
  18. talkinBEERmug

    Mp mission problems

    Thx ill try that tonight when i get home from work.
  19. talkinBEERmug

    Groups

    Thx again.
  20. talkinBEERmug

    Groups

    player, or unit1 is the leader of the group correct? thx for the reply
  21. talkinBEERmug

    Trigger to dedect civvies

    Im a noob to scripting in arma too, but I have done some coding in the past. Â The way I would do this in the coding is make an if statment. Example if Civ1 dead +1 do that for each civ, then have another if statment if 40 hit(40 dead civ) then call mission end. Â you would have to put this in the loop.sqs i think. Now I know the basic how to do it, but I have no idea how to get it to work in arma. Â But I think that would be the best way to do it in arma, mayb some one can plug in the right commands and just use that +1 idea. Sorry could not be of more help.
  22. I have a mission where I want Civs to have guns, and west attack them, and I want the Civs to attack west off the bat. I put this in my init.sqs: Civilian setfriend [west, 0] west setfriend [civilian, 0] This works fine for me, It should work if you call it in a trigger, only thing where it mite be different from your is in my mission button I have RACS friendly to nobody.(if you have RACS friendly to nobody Civs with guns will shoot everone but Rac troops, but east and west will not shoot Civ even if they have a gun and shooting at them) What mite work for you is to put a trigger to give the civ weapons, and make sure in your missions options Rac friendly to nobody.
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