Jump to content

thegunnysgt

Member
  • Content Count

    281
  • Joined

  • Last visited

  • Medals

Everything posted by thegunnysgt

  1. I'm trying to create a script that will check for a players distance to another player, if they are close enough to each other it joins them into a group. I want it to do this until all players on the map are within the same group, as they find each other spread about the area, and when they all get together after joining through their own little squads have one group leader whenever they come across that player (the 1st playable unit in the list when you select your unit at the start of the mission). Here is what I have so far, pretty rough, but I'm learning. I know I need a loop, but not sure what to put for the condition. Perhaps something to check if all players are within the same group, I don't know?? while { } do { { if ((player distance _x) <= 100) then { player joinSilent _x }; } foreach playableUnits; sleep 10; };
  2. Thanks shk, I'm pretty good with scripting, but I would have never figured this out without help. Do I need to do anything particular with the units in the editor, like give them ranks or anything, mainly the squad leader?
  3. Wow thats a lot, I figured it would be something small, I'll test it out. Could you enlighten me and explain a bit of what's going on, I can tell sort of by going through it, but I'm not familiar with some of whats there..
  4. Under the Advanced Topics section of the SecOps Wiki, it mentions that you can insert callsigns: callsigns (leader of group, leader speech used, hq, hq speech: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]) I noticed that when I insert my own callsigns, and SecOps comes over the radio, the callsigns are blank, I don't hear either HQ or my person saying what I have put in for them to use. I know it's because I don't have any audio that represents what I have in place, but my question is how do I?
  5. I have a C130 that players will be jumping from, it is 2500m ASL, but my light doesn't want to glow like it did on the ground when I was testing to get it into the right spot before I moved the plane to 2500. On the ground it lights up very well and just how I want it, but at 2500 you can't even see the light unless you're right on top of it and even then it is really really dim to the point of barely knowing it's there. I've tested it out a few times at different heights, and it seems like the light stops shining normal at around 50m or so and starts to be non visible/dim. Any ideas?
  6. Yeah, I didn't make it clear enough either. All good. Have any ideas as to why when you get higher up the light practically disappears? If I have to I can simply have the C130 at a low altitude and then when it's time to jump, bring it up to my jump altitude, but that would be the last thing I would want if I can help it. I also, noticed that flashlights don't work up past around 50 as well, same with the light, but they just don't work..
  7. The light is attached to the inside of the C130 (static), and I'm inside it as well. Thats is where I'm jumping from, 2500m above sea level using setPosASL. When the plane and light is around 50 the light is shining perfectly and nothing is wrong, it is when the plane and light is at 2500 where I want it to be, the light is then practically non existent, unless you get right up to it and even then you can't even see it, you can just faintly see something is there.
  8. thegunnysgt

    Static C130 and HALO?

    How can we have a player's chute automatically open if they are under a specific height, sort of a safety measure so if they forget or don't open it in time. I've looked into the halo function, but can't make sense to it all. What function(s) do I need to use to start the free fall and then finally open the chute automatically, and how do I implement them. Too bad BIS didn't make this easy for use to use. UPDATED: Found out this will open up the chute at anytime when you want it in a script. [_unit] spawn BIS_fnc_halo; Now I just need to know how to get into free fall...
  9. Hello, two things.. I've never wanted or needed to use titles until now, I'm having some dificulity with the timing of them. The wiki never clearly states the appropriate numbers that the timing of the titles can have, is it in seconds, are there set numbers that have to be used such as from 0 to 1. I've tinkered with the timing, but every time I change it to something it changed alot and I can't get the timing I would like. I have a title that I would like to last atleast 3 or 4 seconds, then fade out for about the same amount of seconds. The second is, how can I detect when a specific building on the map has been destroyed, it is an objective that must be completed. Thanks!
  10. I've looked at all the commands that I could find, but couldn't fine one that returned the unit that is using a backpack. Similar to the 'vehicle' command where it returns the vehicle that player is using, but instead it's a backpack. How can I get the unit information when they have a backpack, if possible?
  11. Does anyone know how the Arrowhead parachute training mission was created, I'd like to incorporate the static C-130 and sounds from it, so I can have my guys walk out the back. Would there be a way to detect when the ramp opens on that C-130? Also, does anyone know how they created the hints for OA, for the training missions?
  12. I've opened up the pbo, but I haven't found anything like what you have. Can you tell me exactly where you found that, and other related files to it. Thanks!
  13. How can one set probability of presence in script, when you want to use the createvehicle. There are some objects I want to have created mid mission, but I want some probability to them. I can't find a command for it??
  14. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    How can I specify a particular player using the following? I have my mission, selecting a player at random and have the AC-130 called using this line. nul = []spawn{waitUntil {(LDL_initDone)};nul = [getPos player, 1000, 1000, true]call LDL_ac130_rot_setup;};
  15. Two things.. How can I select a random player out of all players in a mission, and have that particular player assigned to do something? Same as above, but instead of in being random have it based off of their name. So if I'm in a mission, thegunnysgt, it will always pick me instead of being random. I sort of remember this one, from when I did something similar in ArmA, but that was too long ago. Thanks!
  16. For some reason playableUnits isn't returning anything? This is what I have in the script.. if ((name playableUnits) == "thegunnysgt") then { _unit = "thegunnysgt"; } else { _unit = playableUnits select floor (random count playableUnits); }; _unit exec "script.sqf";
  17. Thanks, I thought what I had down for the name was correct, but since it was so long I wanted to make sure, and I didn't know how to do the random player.
  18. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    Could we have a way to turn off the hint's at the bottom of the screen, with the exception of the one that shows wha key to hit to display them on the screen?
  19. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    I think I've found a better solution to implement the AC-130 in my mission, that is more beneficial to the mission than my current method. With that said, what command is used to issue the AC-130 to rotate at a new point (when you right-click)? How can I spawn an AC-130 at a specific location on the map, and specify a specific player to be the gunner? I've looked over the script commands, but I'm not sure exactly how make it possible. I want to basically do the same as the on map click method, but do it all within the mission and not rely on player interaction so whenever I like it automatically spawns the AC-130 and puts whatever player I had chosen in the gunner position.
  20. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    I'm using the addon version and the following command to start it: nul = []spawn{[Plane, 1000, 1000, false]call LDL_ac130_rot_setup;}; I noticed that an enemy Tunguska shot at me before it put me into camera view, once in camera view it stopped shooting at me. Is there something keeping/stopping the enemy from seeing me and to stop shooting?
  21. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    Is it possible to use the script init lines to start and stop the AC-130 whenever we like if we use the addon version?
  22. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    Yes, you copy everything from the example mission folder, with the exception of the mission file. If you already have a init.sqf or description.ext file than simply add the lines of code that is in the example mission files to those already in your mission. You will need to then insert a C-130, laptop, or however you choose to use the AC-130 scripts in your mission.
  23. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    The way you has it setup in the first set of scripts before 0.3 where we could edit the settings of the AC130 in that one script was perfect. Could we get something similar in this version?
  24. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    Oh yeah!? I think I know why, I duplicated your wp example mission and placed it into your v0.3 example mission, I had very little time to transfer files and throw together a test mission when I did the testing so I simply used your other mission that already had everything there. I'll do another test in the mission where I plan on implementing this when I get more time later and post up the results. If I use the method to place a player in the copilot seat of the C130 in camera view, when the C130 reaches the wp is there an easy way to transition into the full AC-130 script such as in your wp example, since I've noticed that the copilot method can't control where the C130 goes by right clicking. Would I need to use the stop script method to stop the copilot script, before the full AC-130 scripts start to allow for the control of where the C-130 rotates. Btw.. I'm sorry for all the questions, I don't want to seem like I'm doing things that are aggregating, just trying to use your scripts to the fullest potential and to find new ways to create missions.
  25. thegunnysgt

    AC-130 Script for ARMA2 (0.3)

    In your waypoint example I get moved into the camera view when it reaches the wp, but when I duplicated the same waypoint, plane, and player in another test all I get is a rotating plane, nothing more. No camera view or anything, just me watching from the ground??? Although I think I know how to avoid the HUD problem I found earlier, with the turning point in the middle, where I can't control it until I hit ESC, by using: LDL_ac130_abort = true; In the same init of a waypoint to stop any AC130 code/script from being used, and then immediacy after start it back up again so the player can control where the AC130 fly be right-clicking and so forth.
×