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mcnools

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Everything posted by mcnools

  1. So, I was hoping to make some missions for my group where we can bring in prisoners for questioning to gain valuable intel. In order to do this however I need to have the enemy surrender sometimes. I tried googling around but I haven't managed to find anything yet. If there is some proper surrendering script out there that takes in variables such as how outnumbered an enemy is, if he's wounded etc. that would be cool but if not I would be completely find with a more simple script that makes the remaining enemies of one side (within a specific area) surrender when there are say... less than three of them left in that area. I found this topic discussing how to make enemies surrender when there are less than 10 of them in the entire map (from what I've understood of that topic) but I couldn't even get that to work it seems. Unfortunately I'm completely at loss when it comes to scripting so I would need help. In other words, I'm looking for a trigger/script with the condition "less than three OPFOR within this area" and the on activation "the last OPFOR within the area puts their hands on their backs and is set as captive". Any ideas anyone? If there are any other good surrender scripts/ideas I would like to hear them as well. We do use Alive though so anything that is relying on groups that are present when the mission starts etc. won't work I suppose. (My idea here was to have a minimum amount of enemies placed in these areas at start and then having more spawn by Alive, that way they won't just surrender right away or something)
  2. Ah! understood! thank you so much for your patience! The script seems to work like a charm now!
  3. Sorry if I'm thick, maybe I just need to get some sleep and try to understand things again, but where do I put that code?
  4. Thanks to both of you! I tried your method Schatten but it seems only one of the remaining soldiers drops his weapon and surrenders, the other one just shoots at me. (placed three units and shot one). Also, just noticed that ace already has a "search inventory" option for captured units so that part is no longer necessary!
  5. Thank you! will try it ASAP! EDIT: ok, tested it, it does make them surrender but seems to be depending on how many OPFOR there are in the ENTIRE map, I need the script to only care about the opfor in a small area (one village for instance). Since we use Alive there will always be some opfor roaming around the map somewhere, but when we storm a certain village and kill almost everyone the last guys should surrender. Also, is there a way to: 1) make the enemy drop his weapon and/or 2) make it possible to search the enemies inventory, not just backpacks but all of it, would be cool if we could find intel on people who have surrendered etc. Or just check them for bombs. Thanks for helping out man! Just to make sure I haven't messed anything up, this is how I set it up: Small tigger, 50x50 metres, two opfor inside. OPFOR - > present activation Non repeatable. Condition: On Activation: And then in the test.sqf I have:
  6. This map is just looking better and better, amazing work! If you ever need any testers I'm sure me and my group would be very willing. :D
  7. With your help and some help from a more coding-savvy friend I got things to work, thank you very much! this is the relevant code I believe (for anyone searching around about this later)
  8. I will take a look att that AZcoder!
  9. Thanks for the tips guys! I'm going to try and find time to test this weekend.
  10. I thought I had but apparently not! just did and it does seem to be fixed, sorry for my stupic question!
  11. Any news on working on fixing those weapon sound issues? (last time I played at least you couldn't hear gun sounds if you were a rather short distance away, a bug that appeared on all mods with custom weapon sounds after the sound update a while ago).
  12. The undercover script looks great and very in depth, but that's it, for this mission at least I'm looking for a more simple function, but if it's not possible I suppose I'll have to look into that undercover script more. :)
  13. EDIT: Nevermind , Harzach updated his post and the code is now working!
  14. EDIT: sorry for bumping this but I figured it's better than creating a whole new topic. I managed to get this working using TheDoor addAction ["Beam me scotty", {(_this select 1) setPosATL (_this select 3);}, getPosATL trainstation]; But now I'd like to be able to add the action as an ace-interaction rather than an addaction (OR if this is too complex, try to limit the radious the action can be used in, I'd like to have to walk up very close to the object to use it, like pressing a button/opening a door), with the current script I can activate it several metres away. I've tried to read up on how to create ace actions but I just can't figured it out. Does anyone with experience have an ideas? (oh, and it have to work on dedicated servers). Long story short: I want to be able to interact with a tunnel entrance using the ACE MENU to teleport the person who interacts with it to another position (in a tunnel somewhere else), on a dedicated server. Old post: Hello, I'm making a bit of a fun mission for my group where we are supposed to enter an underwater door to reach a secret underground train station which will in turn lead to a top secret base at a volcano where we will enter a secret missile silo through a bunker door (no Mr. Bond, I expect you to die). Haha. Anyway, in order for us to do this I need a script that teleports any unit using an object (in this case, bunker-doors). Now, I've managed to get a simple teleport-script working when entering a trigger (a repeatable trigger with blufor as activate and "{_x setPosATL getPosATL trainstation} forEach thisList" as "on activation"), it works fine (teleports you to the object called trainstation), but I need to be able to use this with the addaction command. Adding an action on the objects (large bunkers with doors) that activate a script that teleports the specific unit that used the action to the new location. Is there any way to do this in a somewhat simple way?
  15. Harzach: I've tried reading that but honestly I don't understand any of it whatsoever. I figure fnc_addActionToObject is what I want to use but I don't know where to put it and how etc. Coding/scripting just never made sense in my illogical brain. Perhaps it would be easier to modify the addaction-script I've mentioned in the original post to include a variable for distance (so that you have to be, say.. 1 metre from the object to get the action?), I've read in the wiki about addaction that there's such a parameter but I haven't managed to figure out how to add it to the script. Edit: after seemingly trying the same thing again (must have missed something last time) I managed to incorporate a radious to the addaction command, I'd still prefer to do it with an ace-action so I'd love some help with that, but here's the script for the addaction with a limited radious (2 metres) for anyone interested: (I put this on an object that will serve as the tunnel entrance, then I put a helper-object of some kind where I want the player to end up and name it "tunnel1", haven't tested in dedicated yet but I suppose it should work).
  16. I updated the first post with another question, I would like to be able to do this teleporting (Muzzleflash's script a couple of posts up) using the ace-interaction menu instead, OR having to be very very close to the object to use it. I hope bumping the topic rather than creating an entire new one is better.
  17. Hello, I'm working on a little mission for some friends where in the end, we need to defeat a "boss" (it's not very serious as you might have guessed), now, scripting has never been my strong side, so I figured I'd ask for help. I would like to have a script that, when the boss dies (NOT(Alive Boss)) the currently playing music (let's call it "bossfightmusic" for simplicity) stops, the game goes into slowmo for a few seconds and the camera moves to show the boss falling down dead, preferably while a message saying "boss defeated" or similar shows up on screen and another more triumphant song starts playing (let's call it "winsong"), is this even possible? (oh, and it needs to work on dedicated servers as well, haha).
  18. Thanks for your replies, I will experiment with some of these ideas. :)
  19. Ah, darn! I guess I'll have to skip the slowmo-part then. :(
  20. Hello, I'm making a mission (with ACE and ALIVE) where the enemy forces are supposed to have a bunch of tripwire-mines protecting key points in their areas (to keep me and my friends on their toes), however, the problem is that the AI patrolling around keep activating the mines and blowing themself up. Is there any way to make the AI detect and avoid mines (not deactivating them) or if not, just make them avoid certain 5m areas around the mines?
  21. About a year ago (and a few months) I started working on a terrain that was supposed to be an african terrain with a somewhat mixed geography (savannas, swamps, some mountains etc.). Unfortunately, due to a lack of time and energy (lots of other things going on and terrain-making is very time consuming) I've been forced to realize I won't finish the project (after not working on it since sometime this spring if I remember correctly), now, I don't want all the work I did to go to waste, and I'd love to see the map finished, so I figured I'd put the word out there if anyone wants to continue the work. So far I set up a basic satmap and heightmap and had started to add more detail to the terrain in some areas using L3DT (mostly around a long ridgeline in the center of the map and some areas way down south), but more work on the heightmap is required if the map is going to look good/be interesting to play on (it's far too smooth in most areas now, and a lot of the dry riverbeds don't look too good). I was also planning a very large swamp in an area along the river which looks ugly right now but with some more work on both heightmap and satmap could probably look good. Anyway, the folder with all the source-files and the work so far is around 8gb so I'd probably need to set up a torrent for anyone who wants to continue the work, if anyone is interested let me know. You can either just use the existing work to create a map of your own ideas (the terrain is very versatile and could probably be used for various settings as long as it's somewhere with a few deserts), I can also share some of my ideas about how certain areas would look like etc. For anyone who wants to take a look I uploaded a working version of the map, of course it's far from finished but at least you can fly around and have a look of the general feel and satmap etc. https://drive.google.com/file/d/15AQM01pZ9ZUKFpBPgdEqXqavt6vzoWkT/view (download in the top right corner). Anyway, here are some screenshots of the terrain: https://imgur.com/a/mP6M4
  22. Things are in motion for a couple of guys to take it over, so we'll see what happens! Thanks for still playing and enjoying my old maps! :)
  23. I believe so yes! used it since there's not that much human influence on it (farms, cities etc.) so you don't have to take that into consideration when editing the satmap etc. Edit: Updated the original post with a download link for those who wants to take a look at the current terrain and sattelite imagery, nothing else is there yet.
  24. Sounds good! unfortunately I haven't really done any mapmaping for ArmA 3 (apart from editing the heightmap and importing it into terrainbuilder) and I haven't worked on any map properly since Neaville for ArmA 2 so I don't know how much advice I can give, but there are other people who know a lot, there's a skype-group for terrainbuilders as well. It's good to hear that you've done stuff in L3DT as well, this map really needs more heightmap detail (and doing that in terrainbuilder is.. tedious to say the least) so working a lot on the heightmap etc. before actually starting to add objects to it is probably a good idea! PM me your steam ID and TS server and we'll have some sort of meeting! CPT J. Shaw: The height/satmap is based off an island east of somalia, actually used data from it in my old aliabad-terrain aswell.
  25. It's 15360x15360 metres I believe (around 15.36x15.36 Km) on it's current settings. Do you have any previous map editing experience? :) (I believe that it's about the size as chernarus, so it's not a quick job! haha) Here are a couple of screenshots taken in terrainbuilder, first one showing the heightmap, you can see where the swamp should be here, and also you should be able to see what areas I've started adding more detail to, as you can tell some areas look really "smooth" and that's not very fun ingame, if one is to finish this map I suggest getting the hang of a program such as L3DT (which has a free trial period I belive) and raise/lower terrain where it looks appropriate on the sattelite map (cliffs, riverbeds etc.) and also add a slight "perlin noise" over areas to make the terrain a bit more uneven (I have some settings for this I can help out with). The other screenshots show the overall look of the satmap. I will try to upload a working version of the map that you can load in ArmA 3 and fly around to see how the terrain looks ingame yourself, might get around to it this evening.
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