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{USI}_Zombie

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Everything posted by {USI}_Zombie

  1. {USI}_Zombie

    SOM and Arty module

    for the radio alpha radio bravo etc, make a trigger, set it's activation to...radio alpha etc, and select repeatedly. You don't need to use these until you already called a support once, since the first time is enabled for you. I haven't needed to name the arty or the transport chopper to get them to work. Put som1 getVariable "initDone" in a game logic's condition and then put [[""transport"", ""aerial_reconnaissance"", ""tactical_airstrike"",""supply_drop""], player] call BIS_SOM_addSupportRequestFunc; in the on activation. Then put another logic with som1 getvariable "initdone" and on activation [[""artillery_barrage""], player, [[]]] call BIS_SOM_addSupportRequestFunc; , make sure you name your som module som1 to get it to work. If you are calling these with triggers and want it to work more than once, make sure you set the trigger to repeatedly also. Hope this helps, and I haven't messed with the acm so I can't help there. You can d/l my completed mission using all these concepts, as well as halo, from here the mission called random specop
  2. thanks for the update kylania. Anyone seen Chris Henderson lately? His website is nonexistant any more, and I was hoping for an update to the briefing wizard for arma2.
  3. {USI}_Zombie

    original tnt missions

    fantastic! getting to work now thanks Zulu1
  4. {USI}_Zombie

    original tnt missions

    does anyone have a link to the tnt map pack? I lost all the maps 3 or 4 reformats ago. I would like to bring some of those great ctf maps up in to the arma2 engine. Thanks
  5. {USI}_Zombie

    Random waypoints changing?

    Got it working by using if (isServer) then { [groupred, 1] setWaypointPosition [position u1, 2500]; };
  6. I have a squad, where the group leader has a placement radius of 3500, and I make a random waypoint by using this init="groupred = group this; [this, ""teamleader""] call (compile (preprocessFileLineNumbers ""init_loadout.sqf"")); [groupred, 1] setWaypointPosition [position u1, 2500]; "; in his init. That all works fine, the problem is, when another player loads the map, it will change the waypoint. Playtesting this on my computer, hosting, I will load the map 1st, then when another player finally gets it downloaded and all, the waypoint will move. I can tell even before I launch the waypoint has moved because I also use this "lz" setMarkerPos getWPPos [groupred,1]; "stp" setmarkerpos getpos leader groupred; and it works too. I can't figure why the setwaypointposition would be re-called by another player when I am only running it from 1 of them.
  7. {USI}_Zombie

    Random waypoints changing?

    Actually I tested it and the 1st waypoint is called 0 in the editor, but the script does need 1 as I did originally. Got the syntax from this thread
  8. {USI}_Zombie

    Deathmatch and briefing

    fair enough, will give it a try ---------- Post added at 12:37 PM ---------- Previous post was at 11:56 AM ---------- I made the tweaks you suggested above, I am sure it will make my coops cleaner but adding case enemy didn't work for my DM. I depbo'd the default BIS deathmatch and found they didn't even use a briefing.sqf. They added this to the init.sqf: _diary = player createDiaryRecord ["Diary", [localize "str_mpdeathmatch_briefing", localize "str_mpdeathmatch_briefing_text"]]; which I modified to _diary = player createDiaryRecord["Diary", ["Info", "<br/>Author - Jinef<br/>Version 1.00 Map by USI Studios<br/>"]]; _diary = player createDiaryRecord["Diary", ["Enemy forces", "<br/>Everyone you see is an enemy."]]; _diary = player createDiaryRecord["Diary", ["Friendly forces", "<br/>There are no friendlies here, kill or be killed."]]; _diary = player createDiaryRecord["Diary", ["Mission", "<br/>Stay alive, kill everyone."]]; and now I get a briefing, in the notes tab when the mission starts.
  9. I have not been able to get the briefing.sqf to work for a deathmatch. I think it is because everyone is side "enemy" and there is no place in the briefing for side enemy. Anyone found a solution to this? Here is the template I use: I even tried changing west to enemy and got an error. /* * Mikey's Briefing Template v0.02 * change the name to briefing.sqf to use in your mission...added by {USI}_Zombie/{USI} Studios * * Notes: * - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and * aids you in preventing using duplicate variable names. * * * Required briefing commands: * - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; * - Create Task: tskExample = player createSimpleTask ["*The Task Title*"]; * - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"]; * * Optional briefing commands: * - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use an existing marker! * - Set the Current Task: player setCurrentTask tskExample; * * Formatting: * - To add a newline: <br/> * - To add a marker link: <marker name='mkrObj1'>Attack this area!!!</marker> * - To add an image: <img image='somePic.jpg'/> * - custom width/height: <img image='somePic.jpg' width='200' height='200'/> * * Commands to use in-game: * - Set Task State: tskExample setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" "CREATED" * - Get Task State: taskState tskExample; * - Get Task Description: taskDescription tskExample; // returns the *task title* as a string * - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure tskExample and the mk_fTaskHint function exist * * * Authors: Jinef & mikey */ // since we're working with the player object here, make sure it exists waitUntil { !isNull player }; // all hip now ;-) waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord["Diary", ["Info", "<br/>Author - Jinef<br/>Version 1.00<br/>"]]; player createDiaryRecord["Diary", ["Enemy forces", "<br/>Enemy forces are expected to consist of lightly armed locals mixed with trained regulars of the enemy. There are regular army aviation support and defence troops stationed at the airfield however after preliminary air strikes white flags have been seen, so we expect little resistance."]]; player createDiaryRecord["Diary", ["Friendly forces", "<br/>1st Platoon will be deployed on the north flank. 2nd Platoon will capture the high ground overlooking the airfield. 3rd platoon will conduct the assault on the airfield.<br/><br/>Due to a risk of mines the first phase of the operation will be conducted dismounted only, the AAVs will hold the beach."]]; player createDiaryRecord["Diary", ["Mission", "<br/>1st Platoon is to secure the northen flank of the island. This will be achieved by Alpha squad securing the town of Kamenyy, with Bravo and Charlie squads provding flank cover. Alpha squad will not proceed further than the limits of advance marked on your maps. 81mm mortar support is on call, however collateral damage is to be avoided at all costs."]]; player createDiaryRecord["Diary", ["Situation", "<br/><img image='pic.jpg' width='200' height='200'/><br/><br/>Prior to our landing on the main island of Chernarus, our marine task force will secure the airfield on the small island of Utes. Our company will be performing the assault with support from the MEU task force units. The island is expected to be defended only very lightly by enemy forces with support from an disgruntled population. The key to our success is to quickly assert control over the island while maintaining civilian infrastructure and dignity."]]; // Secondary Objective tskObj3 = player createSimpleTask["Secondary: Avoid Civilian Casualties"]; tskObj3 setSimpleTaskDescription["The civilians here are relying on us to restore order and let them return to a peaceful life, we can't just blast our way through.", "Avoid Civilian Casualties", "Avoid Civilian Casualties"]; //>---------------------------------------------------------< // Secondary Objective tskObj2 = player createSimpleTask["Secondary: Avoid Friendly Casualties"]; tskObj2 setSimpleTaskDescription["Let's not take any risks. It's not worth going home in a box for this. Stay frosty!", "Avoid Friendly Casualties", "Avoid Friendly Casualties"]; //>---------------------------------------------------------< // Primary Objective tskObj1 = player createSimpleTask["Primary: Secure The Town"]; tskObj1 setSimpleTaskDescription["Your squad has just landed on the beach <marker name='BAlpha'>here</marker>. Your task is to secure <marker name='BObj1'>this</marker> town ahead of the main landing force to ensure safe passage for further combat echelons. Meanwhile Bravo and Charlie squads will secure the enemy compounds on the flank and endeavour to prevent enemy reinforcments reaching the town.", "Secure The Town", "Secure The Town"]; player setCurrentTask tskObj1; }; case EAST: // REDFOR briefing goes here { }; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here { }; case CIVILIAN: // CIVILIAN briefing goes here { }; }; // run this file again when respawning (only setup the killed EH once though) if ( isNil {player getVariable "mk_briefingEH"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; // make sure this path is correct }; }]; player setVariable ["mk_briefingEH", true]; };
  10. {USI}_Zombie

    Random waypoints changing?

    thanks mike, but that is not exactly the problem. I didn't know about what you posted so I did learn something though. The issue is the game is creating a random number somewhere. All units have a placement radius of 3500, which adds a random variable somewhere. Then the command : [groupred, 1] setWaypointPosition [position u1, 2500]; if I understand it, sets groupred's waypoint 0 (in the editor it's wp 0) to a random position in the radius of 2500, centered on unit u1, again somewhere in the background. Can I put my above code in the init.sqf prefaced with if (isServer) then ? if (isServer) then { [groupred, 1] setWaypointPosition [position u1, 2500]; }; ?
  11. I have HALO working as well as advertised, but the main problem is that the halo script will always make me face north. I want to point at a dynamic marker so I tried [u1, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u2, 1800] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u3, 1850] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u4, 1875] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u5, 1900] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u6, 1950] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u7, 1975] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" [u8, 2050] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" _lzpos = getMarkerPos "lz"; _dropDirection = (position player select 0) - (_lzpos select 0) atan2 (position player select 1) - (_lzpos select 1); player setdir _dropDirection; but still I always point north. I doublechecked all names and they are correct
  12. {USI}_Zombie

    SOM and Arty module

    I haven't tried it, but don't see why it wouldn't work with a trigger. Change the trigger from "radio Alpha" to west present, or whichever side.
  13. {USI}_Zombie

    Group name in Lobby

    Yes, I did read the first post. If you aren't trying to help with the problem why are you being rude to those of us that are? As ck-claw said, if you put a name in the units description, it will show in the multiplayer lobby. Problem is, if that is not what the OP is looking for, we need more info to answer the question, so Rainbow, what exactly are you trying to do?
  14. {USI}_Zombie

    SOM and Arty module

    The first time you want to use them, just do it with a trigger activated by gamelogic. For subsequent requests yes, you need a radio trigger. I made a radio trigger for each request seperately ie: radio bravo [["transport"], player] call BIS_SOM_addSupportRequestFunc; radio charlie [["aerial_reconnaissance", player] call BIS_SOM_addSupportRequestFunc; and so on. I have also discovered something in the wiki just this afternoon: for the som to call arty, you don't need to create a battery in advance! It will create a virtual battery, seems to be about 3 guns. It says the virtual battery is m119's and I have tested it, all arty fire missions are available. I have already updated my mission wip. Change [["artillery_barrage"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; everywhere I told you before to [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc; , this is great because you don't need to worry about min/max range or physically place a battery on the map. You need to use the method I described in earlier posts if you want a different type battery, or want more "realism", and pay attention to min/max. Hope your mission is coming together as well as mine is! I missed a question in one of your earlier posts, a CAS airstrike is a jet or 2 coming over to bomb your target. It is a Harrier for west, dunno for east.
  15. {USI}_Zombie

    SOM and Arty module

    no, airstrike is something else entirely. to use all the support options: create trigger activation game logic condition som1 getVariable "initDone" on activation: [["transport", "aerial_reconnaissance", "tactical_airstrike","supply_drop"], player] call BIS_SOM_addSupportRequestFunc; It's better to not put artillery in this one so you can have all the different arty options. when you call an airstrike, it will ask you where, click on the map, then shoot the target with your laser designator.
  16. {USI}_Zombie

    SOM and Arty module

    yes, each gun will fire 9 or 10 times, so the bigger the battery the bigger the effect, tested only with m119 though, haven't tried with other pieces
  17. {USI}_Zombie

    SOM and Arty module

    Strange, it should work ONCE without the radio. When you call for arty, and are directed to give coordinates, the map will show the min and max ranges of the arty by drawing circles. AFAIK the mlrs max range will cover the entire playable area
  18. {USI}_Zombie

    Group name in Lobby

    see if this helps wiki entry
  19. Most modules are well explained here, sadly not all of them are though. Weather: seems to only change the appearance of the clouds Ambient Animals: ?, aren't there always ambient animals Military Symbols: haven't tried, will investigate Preload manager: ? Strategic reference layer: ? Surrendering: ? Warfare: Seems to set up warfare style play, are there any params though?
  20. {USI}_Zombie

    SOM and Arty module

    here is how I did it: sychronize the arty module with the group leader of your battery name the arty module Ripper synchronize the som module with your infantry group leader name the som module som1 create a game logic condition of the logic som1 getVariable "initDone" on activation of the logic [["artillery_barrage"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; if you want to call arty multiple times create a trigger activation radio alpha on activation [["artillery_barrage"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; make sure your infantry group leader has a laser designator All this works like a champ for me. You do have to wait a few seconds for the arty to be available, a hint on the screen will tell you. Hope this helps
  21. {USI}_Zombie

    Camera and cinema border

    It's pretty much been that way since OFP for cutscenes. That's why I use title.sqs for mp instead of intro.sqs because intro.sqs seems somehow tied to sp. I never use the intro area in the editor because it seems to only work in sp. Hope you can get it to work somehow to suit your needs, wish I was able to help more....
  22. {USI}_Zombie

    Camera and cinema border

    I see you are using _cam camSetPos (ship1 modelToWorld [0, 100, 20]); , I don't know what that is for, honestly never tried it. Think I may have just figured out the issue from what you said...are you making a sp or mp mission? I remember that there is some difference between them. I am using my script in an MP mission. I am also using 1.03. Here is my entire script btw ;;Called from unit: West - marker2 ~.001 titlersc ["starttext1","Plain",1] ShowCinemaborder true _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal", "back"] ;;_cam camcommit 0 _cam camsettarget Marker2 _cam camsetrelpos [-2,10,1] _cam camcommit 0 ; Fade in from black the title. Fade will be 6 seconds long titleCut ["USI Studios Present","BLACK IN",6] ~6 ; Fade in from black the tutorial title. Fade will be 5 seconds long titleCut ["A Deathmatch","PLAIN",5] ~5 _cam camsettarget churchcam _cam camsetrelpos [-2,10,30] _cam camcommit 5 titleCut ["On the ship","PLAIN"] ~3 titleCut ["it seems the Roof Rats have gone wild","PLAIN"] ~4 titleCut ["","PLAIN"] ~1 ; Example : Adding text to middle of screen titletext ["{ U S I }\n\nR O O F R A T S","BLACK OUT",6] ; Wait another 6 seconds ~8 ; Clear the text in the middle of the screen titleCut ["","BLACK IN",3] titletext ["Go! Go! Go!","PLAIN DOWN"] ; Revert back to player view ;player cameraEffect ["zoomin","back"] _cam cameraeffect ["terminate", "back"] camdestroy _cam ; Exit this script exit I have tried it both ways in my editor, preview mode, but I admit I haven't tried it by exporting to multiplayer and trying it there
  23. {USI}_Zombie

    Camera and cinema border

    strange, it seems to work for me either way. My script starts: ShowCinemaborder false _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal", "back"] and if I change it to ShowCinemaborder true it also works as expected My intro cutscene is named title, and yes I still use sqs, hence title.sqs. If you are using *.sqf maybe that's the issue?
  24. {USI}_Zombie

    Respawning on LHD

    maybe this has been fixed in a patch? I just tried it and I always respawn on the deck of the ship. respawn_west marker size is critical though. Now if I could just figure out how to get OBJECTS to start on the flight deck instead of underneath Men seem to start at the lowest accessible level, which is the flight deck but any editor placed object starts in the water.
  25. {USI}_Zombie

    An issue with minimizing ArmA 2

    oops, yes -window, I use arma2 launcher to start it in window mode. On my screen I can BARELY see the top blue bar, and on the bottom I can see my quicklaunch bar and start button. I have always had trouble doing alt-tab until I started using window mode.
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