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Curatalo

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Posts posted by Curatalo


  1. Thanks for that detain example mission, thats pretty much exactly what I had except for the ending up the distance line in the Condition.

    I just really need the MP to get working.

    Its for an Afghan based BlackWater-ish RPG mission. I'd imagine alot of other missions will use it also.

    Thanks for all you're help, truly. I owe you somthing.


  2. Make a Trigger-

    Activation: None, Repeatedly (i think), Present

    Condition: ( { ( _x distance vip )<4 }count( units group player ) )>0

    OnActivation : rescueAction = vip addAction[ "Follow Me!","rescue.sqf" ];

    Deactiv: if( rescueAction != -1 )then{vip removeAction rescueAction; }

    Then create an .SQF file and put this in it :

    vip removeAction rescueAction;

    rescueAction = -1;

    [vip] joinSilent player;

    Then create the unit in game which you want to be the "POW", and at the top right when you are creating him, there is a little place that says "name", write "vip" in there.

    Be sure to place the .sqf into the mission folder.

    im not sure if this work's in MP. But there you go.

    All this does is make the "vip" unit join you're group.


  3. how I would do this is 1.

    Create a parachute in empty, make it flying ,and in name put "chute1"(without quotes).

    Then go to the unit you want to be in the parachute and put this in his init.

    "This moveindriver chute1;" (without quotes).

    Then to set the heighth of the parachute, in the init put

    "this setpos [getpos this select 0,getpos this select 1,50];" (without quotes)

    the last number in the line for the parachute, the 50, can be changed to the height you want.

    That is atleast how I would do it. Although I dont know if it would work in a dedicated. (im sure it would)

    Im sure theres better ways to it, but thats how I would.


  4. I've noticed alot more lagg on Avgani 1.5, and even Afghan 1.0

    But the main bugg Im going to bring up, are the buildings on Avgani that you can walk straight through.

    I think its the Asylum, but the walls you can walk straight through, and the white fences bullets can go sraight through, like theyre not even there. Im pretty sure there's other buildings that you can walk clean through.

    Just thought I'd report this.


  5. EDIT*

    Thank you so much!

    Im pretty sure its working!Ill find out tomorrow when I test it online.

    Thanks alot SNKMAN!*

    -Old Post below-

    So here is my setup.

    Trigger-

    On Activation : None, Present, Once

    Condition: playerside == west && ( { ( _x distance a1 )<2 }count( units group player ) )>0

    On Activation : detain1 = a1 addAction[ "Detain Civilian","detaina1.sqf" ];

    On Deact: (blank)

    [This trigger is so that only US can activate the script via action menu.]

    Then I have a civilian named "a1";

    Then in the "detaina1.sqf", I have this :

    a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan";

    sleep 17;

    a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLoop";

    sleep 1;

    [a1, 15] execVM "freeze.sqf";

    sleep 15;

    a1 switchmove"Normal";

    Which you told me to replace with this:

    _man = _this select 0;

    _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan";

    sleep 17;

    _man switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLo op";

    sleep 1;

    [_man, 15] execVM "freeze.sqf";

    sleep 15;

    I did this for 10 units. (a1,a2,a3,a4,a5,a6,etc.)

    So to have near that exact steup (so i know how to do it on my own), could you just give me an example of what to do, just for 1 unit?

    Im not getting exactly how "_man" can exec it at different times for all the units i want.

    P.S- I Really couldnt thank you enough.


  6. So, I made a "Detain Civilian" script on my own. And it works great on SP.

    But on Multiplayer, only the person who triggered the "Detain Civilian" Action can se it. And on MP the Civilian can still run around, even while doing the animation.

    Heres what I have:

    a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingMan";

    sleep 17;

    a1 switchmove"ActsPercMstpSnonWnonDnon_ArrestingManLoop";

    sleep 1;

    [a1, 15] execVM "freeze.sqf";

    sleep 15;

    The Freeze.sqf script it uses was not made by me! But the code for that is

    private ["_man", "_retro", "_tempo","_pos","_dir","_mov"];

    _man = _this select 0;

    _retro = _this select 1;

    _pos = position _man;

    _dir = direction _man;

    _mov = animationState _man;

    _tempo = (time + _retro);

    while {alive _man && time < _tempo} do

    {

    _man setpos _pos;

    _man setdir _dir;

    _man switchmove _mov;

    sleep 0.01;

    };

    If somebody would like to help me get it MP Freindly. Keep it mind this is the first "script" I have ever even thought of making.

    Thanks for you're time.

    Sorry Ive been posting so much here! Im just goin all out for a big mission.

    *EDIT*

    I think these anims require QG. Just keep that in mind.


  7. So here's a script a dug up from a very old post that somebody helped me with. POW, and I cant get it to work. There's an error in the "rescue.sqf".

    If somebody could take a look at it. Its very small, and I se no problems with it!

    vip removeAction rescueAction;

    rescueAction = -1;

    vip joinSilent player;

    Thats all there is in the SQF, and I'm getting an error just infront of the "joinSilent player".

    Thanks for you're time!


  8. I checked this script out, and it worked, except for the fact that if the unit dies, he is still standing up completely still.

    Is there a simple way to change that?

    I made this "detain" civilian script in sqs, and now that i ported it over to sqf, specificly for this script to work with it, I would like for this script to work well with it.

    So please help me out. Thanks.

    Good script.


  9. Hey, Im trying to use this script with the SPON Money, and I'm getting 3 errors with it.

    1. First error shows this as I'm starting up the mission , top left of loading screen.

    '|#|}' Error Missing {

    2. Second error is this. Top left at loading screne, just before mission.

    '|#|Sleep 4;'

    Error generic in Expression

    3. Third, I believe it's tied to the other 2. When the mission starts up a hint at the top left says-

    "bonus of $scalar bool array string 0xe0ffffef for working at Job1. You now have $scalar."

    Please help me out with this. Thanks!

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