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Hit_Sqd_Ack

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Everything posted by Hit_Sqd_Ack

  1. Hit_Sqd_Ack

    Mission Template for Newbs or the Lazy

    Sure, I'll add some more stuff like that. Look for an update by this weekend. - Ack
  2. If it's a Linux server you have to convert all your maps into linux format. There should be a button to convert them after you have uploaded your map. You should have a page to stop the server and ofp watch, on that page there is the conversion button. It's what I have to do for any maps that I upload. or It could be that you used an addon that the server is not hosting, but to my knowledge the Anderson DM only uses core addons, I think. Well it's good to know anyway. - Ack
  3. Hit_Sqd_Ack

    Mission Template for Newbs or the Lazy

    Thanks Matt, I appreciate your help on this. - Ack
  4. Correction: Dr Strange Love's Spawn Manager SITUATION: I started off wanting to make a template for players to use that knew nothing about scripting, so all they would have to do is move markers and triggers around and infantry or vehicles where they wanted. I know a lot of people out there have great ideas but just don't have the time to learn the editor. But now I have come to a speed bump.   With the normal "Dr Strangelove" Spawn Manager you have them spawn from an object, and they spawn just fine in SP/MP games. But what I did was I took it one step further, I hooked it into a template where at each objective the East Soldier, walks about 5 feet on a syncrinizing from the objective and spawns the men from that end waypoint. By doing this it lets me put enormous amounts of men on the map. This is also combined with "Doolittle’s Spawn on Demand" Script for Vehicles, unfortunately the AI that spawn don't react to the player like the BAS men that spawn do, that is why I'm using both. THE PROBLEM: When I link the spawn to the waypoints, it works fine in the editor but when I put them in a MP game instead of spawning 12 guys at each of the 3 East Soldiers; it spawns about 14 guys at the 3 guys. I have tried putting delays, etc... But still between 12 and 14 guys appear each time, not 36 infantry.   Any help with this would be greatly appreciated. Thanks in advance. If you have time and would like me to post an example you can look at let me know. I had a buddy look at it already but he could not figure it out either. - Hit Sqd Ack - - Fraghaus Admin - ESoldier -Move (Paused for Objective 1) -Objective 1 Complete -Esoldier exec his waypoint -Moves 10 meters away, stops and exec Dr Strangelove's spawnman.sqs -Spawns Men
  5. Hit_Sqd_Ack

    Delayed BAS Spawn Manager

    moved: link
  6. Hit_Sqd_Ack

    Delayed BAS Spawn Manager

    Give me until this weekend and I'll have it all setup for everyone. I'm trying to put together a read me so people (newbs mainly) could easily understand what is needed to do. I had no idea any body wanted anything like this or I would have shared it a long time ago, I only recently found a solution to the spawn men any where, any time, any place, as much as I want. - Ack So far it has: -Revive Respawn Script -Crew Members can repair Vehicles that you choose -Officer's can call in Ammo Drops (I'll add a Air Strike also for him) -Marker Tracking for everyone in your Team -12 Objectives (Changes flag from USSR to American / or Iranian to US Flag for Rebel version) -Uses Doolittles Spawn Script (You can bypass the maximum number of squads OFP allows with this, I'll show you how I did it in the template.) -Uses Dr. Strangelove's Spawn Script (but from objects on the map) -Random Time Pass Script -Random Weather Script -Tank, Helo Shock Dust Scripts -Men in towers already elevated -Group of 12 that you can reproduce already set for sniping or ambushing set to do not move, set position "up" P.S. - Any ideas what I should call this?
  7. Hit_Sqd_Ack

    Delayed BAS Spawn Manager

    Oh, I was just going to make it for fun, I wasn't really planning on releasing it, but if you would like it that's cool. I really just wanted a way for people who don't have the time to learn scripting to be able to make really indepth missions very easily, with little or no lag. As of right now you can have like 1000 infantry on the map and have no lag at all. I really didn't do anything special, it's the people who wrote the scripts, thank them, I just took the time to combine everything. I'll make a read me file and post it up for people to enjoy some time this weekend. - Ack
  8. Hit_Sqd_Ack

    Delayed BAS Spawn Manager

    Okay well I found a solution to this. I call the script from what is listed below. West Detected By East - Run's Spawn script at object already placed on the map (object 118172) for example. - Men Spawn Works perfect
  9. Hit_Sqd_Ack

    OFP-MANIAC-MAP-Locator

    Hit_Sqd_Maximus came to me and asked me if I could do it for you guys. I know a lot about Flash, actually more than I care to admit. If you guys want I can create the basic template and show someone via teamspeak on how to update it with people as time goes on. It should take me a few hours to make the lay out and create a blank template for you to update. What your wanting is actually very easy to create in Flash 5. Please provide me with the graphics you want me to use and be as detailed as possible as to what you would like it to look like. Maybe make me something in photoshop if you are so gifted with that knowledge. - Ack (Charlie) acknowledge105@yahoo.com
  10. All, I have started using Doolittle's Spawn script that basically deletes all the vehicles in the trigger and spawns them back, pretty simple huh? Well when the AI spawns back in, they are total newbs. I have looked but I can't find where to adjust the skill of the units that are spawned back in. I have contacted the author of the script but he does not respond to anyone's e-mails. I think this might be it: unit = objNull; _type createUnit [_pos, _group, "unit = this", 0.35, "MAJOR"]; if (_type != "SoldierECrew") then { unit setBehaviour "SAFE"; Is the "0.35" the skill of the unit to be created? Any help would greatly be appreciated. Thanks - Hit Squad Ack [FHA] Scripts listed below: *unitcreate.sqf* comment "By Doolittle"; private ["_type", "_pos", "_group", "_magazine", "_weapon"]; _type = _this select 0; _pos = _this select 1; _group = _this select 2; unit = objNull; _type createUnit [_pos, _group, "unit = this", 0.35, "MAJOR"]; if (_type != "SoldierECrew") then { unit setBehaviour "SAFE"; }; unit setCombatMode "RED"; unit setSpeedMode "LIMITED"; if (random 1 < 0.3) then { unit setFormation "COLUMN"; }; unit addEventHandler ["Killed", {_this exec "killed.sqs"}]; unit addEventHandler ["Hit", {_this select 0 exec "captive.sqs"}]; if (random 1 < 0.1) then { unit switchMove "StandToSitDown"; }; _magazine = []; _weapon = []; if (_type == "OfficerE") then { unit addEventHandler ["Fired", {_this select 0 fire ["Throw", "SmokeShell", "SmokeShell"]; _this select 0 removeAllEventHandlers "Fired"}]; _magazine = ["SteyrMag", "SteyrMag", "SteyrMag", "SteyrMag", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"]; _weapon = ["Steyr", "Binocular"]; }; if (_type == "SoldierELAW") then { _magazine = ["HKG3Mag", "HKG3Mag", "HKG3Mag", "HKG3Mag", "RPGLauncher", "RPGLauncher", "RPGLauncher"]; _weapon = ["HKG3", "RPGLauncher"]; }; if (_type == "SoldierEMedic") then { _magazine = ["HKG3Mag", "HKG3Mag", "HKG3Mag", "HKG3Mag"]; _weapon = ["HKG3"]; }; if (_type == "SoldierESniper") then { _magazine = ["HuntingRifleMag", "HuntingRifleMag", "HuntingRifleMag", "HuntingRifleMag"]; _weapon = ["HuntingRifle"]; }; if (_type == "SoldierESaboteurPipe") then { _magazine = ["UZIMag", "UZIMag", "UZIMag", "UZIMag", "PipeBomb", "PipeBomb", "PipeBomb", "GlockMag", "GlockMag", "GlockMag", "GlockMag"]; _weapon = ["UZI", "NVGoggles", "Glock"]; }; if (_type == "SoldierEB") then { _magazine = ["FALMag", "FALMag", "FALMag", "FALMag", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade"]; _weapon = ["FAL"]; }; if (random 1 < 0.5 and count _weapon > 0) then { "unit removeMagazine _x" forEach magazines unit; "unit removeWeapon _x" forEach weapons unit; "unit addMagazine _x" forEach _magazine; "unit addWeapon _x" forEach _weapon; unit selectWeapon primaryWeapon unit; }; *unit.sqs* ;By Doolittle ?not local Server : exit ~1 _list = _this select 0 _trigger = _this select 1 _vehicletype = [] _crewtype = [] _pos = [] _group = [] _i = 0 #load _obj = _list select _i _vehicletype = _vehicletype + [typeOf vehicle _obj] _crew = [] "_crew = _crew + [typeOf _x]" forEach crew _obj _crewtype = _crewtype + [_crew] _pos = _pos + [[getPos _obj select 0, getPos _obj select 1, 0]] _group = _group + [group _obj] "_x exec ""delete.sqs""" forEach crew _obj vehicle _obj exec "delete.sqs" _i = _i + 1 ?_i < count _list : goto "load" _count = count list _trigger #empty ~2 ?count list _trigger == _count : goto "empty" _i = 0 #create _vtype = _vehicletype select _i _ctype = _crewtype select _i ?_vtype == _ctype select 0 : [_vtype, _pos select _i, _group select _i] call unitcreate; goto "next" _vehicle = _vtype createVehicle (_pos select _i) _vehicle addEventHandler ["Killed", {_this exec "killed.sqs"}] ?_vtype == "ParachuteEast" : _vehicle setPos [getPos _vehicle select 0, getPos _vehicle select 1, 135] ~0.1 _j = 0 #move _unit = [_ctype select _j, _pos select _i, _group select _i] call unitcreate ?isNull _unit : goto "next" ?_vtype == "M2StaticMG" or _vtype == "M2StaticMGE" : _vehicle exec "mg.sqs"; _unit moveInGunner _vehicle; goto "next" ?_j == 0 : _unit moveInDriver _vehicle; goto "continue" ?_j == 1 and (_ctype select _j == "SoldierECrew" or _ctype select _j == "SoldierEPilot") : _unit moveInGunner _vehicle; goto "continue" ?_j == 2 and _ctype select _j == "SoldierECrew" : _unit moveInCommander _vehicle; goto "continue" _unit moveInCargo _vehicle #continue _j = _j + 1 ?_j < count _ctype : goto "move" #next ~0.1 _i = _i + 1 ?_i < count _vehicletype : goto "create"
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