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Gloopy

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Posts posted by Gloopy


  1. I'm not sure about your timer, but for the helicopter extract you could try this. I've tried it and it works well.

    Create a secondary operations module (f7 for modules), call it som1, in the initialisation field of it put this:

    this setVariable ["settings", [[], true, nil, nil, false]];

    Have a trigger with a countdown of 10 minutes for example.

    on the condition field use

    som1 getvariable "initdone"

    On the Activation field use this:

    ["transport", player] call BIS_SOM_addSupportRequestFunc; hint "Evac Available via radio"

    After 10 minutes, You can call a chopper to pick you up by opening the map, pointing where you want pickup and going through the radio to "transport".

    once all your guys are in, open the map, go back to the radio and choose "transport (active)", and it'll fly wherever your cursor is pointing!

    p.s the init stuff on the secops module disables you actually getting offered secops so it doesn't get in the way of your mission.

    Hope this helps. It's easier than scripting choppers and means you get more freedom about where and when you're picked up. Default chopper is a UH60 mg I believe, not sure how to change it but it must be possible.

    *edit, fixed code.


  2. Hopefully this is a nice simple one to answer, but searched the wiki and found nothing and searched here too.

    This is my init.sqf

    ["MediumTentCamp_napa", 0, (getmarkerpos "camp")] execVM "Createcomposition.sqf";
    ["heli_park_ru1", 0, (getmarkerpos "camp_1")] execVM "Createcomposition.sqf";
    ["mediumtentcamp2_ru", 90, (getmarkerpos "camp_2")] execVM "Createcomposition.sqf";
    ["fuel_dump_ru1", 0, (getmarkerpos "camp_3")] execVM "Createcomposition.sqf";
    construct = "Land_A_BuildingWIP" createVehicle (getMarkerPos "conmarker"); 
    construct1 = "Land_A_CraneCon" createVehicle (getMarkerPos "conmarker1");

    For some reason, Land_A_BuildingWIP and Land_A_CraneCon are spawning a few times, sometimes twice, sometimes 3 times. Each one spawns a little bit north of the other. Have tried to replicated running a local multiplayer server and can't do it, when I play it online it's running from my dedicated server. As far as i can tell the three compositions aren't spawning multiple times unless they're spawning inside each other and I can't see them.

    Someone share their infinite wisdom with me please :) It takes a hell of a lot more than two satchel charges to blow up 3 construction yards.


  3. Hi All,

    This is my first "mission" release. Basically I was having so much fun with the secops stuff I made a little mission for myself and my friends and figured, hey, why not share it.

    The mission is on Utes, upto 8 players, and uses secops only, there are no other enemies (I did test using various intensities of the ACM but found it to be more annoying than anything).

    You don't get offered secops automatically, you use the radio to request whichever kind of secops you want to play, they're all there except TRAP which doesn't always seem to work for me.

    You can also call in Artillery, transport, supplies, CAS and UAV to aid you in your missions.

    Respawns at base, (no vehicle respawn yet) and every weapon imaginable all in crates at base also, there's also a rifle range with easy, normal and hard mode settings for ultimate bragging rights among your squad/friends. (Thanks F2K Sel for the script, even if it's not yours).

    Anyways, download, play, tell me what you think, I'm always interesting in making things better and fixing bugs.

    Download

    extract to X:\Program Files\Bohemia Interactive\ArmA 2\mpmissions

    It's running on my server - "Animals - Arma 2" - 212.227.252.235

    Known issues:

    Artillery sometimes doesn't fire

    Secops spawn on base, (very annoying)

    When you leave rifle range, menu option doesn't go :/ (removeaction won't work!)

    For the Future:

    stop secops spawning on base.

    add vehicle respawn.

    add some kind of scoring.

    Add more features


  4. I'm getting an issue where once I test the mission (editor or multiplay) with all the sqf files in place I get a "lagspike" or freeze every 2-3 seconds, I'm running fraps and the FPS drops to 0 for a second then goes back up to my normal of 40-50 for a few seconds then freezes again, only happens when the scripts are active and not if i'm just testing the mission with no scripts in the mission dir.

    It happens during the intro and once you've spawned, making the mission unplayable. Haven't tested on another PC but definitely seems to be linked to the scripts.

    p.s, love the scripts, I struggled for a long time in ArmA to make any kind of PVP mission.

    Any ideas anyone?

    Thanks in advance


  5. Edit: I'm being dumb, disregard the below.

    I modified the SOM/Arty demo mission from the wiki and played several secops with my buddies online. The the comms only work if the person who is hosting the game picks the group leader position that the SOM GL is sync'd to.

    The trick is that it has to be done from a listen server (i.e. host a server from the same computer you are playing from).

    LOADS of fun!

    Hi EvilNate and anyone else who might have the answer.

    Did you encounter any problems after dying? I've done exactly what you've done and in my testing it looks like when i die then respawn (using respawn_west etc) I get no more missions.

    The first mission offered by HQ is great and I get offered more after completing as well as support but when I die that's it, gotta restart the map which is a bit of an annoyance.

    Also looking forward to the fix so I can host huge co-op Secop games on my dedicated.

    Thanks

    -Gloopy


  6. Hi Guys,

    sure this is pretty simple but can't get it going.

    I'm using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">javelin = "SpecialBoxWest" createVehicle (getpos javspawn) to spawn an ammo crate, then i have a custom crate script I want to run on the spawned object.

    I tried adding "javelin exec "crate1.sqs"" after the spawn code but it's giving me a select error.

    Crate Script:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ****************************************************************

    ; Custom crate script for Armed Assault

    ; Created with ArmA Edit - Version 1.2.8500

    ; HELP: Run this script from the INITIALIZATION box of the crate.

    ; CODE: [this] exec "crate1.sqs"

    ; ****************************************************************

    ; Get the crate parameter given

    _crate = javelin select 1

    ; Remove the stock items from the crate

    clearMagazineCargo _crate

    clearWeaponCargo _crate

    ; Add the items to the crate

    _crate addMagazineCargo ["JAVELIN", 2]

    Exit

    Also if anyone happens to know, the countdown timer on the trigger doesn't work, it spawns instantly.

    Thanks

    -Gloopy biggrin_o.gif


  7. You can use setunitpos

    http://community.bistudio.com/wiki/setUnitPos

    e.g

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] setunitpos "UP"

    if you make this an .sqs script you can then use goto to loop it meaning he will effectively always be stood up. not perfect but it should work.

    http://community.bistudio.com/wiki/goto

    If you don't want to do that maybe a trigger or script that sets his combat mode to safe on a loop, I don't think soldiers can prone while in combat mode safe, not tested and i'm no scripter but it might work!

    -Gloopy


  8. Twiggy,

    I wouldn't really worry about it, myself and most of my friends get this. I think it's partially to do with your pc loading the map and the server sending you the info (such as markers, players, enemies etc).

    I know this doesn't help solve your problem but you're not alone!

    -Gloopy


  9. Hi All,

    I have searched btw and came up dry so figured as a last resort i'd ask here.

    I made my first pvp mission/map it features Blufor Opfor and Independant all fighting to control Somato. after a little testing with me hosting on my laptop it works OK and me and my friends played a bit. Now i've uploaded it to my dedicated server, and whenever i try to load the mission it simply fails to load and reverts to Evolution (which is the first mission in the mission cycle). As far as i'm aware it is using no addons and only 1 script (the universal weapons respawn script).

    Would appreciate someone taking a quick look at the mission file for me to see if they can figure out what's wrong.

    I'll credit you in the credits if you can figure it out biggrin_o.gif

    (link at bottom of post)

    Thanks in advance

    -Gloopy

    mission.sqm + briefing etc and also .pbo file that is in use on server


  10. Thanks Charliereddog & Sickboy,

    I don't have 1.09b and neither do the guys I play with at the minute.

    Charliereddog - I wasn't executing this from init.sqs but now I have put it into init.sqs it doesn't appear to work at all :/

    init.sqs;

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ; ****************************************************************

    ; Initialization script for Armed Assault

    ; This is a special INIT script file that runs before the

    ; mission briefing is displayed.

    ; ****************************************************************

    "2" objStatus "HIDDEN"

    Alpha1 = _this select 0;

    _allpos = [getMarkerPos "spawn1",getMarkerPos "spawn2",getMarkerPos "spawn3",getMarkerPos "spawn4"];

    _pos = _allpos select (random (count _allpos - 1));

    Alpha1 setpos _pos;

    Alpha2 setPos (getPos Alpha1);

    Alpha3 setPos (getPos Alpha1);

    Alpha4 setPos (getPos Alpha1);

    exit

    Sickboy - Thanks for such a detailed response however I'm a little confused, will the script you've written there work only for 1.09b? and what's the best way to execute it, from the init.sqs or from a trigger/init field in the editor?

    Thanks

    -Gloopy


  11. Hi Guys,

    My script (which is a modified version of one posted in this thread) is kind of working. It will spawn me on one of the markers as well as spawn the AI on one of the markers but it won't spawn any human controlled players when playing a multiplayer game. they always spawn where they are set in the editor.

    Hope someone knows why and can advise!

    Thanks

    -Gloopy

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Alpha1 = _this select 0;

    _allpos = [getMarkerPos "spawn1",getMarkerPos "spawn2",getMarkerPos "spawn3",getMarkerPos "spawn4"];

    _pos = _allpos select (random (count _allpos - 1));

    Alpha1 setpos _pos;

    Alpha2 setPos (getPos Alpha1);

    Alpha3 setPos (getPos Alpha1);

    Alpha4 setPos (getPos Alpha1);

    p.s I have tried using "Alpha2 setPos _pos"; as well and it doesn't work. If for example Alpha 2 is a human player, he won't spawn at alpha1's location but Alpha 3 & 4 (AI Players) will.

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