Kolmain
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Everything posted by Kolmain
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Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yea, but the last param in the EXEC is "lopatino" so _cityname = lopatino so i need the script to check for lopatino == 0 -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have an issue; I'm using WaitUntil {_cityname == 0}; which works if I replace the local far with the actual variable but I want to use this script with plenty of cities so how can I get it to check if lopatino == 0 when _cityname = lopatino ? -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
awesome will test tomoro, thanks! -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nope still nothing with the change added Heres my latest still doesnt work: ////////////////////////////////////////////////////////////////// // activatecity.sqf // Created by: [97thRR]Kolmain ////////////////////////////////////////////////////////////////// //Define local variables if (isNil "BIS_fnc_init") then { waitUntil { !isNil "BIS_fnc_init" } }; _city = this select 0; _city1 = this select 1; _city2 = this select 2; _fob = this select 3; _side = this select 4; _cityname = this select 5; _nr = floor (random 4); switch (_nr) do { case 0: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 5] call BIS_fnc_spawnGroup; [_grp, getMarkerPos _city, 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man Patrol Spawned"; }; case 1: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 8] call BIS_fnc_spawnGroup; [_grp, getMarkerPos _city, 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man Patrol Spawned"; }; case 2: { //Create group with the name of whatever _city defines and add west/east to the end of it (IE: moldovaeast OR moldovawest and set them to attack to each other's position. _grp1 = [getMarkerPos _city, EAST, 10] call BIS_fnc_spawnGroup; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp1; _grp2 = [getMarkerPos _city, WEST, 10] call BIS_fnc_spawnGroup; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp2; _grp1 addWaypoint [getMarkerPos _city1, 0]; _grp2 addWaypoint [getMarkerPos _city2, 0]; hint "10 Man Battle Spawned"; }; case 3: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 5] call BIS_fnc_spawnGroup; [_grp, getMarkerPos _city, 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man East Patrol Spawned"; }; }; //Create a defensive team at _fob variable and name it definition of _city + fob (IE: moldovafob) _grpfob = [getMarkerPos _fob, _side, 7] call BIS_fnc_spawnGroup; [_grpfob, getMarkerPos _fob] call bis_fnc_taskDefend; hint "7 Man FOB Spawned"; -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
null = ["test","test1","test2","testfob",east,"test"] ExecVM "activatecity.sqf"; thats my init of the trigger, now i get the hint just not the spawn goona double check the spawn syntax now -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
awesome! but to no avail.... doesnt work :( ////////////////////////////////////////////////////////////////// // activatecity.sqf // Created by: [97thRR]Kolmain ////////////////////////////////////////////////////////////////// //Define local variables _city = this select 0; _city1 = this select 1; _city2 = this select 2; _fob = this select 3; _side = this select 4; _cityname = this select 5; _nr = floor (random 4); switch (_nr) do { case 0: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 5] call BIS_fnc_spawnGroup; [_grp, (getPos (units _grp select 0)), 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man Patrol Spawned"; }; case 1: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 8] call BIS_fnc_spawnGroup; [_grp, (getPos (units _grp select 0)), 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man Patrol Spawned"; }; case 2: { //Create group with the name of whatever _city defines and add west/east to the end of it (IE: moldovaeast OR moldovawest and set them to attack to each other's position. _grp1 = [getMarkerPos _city, EAST, 10] call BIS_fnc_spawnGroup; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp1; _grp2 = [getMarkerPos _city, WEST, 10] call BIS_fnc_spawnGroup; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp2; _grp1 addWaypoint [GetMarkerPos _city1, 0]; _grp2 addWaypoint [GetMarkerPos _city2, 0]; hint "10 Man Battle Spawned"; }; case 3: { //Create group with the name of whatever _city is defined as and have them patrol in 100M radii _grp = [getMarkerPos _city, _side, 5] call BIS_fnc_spawnGroup; [_grp, (getPos (units _grp select 0)), 100] call bis_fnc_taskPatrol; { _x setCombatMode "RED"; _x setBehaviour "SAFE" } forEach units _grp; hint "5 Man East Patrol Spawned"; }; }; //Create a defensive team at _fob variable and name it definition of _city + fob (IE: moldovafob) _grpfob = [getMarkerPos _fob, _side, 7] call BIS_fnc_spawnGroup; [group _grpfob, getMarkerPos _fob] call bis_fnc_taskDefend; hint "7 Man FOB Spawned"; -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But now how would I delete that group? -
Dynamic City Patrols/Battles/Spawning
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_city = this select 0; _city is defined at the top as the marker name but i want to use the same name for the group name -
Is there any way to spawn increasing numbers of opfor groups and have them assault a position? I know I could used the fncspawngroup and fncassualt but where would I get the glassmaker or cfg entrys for the groups and how can I execute the next wave after he first is dead or maybe a timer?
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Spawning an airplane
Kolmain replied to NGagedFX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do you name the group you create with FuncSpawnGroup? I want to dynamically create/delete groups and in orderto do that I need to have it named so I can execVM my deletesquad.sqf with a proper group name once the trigger is "deactivated" by the player leaving the area -
Set ai to destroy helicopter or car rotor or wheel
Kolmain replied to matmulan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do I specify who to give it to? -
JIP : how does it really work?
Kolmain replied to Cali's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How would you continuously check? -
Set ai to destroy helicopter or car rotor or wheel
Kolmain replied to matmulan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I would addCamShake for each crew heli ? -
Set ai to destroy helicopter or car rotor or wheel
Kolmain replied to matmulan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know how to get the camera shake like in the BAF opening mission in multiplayer? -
How would I check if a unit has a weapon and if they are in a vehicle of either West or East? EDIT: Found this for a weapon:
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what about any vehicle at all?
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Im running the SOM module in arrowhead and its creating A2 units, is there anyway to force it to create OA units instead? I have combined ops but I want to make this mission for OA. Thanks!
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In new news our rangers are now about 20 strong and turning more toasted OA!
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Is there any way to start a unit In agony and also set weapons on the floor, to make it look like a scattered crash site
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My servers show up as a red X for me but other players can connect? I am also connecting to teamspeak on the same server so im not banned, very odd. Also, im running STEAM A2 if that helps. Any ideas?
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ive gone through all that ive even run it without any config at all just basic and it still does it. Its a dedicated server running 3 instances on diffrent ports, ive also tried just running one. The server box has multiple ips, and it seems that if i connect to it twice (ie use remote desktop and teamspeak or teamspeak and arma 2) that it kills my connection completley
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have done, havent found any about a red X connecting failed issue while it works for other people and not myself, although it did 10 minutes ago and then stopped.
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Looking for some help on fixing my script, thanks :confused: // Created By Kolmain for use with 97thRR. // _classes = tl, opr, demo, ar, at, sniper, spotter // Call: [this,"_class"] exec "loadout.sqf" // www.97thrr.org _man = _this select 1 _class = _this select 2 removeAllWeapons _man; if _class == tl _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_RCO_GL"; exit; if _class == opr _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_HWS_GL_camo"; exit; if _class == demo _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "PipeBomb"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_HWS_GL_camo"; exit; if _class == ar _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "PipeBomb"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "Mk_48"; exit; if _class == at _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addMagazine "m136" _man addweapon "NVGoggles"; _man addWeapon "M136"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_Aim_camo"; if _class == sniper _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "Laserbatteries"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "M9SD"; _man addweapon "M40A3"; exit; if _class == spotter _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "Laserbatteries"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "M9SD"; _man addweapon "M4SPR"; exit; if _class == opr _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_AIM_Camo"; exit; executing via [this, "tl"] exec "loadout.sqf"
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Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yea i did, didnt show me anything, sorry :( ---------- Post added at 04:21 PM ---------- Previous post was at 04:18 PM ---------- Works like a charm thanks!