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Koni

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Posts posted by Koni


  1. I'm trying to detect if a vehicle cannot be driven through any form of damage, like burst tyre etc.

    I know it can easily be detected if the vehicles destroyed with !alive, but it would be better if it can be detected once the vehicles just un-drivable instead ?

    I have 3 named trucks, to set off a trigger later on, one of the 3 trucks needs to be taken somewhere, but I need to fail the mission if there's just no way of getting any of them there through damage etc.

    If not I'll just have to use invincable vehicles, but that's a bit poor.

    Any ideas ?

    Thanks


  2. Yeah I knew to start it again was to call the function again, but the problem seemed that the indicator went mad once you called the function again, flashing madly.

    I got it working in the end, I don't think I was giving it enough time to sort it's self out.

    I ended up deleting the trigger that activated the first dir_Indicator fnc, then delete the first target it was tracking, that then starts the indicator to flash a bit madly, leaving it a few seconds, then activating a new trigger to call the function again, tracking the new target, and after a few seconds the indicator stops flashing and now tracks the new target.

    So sortred :)


  3. To make a unit shoot at something

    Name the object and the unit, and you can use a trigger with these...

    unitname dofire objectname;

    Some things units will fire at just using that, other times they need to be told to target it first.

    unitname dotarget objectname;

    or using the units init box

    this dofire objectname;
    this dotarget objectname;

    To make a unit lay down using a trigger

    unitname setunitpos "down";

    or

    this setunitpos "down";

    in the units init box if needed from the start of the mission.

    • Like 1

  4. titlecut [" ","BLACK IN",1];

    _camera = "camera" camcreate [0,0,0];

    _camera cameraeffect ["internal", "back"];

    //Type your scene comment here

    _camera camPrepareTarget [81667.30,63270.59,-2440.22];

    _camera camPreparePos [1758.32,3218.29,72.96];

    _camera camPrepareFOV 0.700;

    _camera camCommitPrepared 0;

    waitUntil {camCommitted _camera};

    sleep 2;

    //Type your scene comment here

    _camera camPrepareTarget [-25275.57,97358.91,-19568.44];

    _camera camPreparePos [1857.04,3221.47,103.39];

    _camera camPrepareFOV 0.700;

    _camera camCommitPrepared 15;

    waitUntil {camCommitted _camera};

    _camera cameraeffect ["terminate","back"];

    camdestroy _camera;

    end1=true;

    That should work now.

    waitUntil {camCommitted _camera}; <--- Now that's in the code blocks for your camera shots, it will now do what come before the command.

    Your opening shot had no delay time added in, like no given time for the camera to show what it was looking at, so the sleep 2; will add a pause of 2 seconds, then pan round onto the next shot.

    Save that as scene.sqf now, and take notice of all the lines ending in the ; as sqf is the newer mode of scripting, and every line needs to end with a ;


  5. No, this is the whole task, that's really my point, as far as I know, there is nothing wrong with it, but every time it's giving me an error about a missing )

    All the other tasks are basically the same, and at the moment their working fine, it's just this one, everytime I activate the task it's coming up with the error, and I can't see what's wrong with it.

    I think it's some sort of gremlin in the game, I have sometimes had errors come up from the BIS Modules in the past, but 99\100 I don't get them.


  6. This is driving me mad.

    Working on a mission, all Tasks have been working perfectly for weeks as I'm slowly making the damn mission, but now I'm getting a script error saying I have a missing )

    "carsales" setMarkerTypeLocal "select";

    tskpatels = player createSimpleTask["Get new cars for Mr.Patels"];

    tskpatels setSimpleTaskDescription["Find new red cars for Mr Patel", "New Cars", "carsales"];

    tskpatels setSimpleTaskDestination (getMarkerPos "carsales");

    taskhint ["New Task!\nNew Cars for Mr.Patel", [1, 1, 1, 1], "taskNew"];

    taskhint ["Task Assigned!\nReplace old cars with new red ones", [1, 1, 1, 1], "taskCurrent"];

    Keep on getting this now on this task, and every so often it starts saying I have the missing ) on all the tasks I have setup, then it stops saying it for the rest of them, and just this task then.


  7. I have this task set to run in a simple .sqf

    "market" setMarkerTypeLocal "select";

    tskfred = player createSimpleTask["Kill Fred"];

    tskfred setSimpleTaskDescription["A Local Taliban Leader, code named Fred, is on his way to the Market in Karachinar.<br/><br/>I must move quickly and get to the Market before Fred finishes and leave for the day , ", "Kill Fred", "Fred"];

    tskfred setSimpleTaskDestination (getPos market);

    taskhint ["New Task!\nTake out a Taliban Commander", [1, 1, 1, 1], "taskNew"];

    taskhint ["Task Assigned!\nFind and dispose of Fred", [1, 1, 1, 1], "taskCurrent"];

    problem I am getting is undefined variable in expression : market line 7

    As far as I am aware, it's saying there isn't a marker called market, but there is, this task is set up exactly the same as 2 others I have and they don't throw up an error.

    Am I missing something really obvious, or is it going a bit fubar on me ?


  8. Yeah thanks, that sorted them from walking back over 1 mile away from where I stole them :)

    Got round it by deleting them, spawning them where I wanted then, joined to a civilian who was hidden, but soon they get into formation with the hidden civilian and stand rooted to the spot and don't move again, so I guess I'd have to make a script to keep moving the civilian around to keep the Chickens moving to...


  9. Might seem a strange one this but, basically I'm finding if I place say a Hen on the map, move it by setPos (getPos location); after a few seconds of the Hen becomming aware of it's new location, it starts to walk off back to where it was placed on the map in the editor to start with.

    I know not many people may have decided to teleport Chickens around the map for any form of gratification :pet5: but anyone have an idea of how I can stop the buggers from wandering off back to where they came from ?

    I was thinking about disableAI or similar, but that would make them statues I think, I'd like them to just act normal and wander around the new location like normal Chickens :)


  10. I was working on the basis of the player stealing a rifle from a weapon traders stall in a market for one part of a mission, but my original plan was to be able to detect if the rifle was taken from the market stall, and not just the player having an AK full stop.

    Though I have now changed the mission layout idea, instead of the missions being more fluid, I'm now changing it so the start of this mission, the only source of getting a weapon is from the market, which works just fine.


  11. Yeah thanks Kylania, thats near enough what I used to place some weapons on a table, but one thing I cannot find, is how to stop your unit from bending down to the floor to pick them up from a table which ends up above you ?

    ---------- Post added at 10:30 AM ---------- Previous post was at 10:23 AM ----------

    ;1996485']Part of the reason it was hard to find it may have also been because of people doing what you just did. Crossing out their whole post' date=' replacing it with a Nevermind, and not actually posting the answer.[/quote']

    Part of the reason people like me do things like I did is probably getting replies to their questions like you did :)

    Don't get me wrong, I am always very greatful when people answer any questions that I may need to finally ask for in the forums, but I never post a question without trying to find the answer first.

    If I didn't, my post\question count could well be 10 times to what it is now.

    Anyway, one last question for now, can you name or attach anything to a spawned weapon so that it can be detected if a unit picks up that spawned weapon\object ?

    I was looking at

    location attachObject SpawnedWeapon -

    but the problem arises there, I need to name the weapon to be able to attach anything to it, therefor wouldn't need to attach if I could already name the spawned weapon... I'm rambling now.....

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