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-Total-

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  1. Here is the EventS script (forgot this in my first post) I can see what you're saying, but I don't see how it would fit within the script here....... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EVO_Delete = { _grp= _this select 0; rscripts=rscripts+1; _time = 1.0 + (random 2.5); _all = units _grp; _count = (count units _grp)-1; sleep _time; while {_count >= 0} do { _man = (units _grp select _count); _unit = vehicle _man; if (not (_unit isKindOf "Man") and not (isNull _unit)) then { deletevehicle _unit; _man removeAllEventHandlers "killed"; deletevehicle _man; }; if ((_unit isKindOf "Man") and not (isNull _unit)) then { _man removeAllEventHandlers "killed"; deleteVehicle _unit; }; _count = _count-1; }; rscripts=rscripts-1; }; EVO_functest = { _num = _this select 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { hint format["%1 inloop ftest",_num]; sleep 1.0; }; }; EVO_gRecy = { _grp = _this select 0; _tag = "notset"; _alist = objNull; _tag = _this select 1; _alist = _this select 2; //hint format["alist=%1",_alist]; rscripts=rscripts+1; egroups = egroups+1; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { if(count units _grp == 0) then {_loop=1}; sleep 8.0+(round random 1); }; if (count list _alist > 0) then { switch (_tag) do //who died where? { case "parinf": { parinf = parinf-1; lastalert="mobj1"; }; case "parmec": { parmec = parmec-1; lastalert="mobj1"; }; case "sominf": { sominf = sominf-1; lastalert="mobj2"; }; case "sommec": { sommec = sommec-1; lastalert="mobj2"; }; case "cayinf": { cayinf = cayinf-1; lastalert="mobj3"; }; case "caymec": { caymec = caymec-1; lastalert="mobj3"; }; case "dolinf": { dolinf = dolinf-1; lastalert="mobj4"; }; case "dolmec": { dolmec = dolmec-1; lastalert="mobj4"; }; case "ortinf": { ortinf = ortinf-1; lastalert="mobj5"; }; case "ortmec": { ortmec = ortmec-1; lastalert="mobj5"; }; case "corinf": { corinf = corinf-1; lastalert="mobj6"; }; case "cormec": { cormec = cormec-1; lastalert="mobj6"; }; case "obrinf": { obrinf = obrinf-1; lastalert="mobj7"; }; case "obrmec": { obrmec = obrmec-1; lastalert="mobj7"; }; case "baginf": { baginf = baginf-1; lastalert="mobj8"; }; case "bagmec": { bagmec = bagmec-1; lastalert="mobj8"; }; case "epoinf": { epoinf = epoinf-1; lastalert="mobj9"; }; case "epomec": { epomec = epomec-1; lastalert="mobj9"; }; case "masinf": { masinf = masinf-1; lastalert="mobj10"; }; case "masmec": { masmec = masmec-1; lastalert="mobj10"; }; case "pitinf": { pitinf = pitinf-1; lastalert="mobj11"; }; case "pitmec": { pitmec = pitmec-1; lastalert="mobj11"; }; case "chainf": { chainf = chainf-1; lastalert="mobj12"; }; case "chamec": { chamec = chamec-1; lastalert="mobj12"; }; default { }; }; }; deleteGroup _grp;egroups = egroups-1; rscripts=rscripts-1; }; EVO_Lock = { _vec = _this select 0; if(Param1 == 7) then {_vec lock true} else {_vec lock false}; }; EVO_Taxi = { for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _pos = GetMarkerPos "Respawn_West"; _pilot = createGroup (west); "SoldierWB" createUnit [_pos, _pilot]; _pi =(leader _pilot); _pi setIdentity "thedood"; _pi setcaptive true; _heli = ObjNull; for [{_loopa=0}, {_loopa<1}, {_loopa=_loopa}] do { sleep 4; _objs = nearestObjects [_pi, ["MH6"], 200]; _heli = ObjNull; {if(isNull driver _x) then {_heli = _x}} forEach _objs; if(not isNull _heli) then { _pi assignAsDriver _heli; [_pi] orderGetIn true; Waituntil {not isNull (driver _heli)}; if((driver _heli) == _pi) then {_loopa=1}; }; }; _heli setcaptive true; _wbase = "HeliHEmpty" createVehicleLocal _pos; _pilot setBehaviour "CARELESS"; _targ1 = position mresc; _heli engineon true; while {canmove _heli} do { Waituntil {count crew _heli > 3}; _targ2 = GetMarkerPos lastalert; _targ = [(_targ2 select 0),(_targ2 select 1)+600,(_targ2 select 2)]; _wbase setpos _targ; _pi commandMove _targ; Waituntil {_heli distance _targ < 200 or not(canmove _heli)}; commandGetOut _pi; Waituntil {(position _pi select 2) < 8 or not(canmove _heli)}; commandStop _pi; Waituntil {count crew _heli == 1 or not(canmove _heli)}; _pi commandMove _targ1; Waituntil {_heli distance _targ1 < 200 or not(canmove _heli)}; commandGetOut _pi; Waituntil {(position _pi select 2) < 8 or not(canmove _heli)}; commandStop _pi; }; waitUntil {not (alive _heli) or isNull (driver _heli)}; if (alive _pi) then {_pi setdammage 1}; sleep 10.0; }; }; EVO_Erefway = { _pos = _this select 0; _grp = _this select 1; _radio = _this select 2; _list = _this select 3; _enemy = objNull; _epos = _pos; if(count list _list > 0) then { _enemy = (list _list select 0); //hint format["bguy %1",(list _list select 0)]; _epos = position _enemy; }; _wp = _grp addWaypoint [position _radio, 0]; _wp1 = _grp addWaypoint [_epos, 0]; _wp2 = _grp addWaypoint [_pos, 300]; _wp3 = _grp addWaypoint [_pos, 300]; _wp4 = _grp addWaypoint [position _radio, 0]; [_grp, 5] setWaypointType "CYCLE"; }; EVO_Erec = { //[etrigger,wtrigger,completed,infantry,mecinized] rscripts=rscripts+1; _placetag = _this select 0; _list = _this select 1; _disable = _this select 2; _exitcond = _this select 3; _inf = _this select 4; _mec = _this select 5; _radio = _this select 6; _newgrps = []; _newigrps = []; _newmgrps = []; _rndpoints = []; _offobj = objNull; _taginf = ""; _tagmec = ""; _taginf = format["%1inf",_placetag]; _tagmec = format["%1mec",_placetag]; //_civs = [placetag,_list,_disable,_exitcond,_inf,_mec] execVM "scripts\CRecruit.sqf"; if (not _exitcond) then { {if(_x isKindOf "OfficerE") then {_offobj = _x}} forEach list _list; _pos = position _list; _pos1 = [(_pos select 0)+300,(_pos select 1),(_pos select 2)]; _pos2 = [(_pos select 0),(_pos select 1)+300,(_pos select 2)]; _pos3 = [(_pos select 0)-300,(_pos select 1),(_pos select 2)]; _pos4 = [(_pos select 0),(_pos select 1)-300,(_pos select 2)]; _outpoints = [_pos1,_pos2,_pos3,_pos4]; //Officer defence if (not isNull _offobj) then { _grp = createGroup (east); _unit = _grp createUnit ["SquadLeaderE", position _offobj, [], 0, "FORM"];[_unit] join _grp; _wp = _grp addWaypoint [position _offobj, 0]; _wp2 = _grp addWaypoint [position _offobj, 50]; _wp3 = _grp addWaypoint [position _offobj, 50]; _wp3 = _grp addWaypoint [position _offobj, 50]; _wp3 = _grp addWaypoint [position _offobj, 50]; [_grp, 5] setWaypointType "CYCLE"; _recy = [_grp,_taginf,_disable] spawn {[_this select 0,_this select 1,_this select 2] call EVO_gRecy}; //hint format["tag=%1",_taginf]; _newgrps = _newgrps + [_grp]; }; //Radio defence _grp = createGroup (east); _unit = _grp createUnit ["SquadLeaderE", position _radio, [], 0, "FORM"];[_unit] join _grp; _wp = _grp addWaypoint [position _radio, 0]; _wp2 = _grp addWaypoint [position _radio, 50]; _wp2 = _grp addWaypoint [position _radio, 50]; _wp2 = _grp addWaypoint [position _radio, 50]; _wp3 = _grp addWaypoint [position _radio, 50]; [_grp, 5] setWaypointType "CYCLE"; _recy = [_grp,_taginf,_disable] spawn {[_this select 0,_this select 1,_this select 2] call EVO_gRecy}; _newgrps = _newgrps + [_grp]; _i=0; while {_i <= _inf} do { _grp = createGroup (east); _unit = _grp createUnit ["SquadLeaderE", _pos, [], 300, "NONE"];[_unit] join _grp; _posasl = getPosASL _unit; if ((_posasl select 2) < 1.0) then { _unit setpos _pos; }; _recy = [_grp,_taginf,_disable] spawn {[_this select 0,_this select 1,_this select 2] call EVO_gRecy}; if(round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp addWaypoint [_pos, 400]; _wp3 = _grp addWaypoint [_pos, 400]; [_grp, 3] setWaypointType "CYCLE"; }; _newigrps = _newigrps + [_grp]; _i = _i+1; sleep 0.1; }; _i=0; while {_i <= _mec} do { _grp = createGroup (east); _unit = _grp createUnit ["SoldierECrew", _pos, [], 300, "NONE"]; [_unit] join _grp; _recy = [_grp,_tagmec,_disable] spawn {[_this select 0,_this select 1,_this select 2] call EVO_gRecy}; if(round(random 1) == 1) then { _wp = _grp addWaypoint [(_outpoints select 0), 0]; _wp2 = _grp addWaypoint [(_outpoints select 1), 0]; _wp3 = _grp addWaypoint [(_outpoints select 2), 0]; _wp4 = _grp addWaypoint [(_outpoints select 3), 0]; _wp5 = _grp addWaypoint [(_outpoints select 3), 0]; [_grp, 5] setWaypointType "CYCLE"; }; _newmgrps = _newmgrps + [_grp]; _i = _i+1; sleep 0.1; }; _newgrps = _newgrps+_newigrps+_newmgrps; _i=0; while {_i < count _newgrps} do { _unit = leader (_newgrps select _i); if (leader _unit == _unit and _unit isKindOf "Man") then { _grp = group _unit; _pos = position _unit; if (_unit isKindOf "SoldierECrew") then { _allvecs = ["BMP2","BRDM2","UAZ_AGS30","UAZMG","T72","BRDM2_ATGM","D30","DSHKM","AGS"]; _posasl = getPosASL _unit1; if ((_posasl select 2) < 1.0) then { _allvecs = ["BMP2","BRDM2","BRDM2_ATGM"]; }; _max = (count _allvecs)-1; _vec = createVehicle [_allvecs select (round random _max), _pos, [], 0, "NONE"]; _vec addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; [_vec] call EVO_Lock; _unit = _grp createUnit ["SoldierECrew", _pos, [], 300, "NONE"]; [_unit] join _grp; if(typeOf _vec == "D30" or typeOf _vec == "DSHKM" or typeOf _vec == "AGS") then { (units _grp select 0) moveInGunner _vec; (units _grp select 1) assignAsGunner _vec; } else { (units _grp select 0) moveInDriver _vec; (units _grp select 1) moveInGunner _vec; }; if ((round random 1) == 1) then { _vec2 = createVehicle [_allvecs select (round random _max), _pos, [], 0, "NONE"]; _vec2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; [_vec2] call EVO_Lock; "SoldierECrew" createUnit [_pos, _grp]; "SoldierECrew" createUnit [_pos, _grp]; if(typeOf _vec2 == "D30") then { (units _grp select 2) moveInGunner _vec2; (units _grp select 3) moveInCargo _vec2; } else { (units _grp select 2) moveInGunner _vec2; (units _grp select 3) moveInDriver _vec2; }; }; }; if (_unit isKindOf "SquadLeaderE") then { _allunits = ["SoldierEMG","SoldierEAT","SoldierEAT","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB","SoldierEAA","SoldierEAA"]; _max = (count _allunits)-1; _count = (round random 6)+4; _j = 0; while {_j <= _count} do { _unit = _grp createUnit [_allunits select (round random _max), _pos, [], 10, "FORM"]; [_unit] join _grp; _j = _j+1; sleep 0.1; }; }; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _grp); /* _allbeh = ["SAFE","AWARE","COMBAT","STEALTH"]; _max = (count _allbeh)-1; _grp setBehaviour (_allbeh select (round random _max)); _allcom = ["YELLOW","RED"]; _max = (count _allcom)-1; _grp setCombatMode (_allcom select (round random _max)); */ if((random 1) > 0.75) then {_grp enableAttack true}else {_grp enableAttack false}; _grp setBehaviour "AWARE"; _allform = ["COLUMN","STAG COLUMN","WEDGE","ECH LEFT","ECH RIGHT","VEE","LINE"]; _max = (count _allform)-1; _grp setFormation (_allform select (round random _max)); }; _i = _i + 1; sleep 0.1; }; if (debug) then {hint format["%1 inf=%2 mec=%3 tag=%4",(count list _list),_inf,_mec,_taginf]}; waitUntil {(count list _disable) == 0 or _exitcond}; if (not _exitcond) then { _i = 0; while {_i < count _newgrps} do { if (not isNull(_newgrps select _i)) then { _del = [_newgrps select _i] spawn {[_this select 0] call EVO_Delete}; }; _i = _i + 1; sleep 0.1; }; }; rscripts=rscripts-1; }; }; EVO_VecRc = { _time = 1+(random 1); sleep _time; vscripts=vscripts+1; _vcl = _this select 0; //if ((local server)) exitwith {deleteVehicle _vcl}; _rtime = _this select 1; _respawnpoint = position _vcl; _azimut = direction _vcl; _civcars = [ "Skoda", "SkodaBlue", "SkodaRed", "SkodaGreen", "datsun1_civil_1_open", "datsun1_civil_2_covered", "datsun1_civil_3_open", "hilux1_civil_1_open", "hilux1_civil_2_covered", "hilux1_civil_3_open", "Bus_city", "car_hatchback", "car_sedan"]; _max = count _civcars; _zone = createTrigger ["EmptyDetector", _respawnpoint ]; _zone setTriggerActivation ["WEST", "PRESENT", false]; _zone setTriggerArea [300, 300, 0, true]; _zone setTriggerStatements ["this", "", ""]; //_trgobj3 setTriggerTimeout [5, 10, 7, true ]; for [{_loop2=0}, {_loop2<1}, {_loop2=_loop2}] do { _cull = false; _stime = _rtime; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep _time; //if(_vcl == vtcar) then {hint "loop1"}; //if(count list _zone == 0 and (_vcl in list _zone)) then {deleteVehicle _vcl}; if(count list _zone == 0 and (_vcl distance _respawnpoint) < 10 and (count units _vcl == 0)) then {_cull = true;_loop=1}; if ((_vcl distance _respawnpoint) > 50 and (count units _vcl == 0)) then {_loop=1}; if(not alive _vcl) then {_loop=1}; //if ((_vcl distance _respawnpoint) > 50 and (count units _vcl == 0)) then {_loop=1}; }; if (_vcl in list airportin) then { _stime = 60; }; _i = 0; while {_i <= _stime} do { //if(_vcl == vtcar) then {hint "loop2"}; if (_i == _stime or _cull) then { _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; deleteVehicle _vcl; for [{_loop3=0}, {_loop3<1}, {_loop3=_loop3}] do { if(count list _zone > 0) then {_loop3=1;_i = _stime}; sleep 1.0; }; _vcl = (_civcars select round random (_max - 1)) createVehicle _respawnpoint; _vcl setpos _respawnpoint; _vcl setdir _azimut; }; if (count units _vcl > 0) then {_i = _stime;}; _i = _i + 10; if (_i < _stime) then {sleep 10.0}; //10 mins }; sleep 1.0; }; }; EVO_VecRm = { _time = 1+(random 1); sleep _time; vscripts=vscripts+1; _vcl = _this select 0; //if ((local server) and side _vcl != west) exitwith {deleteVehicle _vcl}; _class = _this select 1; _rtime = _this select 2; _respawnpoint = position _vcl; _azimut = direction _vcl; _zone = createTrigger ["EmptyDetector", _respawnpoint ]; _zone setTriggerActivation ["WEST", "PRESENT", false]; _zone setTriggerArea [300, 300, 0, true]; _zone setTriggerStatements ["this", "", ""]; //_trgobj3 setTriggerTimeout [5, 10, 7, true ]; if(_vcl isKindOf "Air") then { _warning = _vcl addEventHandler["IncomingMissile",{if ((_this select 1) in aaweapons) then { mtar = driver (_this select 0); publicVariable "mtar"; }}]; }; for [{_loop2=0}, {_loop2<1}, {_loop2=_loop2}] do { _cull = false; _stime = _rtime; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep _time; //if(_vcl == testcar) then {hint "loop1"}; //if(count list _zone == 0 and (_vcl in list _zone)) then {deleteVehicle _vcl}; if(count list _zone == 0 and (_vcl distance _respawnpoint) < 10 and (count units _vcl == 0)) then {_cull = true;_loop=1}; if ((_vcl distance _respawnpoint) > 50 and (count units _vcl == 0)) then {_loop=1}; if(not alive _vcl) then {_loop=1}; //if ((_vcl distance _respawnpoint) > 50 and (count units _vcl == 0)) then {_loop=1}; }; if (_vcl in list airportin) then { _stime = 240; }; _i = 0; while {_i <= _stime} do { //if(_vcl == testcar) then {hint "loop2"}; if (_i == _stime or _cull) then { _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; deleteVehicle _vcl; for [{_loop3=0}, {_loop3<1}, {_loop3=_loop3}] do { if(count list _zone > 0) then {_loop3=1;_i = _stime}; sleep 1.0; }; _vcl = _class createVehicle _respawnpoint; _vcl setpos _respawnpoint; _vcl setdir _azimut; if(_vcl isKindOf "Air") then { _warning = _vcl addEventHandler["IncomingMissile",{if ((_this select 1) in aaweapons) then { mtar = driver (_this select 0); publicVariable "mtar"; }}]; }; }; if (count units _vcl > 0) then {_i = _stime;}; _i = _i + 10; if (_i < _stime) then {sleep 10.0}; //10 mins }; sleep 1.0; }; }; EVO_VecR = { _time = 1+(random 1); sleep _time; vscripts=vscripts+1; _vcl = _this select 0; _class = _this select 1; _name = _this select 2; _oldpos = _this select 3; _died = false; _vclm = format ["%1", _vcl]; _rmess = format [localize "EVO_043", _name]; _vcl2=objNull; _markerobj = createMarker[_vclm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerColor "ColorRed"; _markerobj setMarkerType "join"; _markerobj setMarkerSize [0.0, 0.0]; _rtime = 0; if(_vcl isKindOf "Air") then { _warning = _vcl addEventHandler["IncomingMissile",{if ((_this select 1) in aaweapons) then { mtar = driver (_this select 0); publicVariable "mtar"; }}]; }; EVO_Frew = { //if(_vcl == testcar) then {hint format["%1",_died, fuel _vcl]}; if(_died and (damage _vcl) == 0) then { if (_vcl in list reng1) then { epoint = eng1; publicVariable "epoint"; }; if (_vcl in list reng2) then { epoint = eng2; publicVariable "epoint"; }; if (_vcl in list reng3) then { epoint = eng3; publicVariable "epoint"; }; if (_vcl in list reng4) then { epoint = eng4; publicVariable "epoint"; }; _died = false; _rtime = time+600; } }; for [{_mloop=0}, {_mloop<1}, {_mloop=_mloop}] do { for [{_sloop=0}, {_sloop<1}, {_sloop=_sloop}] do { deleteMarker _markerobj; if (not (_vcl in list airportin) and (count crew _vcl) == 0 and (alive _vcl)) then { _markerobj = createMarker[_vclm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerText format ["%1", _name]; if (fuel _vcl == 0) then { _markerobj setMarkerText format ["%1 needs repair", _name]; } else { _markerobj setMarkerText format ["%1", _name]; }; _markerobj setMarkerColor "ColorBlue"; _markerobj setMarkerType "join"; _markerobj setMarkerSize [0.5, 0.5]; }; for [{_dloop=0}, {_dloop<1}, {_dloop=_dloop}] do { sleep _time; [] call EVO_Frew; if (not (alive _vcl)) then {_dloop=1}; if (not (_vcl in list airportin) and count (crew _vcl) == 0) then {_dloop=1}; if(_died and (fuel _vcl) > 0) then {_dloop=1}; }; _ntime = time+600; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep _time; [] call EVO_Frew; if (not (alive _vcl)) then {_loop=1}; if (not (_vcl in list airportin) and count (crew _vcl) == 0 and (fuel _vcl > 0)) then {_loop=1}; if (time > _ntime) then {_loop=1}; if(_died and (fuel _vcl) > 0) then {_loop=1}; }; if (not (alive _vcl)) then {_sloop=1}; //hint ""; sleep 10.0; //hint format ["loop %1 %2 %3",(count crew _vcl),(alive _vcl),(fuel _vcl)]; }; sleep 10.0; _respawnpoint = position _vcl; _posasl = getPosASL _vcl; _azimut = direction _vcl; if (_posasl select 2 < 1.0) then { //hint format["%1 z",_respawnpoint select 2]; sleep 3200.0; _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; deleteVehicle _vcl; _vcl2 = _class createVehicle [10000+(random 1000),10000+(random 1000),0]; if(_vcl2 isKindOf "Air") then { _warning = _vcl2 addEventHandler["IncomingMissile",{if ((_this select 1) in aaweapons) then { mtar = driver (_this select 0); publicVariable "mtar"; }}]; }; _vcl2 setpos _oldpos; _vcl2 setdir 0.0; } else { _vcl2 = _class createVehicle [10000+(random 1000),10000+(random 1000),0]; if(_vcl2 isKindOf "Air") then { _warning = _vcl2 addEventHandler["IncomingMissile",{if ((_this select 1) in aaweapons) then { mtar = driver (_this select 0); publicVariable "mtar"; }}]; }; _vcl2 setfuel 0; sleep 1.0; _vcl setpos [0+(random 1000),0+(random 1000),-10]; _vcl2 setpos [(_respawnpoint select 0),(_respawnpoint select 1),(_respawnpoint select 2)+2]; _vcl2 setdir _azimut; _vcl2 setdammage 0.60; _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; if(time > _rtime) then {_died = true}; deleteVehicle _vcl; }; _vcl = _vcl2; }; }; EVO_VecRAA = { _time = 1+(random 1); sleep _time; vscripts=vscripts+1; _vcl = _this select 0; _grp = group _vcl; //if ((local server) and side _vcl != west) exitwith {deleteVehicle _vcl}; _class = _this select 1; _rtime = _this select 2; _exitcond = _this select 3; _respawnpoint = position _vcl; _azimut = direction _vcl; _zone = createTrigger ["EmptyDetector", _respawnpoint ]; _zone setTriggerActivation ["WEST", "PRESENT", false]; _zone setTriggerArea [1200, 1200, 0, true]; _zone setTriggerStatements ["this", "", ""]; _unitm = format ["%1", _vcl]; _markerobj = createMarker[_unitm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerShape "ELLIPSE"; _markerobj setMarkerColor "ColorRedAlpha"; _markerobj setMarkerBrush "Cross"; _markerobj setMarkerSize [1200, 1200]; EVO_MakeShilka = { _vcl = _class createVehicle _respawnpoint; _vcl setpos _respawnpoint; _vcl setdir _azimut; _grp = createGroup (east); _unit1 = _grp createUnit ["SoldierECrew", _respawnpoint, [], 300, "NONE"]; _unit2 = _grp createUnit ["SoldierECrew", _respawnpoint, [], 300, "NONE"]; _unit3 = _grp createUnit ["SoldierECrew", _respawnpoint, [], 300, "NONE"]; [_unit1,_unit2,_unit3] join _grp; {_x setSkill 1;_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _grp); _vcl addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _recy = [_grp,"none",objNull] spawn {[_this select 0,_this select 1,_this select 2] call EVO_gRecy}; sleep 1.0; _unit1 moveInCommander _vcl; _unit2 moveInGunner _vcl; _unit3 moveInDriver _vcl; [_vcl] call EVO_Lock; //edit }; _cull = false; for [{_loop2=0}, {_loop2<1}, {_loop2=_loop2}] do { sleep _time; //_cull = false; _stime = _rtime; //if(_vcl == testaa) then {hint format ["loop1 %1 %2",(list _zone),count list _zone,_loop4]}; if(alive _vcl) then {_markerobj setMarkerPos position _vcl}; if(count list _zone == 0 and not _cull) then { _cull = true; _del = [_grp] spawn {[_this select 0] call EVO_Delete}; }; if((count list _zone > 0) and _cull) then { _cull = false; [] call EVO_MakeShilka; }; if(not alive _vcl) then { if (not _cull) then { deleteMarker _markerobj; _loop2 = 1; /* sleep 3200.0; if(_exitcond) then {_loop2=1}; [] call EVO_MakeShilka; _unitm = format ["%1", _vcl]; _markerobj = createMarker[_unitm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerShape "ELLIPSE"; _markerobj setMarkerColor "ColorRedAlpha"; _markerobj setMarkerBrush "Cross"; _markerobj setMarkerSize [1200, 1200]; */ }; }; }; };
  2. @ Mods - Not intending to bump for the sake of "bumping" Just at my wit's end and can't figure out what I am doing wrong. I love to learn via figuring things out on my own, but when I get stuck, I have to ask for help I just keep hitting the same brick wall no matter what I try. Someone show me where I am missing the obvious?
  3. Getting these errors when i drive into the trigger zone and can't figure out what is causing this. What 3 elements are expected and not being provided? Also, the error report shows an expression of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><ound(random 1) == 1) then Obviously, the "r" is missing, but I have searched every instance of that phrase in the script and not found one that is missing an "r" AUGH! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Error in expression <round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error position: <addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error 0 elements provided, 3 expected File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 358 Error in expression <round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error position: <addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error 0 elements provided, 3 expected File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 358 Error in expression <round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error position: <addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error 0 elements provided, 3 expected File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 358 Error in expression <round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error position: <addWaypoint [_pos, 400]; _wp2 = _grp add> Â Error 0 elements provided, 3 expected File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 358 Error in expression <ound(random 1) == 1) then { _wp = _grp addWaypoint [(_outpoints select 0), 0]; > Â Error position: <addWaypoint [(_outpoints select 0), 0]; > Â Error Type Any, expected Number File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 377 Error in expression <ound(random 1) == 1) then { _wp = _grp addWaypoint [(_outpoints select 0), 0]; > Â Error position: <addWaypoint [(_outpoints select 0), 0]; > Â Error Type Any, expected Number File C:\Documents and Settings\Bill\My Documents\ArmA Other Profiles\Total%2erX^\missions\EvolutionB2GR1.Sara\scripts\EventsS.sqf, line 377
  4. -Total-

    USS Nimitz (CVN-68)

    Once I loaded a mission to edit (ie Evolution) it showed up. Still don't understand why it's now there when I first open the editor lol!
  5. -Total-

    USS Nimitz (CVN-68)

    I meant to mention that in my post that it doesn't show up under Hawks OR US Navy. It doesn't show up at all
  6. -Total-

    USS Nimitz (CVN-68)

    I have loaded this into the adddons folder and I cannot get it show up in the editor. I have also added as a mod and launched witht he @ method to no avail either. Is it that I am running 1.14 w/ the QG expansion?
  7. -Total-

    ArmA 2 vs OFP 2

    I actually liked the vehicles handling in ArmA alot more than in OFP. OFp felt more like a BF series game than anything, but that's just my tastes. The recoil was a bit more on target to me as well lol! As far sa the campaign, ArmA's campaign left alot to be desired. I thought QG's campaign was ALOT better structured and immersive And yeah - 12 more days until X#: Terran Conflict is released
  8. -Total-

    ArmA 2 vs OFP 2

    Definitely a great response! I look forward to both. I've had a heap of fun in ArmA and never jad the "It's not what I grew used to in OFP" disposition. Once it was patched and the major bugs fixed, I had even more fun with it. I am hoping ArmA 2 will be a different game and not just ArmA with some better-looking graphics. OFP2 looks great, but too many games these days focus on the eye candy and leave the gameplay as a secondary goal. In some aspects, I am a bit worried about OFP2 in that aspect, but I'll buy it as well. Both games will wind up being more of the First Person RTS that lends itself more towards single player campaigns and CoOp missions rather than massive multiplayer. Simply put, it's impossible to effectively coordinate that many people on one team. Too many have their own idea on how to play and the lack of teamwork would be devastating. The gaming world just isn't ready for that sort of strategical and tactical teamwork on that scale. That's why the small, frag-orientated games are the most popular. They cater to the individual rather than the team. So, yeah - both in their own rights will hopefully be great games that keep me immersed for quite a while to come. With these two titles as well as X3: Terran Conflict and DCS KA-50 Blackshark on the horizon as well, I think I'm gonna be wearing out my joystick and mouse over the next year
  9. -Total-

    Multiplayer

    Spawning with your equipment is possible already. Just depends on the mission scripting. I disgree with the deathmatch game types tho. Far too many other titles out there with those game types already.
  10. Why will I buy it? Cuz I've had alot of fun in ArmA. I've been gaming since the Atari 2600 was first introduced - yes, I'm fricking old - and I've yet to see many big production PC games that weren't released with glitches and bugs that took over a year to patch out. Even the coveted OFP had it's share of bugs. I will buy both this one and OFP2, but OFP2 is not set in stone for a 2009 release (anyone who has seen the latest G4 interview knows what I'm talking about). Besides, the more I see from ArmA 2, the more it looks like BIS finally took the hint and implemented many of the community additions/add-ons. Was about time
  11. -Total-

    Not very encouraging news about ArmedA 2

    Economically speaking, it's far easier to create a game for the xBox. The reason being is that there is one set of system parameters to work within because every xBox doesn't have different specifications. The developers know how far they can push the graphics, physics, etc It's far more profitable at this point to create the game for the xBox and then port it to the PC. Adjust a few things on the GUI and controls for the PC version, and call it done. ALOT of the gaming studios are taking this approach. It saves them the hassle of pushing the PC limits, but still staying compatible with all of the varying system architectures out there. Console users get a game that's perfect for the console and PC users get a product they feel "Is nice, but could have been alot more." As I said in my original post: With the profit in the console market though, I can't say I am extremely optimistic.
  12. -Total-

    Not very encouraging news about ArmedA 2

    Hopefully ArmA2 will make it. Read something on OFP2 that has me worried though... It will be released for PC and Console. Hoping the "not as hard" doesn't refer to the fact that the gmaeplay is being dumbed down in order to optimize it for console play. No game released on PC should have that happen. ArmA2 included.
  13. -Total-

    Atari is dead and killing BI

    Yes, Atari has ArmA:Gold on the shelves. I bought ArmA when it was first released. I have not been able to find Queen's Gambit for sell in a retail store. I do not want to buy ArmA:Gold. Already have ArmA, just need the QG expansion.
  14. Community Fixes and Add-ons that have become staples in OFP and ArmA. Don't make them create them for a third time. Things such as THIS STICKY THREAD from the ArmA forums
  15. -Total-

    How the community fixes things

    Other than America's Army, which is un-moddable, there's not really any game I've played where a community created mod didn't set a new standard in the game. Even the community created content of OFP improved that game greatly. If I had any input into ArmA2 at all, I'd suggest BIS take a look at the "realism" sticky in the Addons&Mods forum and at least include those in ArmA2. Many of the community improvements in OFP, in quite a few cases, should have been included into ArmA. Sadly they were not. If a "naked" game is released in ArmA2, I'm afraid many of the talented community scripters and programmers will lose their patience
  16. -Total-

    Fix ArmA choppers now!

    I usually start slowing speed about 30km before I get to the target zone. Just a slight flare so I maintain motion, low altitude, and a realtive speed. If it were up to me, I'd prefer the flight model be as reaslistic as possible so a pilot would be a definitive niche skillset, but it is, afterall, a game and not a full simulator. If it were a full simulator, we wouldn't be able to press a key and be able to zoom in on our enviroment lol.
  17. -Total-

    Fix ArmA choppers now!

    http://www.digitalcombatsimulator.com/ That's going to be probably the best rotary wing sim ever released. ArmA, as stated, was a middle of the road on helicopter flight physics. It was the first game of it's type that I played where rudder and throttle control were defintie factors in flying it. Also, the guages giving the right information was a nice touch too, although I do amit that they are a bit out of focus. Specifically the fuel guage and the air speed guage need to be more in focus. For the sake of balancing the game, the helicopter flight model is fine where it is. Improvements could be more realistic gyro effects, torque effects, and wind sheer effects. that would start straining the user's systems tho with the actions of the AI as well. There's a learning curve to the ArmA flight model and that's the way it should be
  18. -Total-

    How many use the Postprocessing effects?

    I have it and everything else on too. heck, when rX had it's server going, I had modified Evolution Blue to have the grass on too. Having things tuened off just to see better for miles defeats the purpose of ArmA imo. I bought ArmA becuase it is a simulator by design. PP on creates a realistic enviroment because humans cannot see everything sharply and clearly over long distances. It's a feature that more games should have turned on imho. The same goes for clutter. Heck, the insects and such flying around the grass need to be there too. Having to wait to take a sniper shot cuz there is a moth flying in front of your scope may be annoying, but it's realistic too.
  19. -Total-

    Fix ArmA choppers now!

    Good reply Dslyecxi (btw - never told ya, but your site rocks!!! Comparatively, the flight model in OFP had almost no engine torque or gyro effect. While great for when it was released, the ability of the engine has grown and more realism can be implemented (ie ArmA) While ArmA is still far from reality in the helo's, it was definitely a leap in the right direction
  20. -Total-

    Fix ArmA choppers now!

    Hmmm.... I thought BIS should have made them alot harder to fly myself. Engine torque effects, gyro effects, wind sheer, etc
  21. -Total-

    Ex-mil players?

    Ain't that the truth!!! I was in the USN from 1989-1995
  22. -Total-

    Arma has it lost or gained?

    ArmA was geared to being a CooP RTS in first Person from the start. While it does have the ability for massive-scale battles, that sort of gameplay would require an entire mod to be ready upon release: Full scale campaigns The point capturing mod for ArmA was good and would be good for competition, but even when playing that, it got kind of thin cuz we all knew we were only using a portion of ArmA had to offer. If people have to wait for someone to create full scale campaigns, then the coops will dominate ArmA2 as well. I bought ArmA in hopes of full scale campaigns where no matter what time or what night of the week I joined, there would be people fighting for control of all three islands. Evolution was the domineering force though and, although I enjoy it, I can't take coop night after night. So, I play ArmA online for a while and then take a couple of months away from it. If I was a modder, I would start working on the campaigns myself, but I do not have that sort of scripting knowledge. If a good modder would like to comtact me with the concepts I have in mind, shoot me a PM. I wouldn't want to hijack this thread for that.
  23. -Total-

    Change the building-models)

    The more buildings that are enterable, the greater the performance hit in the end. Maybe some buildings with stairway access to the roof and smaller ones with a room or two. I do agree with the 50% (or less) having access.
  24. A blackhawk cannot carry a tank in it's payload I was stationed on the USS Wasp LHD-1 when the V-22 Osprey made it's first shipboard landing. The first attempt was hilarious! The pilot came down too hard and bounced about 12 feet up back into the air LOL!! We had two of them on board at the time. The one with military painting and the white one (Boeing's paint job). Massive aircraft with 38 foot span on each propeller. A lifting capactity that equals or exceeds that of the CH-53's (another helo that ArmA2 really should have based upon it's use by both Army and Marines).
  25. -Total-

    Game physics

    I will say that bodies laying suspended is an ambience killer in some minor ways, but not totally detrimental to the game. Someone, in the midst of all the ragdoll discussion, mentioned the physics of the air vehicles. The behavior of the helicopters is actually better than other games I have seen, but still not realistic. The fact that the throttle doesn't just give speed, but also affects the altitude was a great effort on BIS's part as well as the need to drop and pop the throttle while flaring the helo in order to hover or land. If anyone has even sat in a military helicopter while in flight, they'd notice the pilot is moving all four limbs at any given point. A chopper has to be controlled the entire time. If programmed to react to engine torque and all the other variables, the coppers would be the hardest part of the game. And personally, that would suit me just fine
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