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mostly

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About mostly

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    Running, cycling, playing ARMA 2 and drinking vodka
  • Occupation
    Chewing bubble gum and kicking ass
  1. Hi, I'm trying to find a script that lets me pick who and how many AI team members for my squad prior to the mission starting. Does anyone know if it exists or do I need to start trying to figure it out? I'd like to be able to select from a pool of operators to construct my own team to be mission specific. Thanks. 💪
  2. Got it working. Think it was just a stupid error of missing ";". This works for anyone finding a similar problem.. _Spawn = createTrigger ["EmptyDetector", getPos HVT]; _Spawn setTriggerArea [500, 500,0, false]; _Spawn setTriggerActivation ["ANY", "PRESENT", false]; _Spawn setTriggerStatements [ "{ alive _x && side _x == EAST } count thislist < 5;", "nul = [] execVM 'Spawn\Spawn2.sqf';",""];
  3. Thanks for taking a look gc8 and making some suggestions. The trigger activation is set to "WEST" so that it only initiates when the player is present in the area. HVT is in the right position. Regarding when the trigger condition runs, there are more than 20 east units placed on the map, so I'm confident it's not that. Do I need to define this anywhere else: "{ alive _x && side _x == EAST } count thislist <20". I thought that _x == EAST would be sufficient. Any ideas?
  4. Hi, I'm pretty sure this must have been done before but I can't find it anywhere. I want to activate a script from a scripted trigger when the enemy numbers drop below 20. So far I've got: The script is activated regardless of the number of enemies in the area. Could someone tell me what I'm doing wrong please? Thanks.
  5. A sort of solution, in case anyone has a similar issue. while {alive _unit} do { if (alive SFDog) then { switch (true) do { case (speed _unit <1 ): {SFDog playMoveNow ("Dog_Stop")}; case (speed _unit >1 ): {SFDog playMoveNow ("Dog_Walk")}; }}}; I've had to include this into a separate script as it stopped everything below it from firing. This works though, the dog stands still when the handler is still, and walks when the handler moves. I've got my dog script working almost how I want it, but any suggestions to clean up the above would still be appreciated. Thanks. ✌️
  6. Thanks Johnnyboy, I've been using your JBOY Dog script for a while but wasn't aware of vDog. I've been looking through the vDog script and found this: vRunnerAnimationLoop = { params["_dog","_runner","_dogOwner","_animalType"]; while {alive _dog} do { if (simulationEnabled _dogOwner && diag_fps > 15) then { private _animState = animationState _runner; switch (true) do { case ((animationState _runner) find "mwlk" >= 0 && speed _runner <= 9): {_dog playMoveNow (_animalType + "_Walk")}; case ((animationState _runner) find "mrun" >= 0 OR (animationState _runner) find "meva" >= 0 OR speed _runner > 10): {_dog playMoveNow (_animalType + "_Sprint")}; case ((animationState _runner) find "mrun" >= 0 OR (animationState _runner) find "meva" >= 0 OR speed _runner > 6): {_dog playMoveNow (_animalType + "_Run")}; case ((animationState _runner) find "mstp" >= 0 OR speed _runner < 1): {_dog playMoveNow (_animalType + "_Idle_Stop")}; }; if (!(animationState _runner isEqualTo _animState)) then { _dog setVectorUp (surfaceNormal getpos _runner); // keep dog feet on ground on slopes }; }; sleep 0.5; I think it is linking the speed of a unit to a playmovenow command, but I can't figure out to make use of it. Anyone got any ideas? Thanks.
  7. Hi, I'm trying to create a script which creates a dog working within a team. I'm using the attachto command to make the dog stay with its handler but want to try and link the dogs animation to the handler's speed. So far I've got this: this addEventHandler ["AnimChanged", { params ["_unit", "_anim"]; if (_anim in ["amovpercmstpsraswrfldnon"]) then { if (alive SFDog && speed _unit >=1 ) exitWith { SFDog playMoveNow ("Dog_Walk"); }; if (alive SFDog && speed _unit <1 ) exitWith { SFDog playMoveNow ("Dog_Idle_02"); }; }}]; I know that's really messy but I'm still getting to grips with eventhandlers. I just want it so the dog is idle when the handler has stopped and walks or runs when the handler does. Any ideas or suggestions would be greatly appreciated. Thanks.
  8. Hi, I'm trying to put together a script where my team are calling for support at a location defined by a single click on the map. The script places a marker using 'onMapSingleClick'. I've got the script working but I want to add some realistic communication procedures. I basically want to have the radio comms show the requested coordinates as text, for example "Requesting extraction from grid ########". Any ideas? Thanks.
  9. I've managed to create an attack dog. He follows me around (although he's not part of the team), travels in my vehicles, obeys commands and is lethal to enemy soldiers. Everything is working well but I can't get the enemy AI to see my dog as a threat, so he just runs amok and kill all the enemy soldiers without them trying to stop him. I want the enemy AI to shoot at the dog as if he were one of my team members. So far I've tried the following but haven't had any success: Changed the side in the mission file from Ambient life to West. Added EAST setfriend [AMBIENT LIFE, 0]. Tried to attach a laser target to the dog, although I'm not sure if I've done this correctly. Dog Addrating -4000, Any ideas/help would be greatly appreciated. Thanks.
  10. mostly

    British Voices not working

    Ok, I'm still trying to figure this out. Every other voice works, except for the British ones. During testing using a script to select voices I get "Radio Message CuratorObjectPlaced not found", does anyone know what this means? Does anyone know if the path to the British voices been changed? Anyone else having the same problem?
  11. Hello, I've recently started having a problem with the British Voices in my single player missions. I'm running Game version: 1.57.134560, Branch: development. The player and the AI team members don't make a sound, there also isn't any radio chatter when giving orders (although the AI do still follow orders). I've disabled all mods but still getting the same problem. I'm using a description.ext file to set the voices with the lines: class CfgIdentities { class Soldier1 { name = "Dave"; nameSound = "None"; face = "WhiteHead_Beard05"; glasses = "None"; speaker = "Male04ENGB"; pitch = 1; }; Anyone know if it's a bug with the dev or it's something I'm doing?
  12. mostly

    Drag Dead Body Script

    Great script, it's exactly what I've been looking for. Just one question, if I want to be able to load more than one body to one vehicle which lines should I tweak? Thanks
  13. mostly

    Spawn a door?

    Ok thanks, I was worried that was the case. I think all the doors in the game are part of whole buildings rather than separate. I've been using MGB kill house add on which has some small section of wall with a door in. Does anyone know of any other addons that have doors?
  14. Hi guys, I'm building a base template but need to spawn some working doors to complete it. Is it possible?
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