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evilnate

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Everything posted by evilnate

  1. evilnate

    land "LAND"

    Is this for a MP mission? I've had loads of problems with this.
  2. evilnate

    Track ir

    I've owned mine for a few years now and I have to say... If it failed I would have to replace it asap, it's almost as important has having a monitor connected to my PC.
  3. I am having a hard time doing something for my MP coop mission. I have RACS friendly to OPFOR so that the civilians will be hostile to BLUFOR. I also have a large BLUFOR detected by Civilian trigger sync'd to my OPFOR pilot waiting to jump in his Ka50 and seek and destroy the whole island. After some testing it seems that the pilot never finds or even flies over the BLUFOR the civilian detected. I understand that if I give all the civs SENTRY waypoints and sync them with the pilots GUARD waypoint my desired effect will work. I can't do this though because there are a BUNCH of civs and I would rather use the detected by trigger. This makes it so that the pilot starts his engines only after someone has been detected. My question is.. How can/should I have the civilian that spots the BLUFOR give that information to the OPFOR pilot so he is more likely to punish the player that got spotted? Desired effect: Civilian detects a blufor unit, crossroad tells the blufor that they have been detected and to expect company. The opfor group or unit knows where the blufor unit is and mobilizes to the blufor position for the kill, if the blufor unit is gone the response unit hunts for the blufor unit or returns to base and waits for the next detection. Any help with this would be wonderful.
  4. One last question about this issue. Currently the position that gets reported is the position of the reporter, I would like it to pass-on the position of the reported. For example right now when a OPFOR is detected by someone, the position that is relayed to the artillery/reinforcements is the someone that reported it. I would like the reported positon to be the BLUFOR intruder's position. Any takers? Would appreciate the help very much.
  5. Another trick that seems to work well. 1.) Make your civilian bus (not empty) 2.) Group the bus to a OPFOR that has a probability of presence set to zero.
  6. SQS is a scripting format that was primarliy used in OFP. It still works for ArmA however it's considered by many as obsolete. SQF was made primarily for handling functions. I try to make MP missions, and yes it's a pain. While you are editing in the editor, you can stop previewing the mission, then alt-tab and edit & save the files and try them out again. However the scripts result may not behave the same as on a dedicated server with others playing/disconnecting/connecting. Some commands are global and some are local. MP editing is a pain, but when you get it right and things work it makes all the hard work worth it. Â
  7. Try moveInDriver. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PilotOne moveInDriver PlaneOne
  8. Well, after even more testing revealing a solder to a Ka-50 doesn't mean that the Ka-50 will engage the solder. I think I will just have the Ka-50 start random patrols once the BLUFOR are detected by OPFOR. It seems like the AI choppers will only automatically fire upon threats they would see in their radar (i.e. tanks, trucks, etc) However on another note I am planning on having the blufor_detected_by_civilian trigger cause a transport hind to go to the location that had the blufor spotted and paradrop solders. Then the solders would scour the area for any intruders. I'm not very well with scripting but I will try your suggestions to see how far I get. Thanks for the help so far, very much appreciated! *update* Thanks for the advice! I have something that works perfectly when I preview, I'll have to see what it's like on a dedicated server to see if it still works. Pretty sloppy but this is the largest sqs file i've put together so far. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;; Reinforcements that respond to detected_by_trigger ;; position information and deploy paratroops that patrol with kronzky's UPS ;; [trigger,aircraft,#of meters before drop, Helipadname. para group name] ?(!isServer) : exit ~.1 _trigger = _this select 0 _calvary = _this select 1 _range = _this select 2 _home = _this select 3 _troops = _this select 4 _list = list _trigger _target = _list select 0 _calvary doMove (position _target) #cycle ?(getdammage _calvary >= .7):goto "eject" ?(_target distance _calvary < _range):goto "eject" ~3 goto "cycle" #eject {_x action ["eject",_calvary]} forEach units _troops ~1 {unassignVehicle _x} forEach units _troops ~1 _marker = createMarker ["hotzone", position _target ] "hotzone" setMarkerSize [200, 200] ;; p1 is the name of the group leader ~1 nul=[p1,"hotzone"] execVM "scripts\ups-f.sqf"; ~1 _calvary doMove (position _home) exit
  9. I think i've waited long enough to bump this thread. Maybe the question is too hard to comprehend? Let's try it this way. I have a large blufor_detected_by_opfor trigger that covers south sahrani. I have that trigger sync'd to a pilots' move waypoint before he enters his Ka-50. When a opfor detects the presense of a blufor, I want the Ka-50 pilot to know his position (like using the Reveal command). The problem I have is this. How do I make a script that captures the precise unit that was detected by the trigger and make that entity whe one who is reavealed to the deadly ka-50 pilot? Event handler some how?? I would seriously appreciate some help here, I have a feeling that it's possible. P.S. This is for a MP coop mission template.
  10. evilnate

    GBUs

    I imagine there should be a way for someone to write a script and have the SF recon unit attached to one of hard points under the aircraft. Just be easy on the G's so you don't make him pass out.
  11. evilnate

    Armed Assault videos

    My first attempt at making an arma video. It's a very short version of a promotional video for a addon pack used for globalwarleague missions. High Res (good ratio) (35MB)
  12. I am making a coop mission and I would like to allow players to select which respawn time they want. I did some searching and it looks like the only command that does this is RespawnDelay in the description.ext file. Is there a way to set respawn time via init.sqs? Like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> description.ext titleParam2 = "Respawn time"; valuesParam2[] = {1,2,3,4}; defValueParam2 = 4; textsParam2[] = {"5 Seconds", "15 Seconds", "30 Seconds", "60 Seconds"}; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> init.sqs ?(param2 == 1):goto "five" ?(param2 == 2):goto "fifteen" ?(param2 == 3):goto "thirty" ?(param2 == 4):goto "sixty" #five respawndelay = 5 goto "Param2_END" #fifteen respawndelay = 15 goto "Param2_END" #thirty respawndelay = 30 #sixty respawndelay = 60 goto "Param2_END" goto "Param2_END" #Param2_END
  13. evilnate

    Variable Respawn Times

    Thanks for the replies. The solution that I was looking for isn't here, so I solved my problem by making the respawn time 30 seconds and adjusted some objective triggers. Of course I could teleport the dead people like norrin's revive but IMO the less scripts, the more solid the gameplay. It would be nice to have the respawndelay as a scripting command instead of the description setting, but that's arma for ya. Thanks again for the help.
  14. FYI the ECS team is in the process of making an update, check their website for details. Their forums are the best place to give feedback/suggestions/questions. http://www.ecsteam.online.fr/
  15. evilnate

    BATTLE OF ORTEGO by Mr-Murray [SP]

    Very awesome!!! The bar has been raised.
  16. evilnate

    Hifi Sound FX V1.00 Released

    Love the sounds!!! In particular the aircraft sounds and the sonic pops. Keep up the great work!
  17. evilnate

    Warfare Updated! v1.5

    I think it would be swell if JIP was more functional (i.e. updating which towns are captured already, ability to transfer funds with existing users, etc.) Or should we hope that the original devs fix it later?
  18. *disclaimer* Sure there are lots of posts related to this, none of them seem to match my concern. A buddy of mine has a nice fiber-optic connection at his home 5Gb down, 2 MB up. I am wanting to buy parts for a new server and place it there and buy some sort of router that will allow VPN so I don't have to disturb him if I need to reboot or whatever. I am going to buy the parts from the local PC shop here http://www.enuinc.com/ What kind of router should I buy to avoid the ping reporting NAT bug? How much money should I throw at this for only 1 session of ArmA? Should I use a extra copy of XP or go buy some server OS? Shouldn't I be able to host 60 players with 2MB upstream? Thanks in advance.
  19. evilnate

    DediCated Servers Crash

    How many mods/custom addons are you running on your server 1.14? Do you allow clients to have unsigned addons? Do you allow clients to run with mods?
  20. evilnate

    Arma feedback thread - based on 1.14

    I have been seeing complaints about lag and I just wanted to give my input. We were experiencing lag when playing the new warfare CTI, but then after we enabled verify signatures with no other mods everything went smooth. I think there might be some client side addons that create lag on servers. /my 2c
  21. evilnate

    co30 Domination! One Team

    The designator problem is probably something out of Xeno's control. The LD works for US troops, but not for independents. Would it be a huge ordeal to change the playables from Independent to blufor? Having functional laser designation would be aces +1.
  22. evilnate

    co30 Domination! One Team

    Very interested in playing this on Sakakah, I am wanting to try it myself. Any objections? It would be much easier just to download xenos version though. VERY good mission zeno, there is a army of us wanting to play it on Sakakah.
  23. evilnate

    Sakakah Al Jawf v.1.0

    RE:QG Most (great) addons have been requiring it so when you buy it you don't just get the addons from BIS, you get compatibility to play great mods like IWM. IMO BIS deserves the funds and you deserve to play this incredible island. RE:SAKAKAH My squad and I were playing this last night (SEALZ) and gotta say that it's terrific. Now I just need to figure out a way to get the Domination mission to work with it. Can't wait to see the next version, would be great to see the ladders work!
  24. evilnate

    Sakakah Al Jawf v.1.0

    I read somewhere that this island wouldn't run on a dedicated server, is this correct? Last night I was able to run it on my dedicated 1.12 server with QG.
  25. evilnate

    Occupied Southern Sahrani - Coop Missions

    I'm working on more missions that use the "OSS" template, and I will append them to the op when they are ready so it might be premature to compile them into a campaign atm. I'll also continue to tweak the template as I go along.
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