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=Odin=

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Everything posted by =Odin=

  1. G'day, I am having trouble with addAction on a player, kicking in again on Respawn. I am using this line in my playerinit, called from my init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_R_action = player addAction ["Recruit", "scripts\hiremanG.sqf",[],-1, false, false, ""]; This calls my Dialog, If I am using the same addAction line as above on a m113 it works after Repawn, so the problem must lie with the respawn player only. Could anyone help me out with this please? Cheers Odin
  2. Use the doFire command, to make units/vehicles fire upon a chosen targtet. I am unversed in cameras as of yet, but I would suspect you could trigger that action from the Attacking unit to the target with a count script of some sort
  3. =Odin=

    Conditions

    G'day, Assuming you have a second objective <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" objStatus "Done"; "2" objstatus "active"; "Your 2nd marker" setmarkertype "objective"; "2" setMarkerTypeLocal "Dot"; deleteMarkerLocal "1"
  4. =Odin=

    displaySetEventHandler

    Thanx captain, works like a charm, Ta for clearing that and the locality issue, I was worried about duel pop ups like l get useing a radio trigger Odin
  5. G'day I have a few questions on the use of displaySetEventHandler to start I am useing this in the playerinit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Delays creation of the event handler until everything else is initialized. sleep 1; // Creates the event handler that detects "Key Up" events and executes the script as appropriate. //Recruit Via the "H" Key on keyboard (findDisplay 46) displaySetEventHandler ["KeyUp", "_nil = _this execVM ""scripts\keyE.sqf"""]; this is the keyE.sqf question 1; Is it possible to assighn another Key to call a seperate Dialog? eg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">switch((_this select 1))do { // Reacts to "I" key only case 23: { hint "Disband!"; nul=[] execVM "scripts\list.sqf"; }; }; Question 2; are these scripts going to be local to player or Global, if they are global can I make them local? Thx
  6. G'day, I have this Radio trigger script but other than executing the script as soon as the mission starts, will not show up as a radio? I am executing it from the init with this line and this is the script (i found it somewhere cant remember) I think I have got to get the execVM "scripts\hiremanE.sqf"; crammed into the setTriggerStatments, somewhere. Any suggestions how to get this working again? I only played with it a little bit honest
  7. =Odin=

    Move up text

    G'day, To get your text from the center you need a dialog I use the same as Zeno's version from domination, something like this in the init; title.sqf add this to your description.exe introtext.hpp if you are not allready running another dialog you will need to define the RscText aswell.
  8. Good advice will definatly do that next time
  9. G'day, I have a test map where all three sides are playable and use a diferent version of a dialog dependent on your chosen side. for my initplayer I have this; This works in asmuch that it goes to the required sideinit and what is executed from them works for only that side, but the Dos'ent seem to fire as everthing executed via the sideinit scripts works immediatly with no wait period. So should I add the server/player check to the sideinit scripts or is this allright the way it is? thanx Odin
  10. LOL I spent near on a day waiting for the wait to kick in heehe I was never a JIP. Thankx alot for that Sickboy and the easy reading script works great <S> Odin
  11. =Odin=

    Getting in the way issue

    Maybe try and synchronize the waypoint so that the AI cant get in, untill chopper is on the ground. #Edit; bad speelling
  12. Excelent thank-you both <S> Odin
  13. G'day, if, case 33: //Reacts to "F" key only what case NO. do I use for "T"? case ?: //Reacts to "T" key only Or is their a list with the assigned NO.'s to the KEYS? Cheers
  14. =Odin=

    scripts for small things

    G'day, for a smoking man (without smoke of course) you could try, create a unit and name him in his init in your mission init add or whatever animation you want, or name multiple units for different animations. Odin
  15. =Odin=

    Trigger question:

    I have used a line like this one before so only a 1 Player can access a Radio not sure if it will work but worth a shot in the condition on act and the just make a simple text message script. yourtextmessage.sqf Give it a go GL Odin
  16. G'day, I am using a Recruit dialog and, am have trouble understanding how to delete a chosen Ai out of my squad. I can eject the entire squad no problem using this; After looking at the wiki and searching the forums, I tried to understand how Dr Eyball did it, in his TeamStatus Dialog. I really have know idea on what commands to use, to find who is in my squad, and eject that one AI layabout who would rather watch Two elephants play a piano while a seal bangs a kipper on a table, than stick with his squad! Could someone please help me on this? Thx Odin
  17. Excellent, Thank-you so much mate, I see what you mean about keeping dialog control class definitions separate from your dialog description files, I can read it with ease now Its Awsome. My motivation came after seeing the EVO version of RecruitingAI, I was haveing trouble modifying the Rank system, so I did a lot of searching and made my own Dialog. Originally I made this just as a basic Recruit dialog, being able to only spawn the basic grunts for my own use. Then a local mate of mine used it and said I should release it for public use primarily because of its simplicity. After its release I recieved a few Emails and PM's asking me to fix MP issues, could I add SF forces, NCO's and an Officer. Then half way thru that conversion someone suggested I add the Kick from squad function as they were experiencing the usual AI problems (shooting POW's, leaving formation, refusing to Move) so I tried my best and failed, But thanks to you it is a go'er. I love your work and have the whole collection in my missions folder. ICE is amazing, and your work in EVO really helps make it such a great mission in my honest opinion. Doc I really do owe you a Carton for this so if you are ever in Toowoomba QLD give us a Oi mate, drinks are on me Cheers Odin
  18. Thanx Doc, I have uploaded the files My Dialog It is only for the West side, but I am still working on revamping the East and indipendent, also I left my attempt at a Listbox in the file just so you can have a chuckle(its a mess) but the actual Recruit Dialog works fine. Thanx alot for haveing a look at this much appreciated. That dialog framework topic was what made me want to try my hand at doing this, but I have never tried to alter your original seeing as it works well as is. Well got to go mow me lawn now Cya
  19. Thx for the Help Dr Eyeball, I have not yet made a listbox for my Dialog, been at it all morning getting a bit lost with what controls to add to the dialog, hehe I do have a rather handsome looking black rectangle but, if only I could get it to reveal some text On the naming of AI with the vehicleVarName string do I name them Via a seperate script as I recruit them or from within my RecruitAI script that I call from the dialog? Thx For the script mate, one question about using it do I use This in the Init? srry for all the questions hehe I am only a Tradesman Thx again well back to my Listbox making
  20. Thx Lebson this fixed the error, but the Hummer wont respawn after it is destroyed, any suggestions on this problem? I have a marker called hm50 and a logic called server. Or is there somthing else i need to add to this script you think to get it working? Thx Edit; Solved I had the script exec the vehi_respawn.sqs from the wrong folder, DOH!
  21. G'day I have a mission where I have to capture enemy Vehicles in order to add them to my own Base via a spawn trigger, this works great, but I cannot seem to get them to Respawn upon their demise, I am useing this script Vehicle Respawn by {nBs}-Myke-{CO}; and have this as a simple spawn script activated by a trigger seeing as I cant add this line to the Hummer via editor I tried to put it in the spawn script like this Hummer spawns, but once dead, it wont respawn, any ideas on how I can fix this? Also when I do it this way it throws this Error But the veh_respawn script works fine doing it the normal way by adding the line to actual veh via editor Thanx
  22. =Odin=

    Scud

    Try somthing like this this line in you init. Launch.sqf Create a Gamelogic called; bomb bombcreate.sqf That should give you a basic idea on how to start GL
  23. =Odin=

    FIRE

    Check out this Topic may help Here
  24. What is your para.sqs? it may be in that file that comands the endless spawn, had the same thing happen to me, if your para script has a line like this Make sure where the 1 (representing one man) is, says how many guys you want _i = _i + (your troop count here) without the()
  25. =Odin=

    Format

    try swapping this with yours see if it works its in sqs but I think if you add ; after each line, and change ~.1 to sleep 0.1 it should work as sqf (not sure though)
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