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nikiller

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Everything posted by nikiller

  1. nikiller

    Respawn with pistol

    hi, init.sqs alive_check.sqs init_respawn.sqs cya. Nikiller.
  2. nikiller

    Marker follow ai unit

    hi, My bad I didn't tested my script, the correct synthax is [D6,"M1"] exec "marker.sqs" the marker name is a string. I tested and it works. cya. Nikiller.
  3. nikiller

    Marker follow ai unit

    hi, {D6,M1} exec "marker.sqs" is wrong, the correct synthax is [D6,M1] exec "marker.sqs" EDIT: watch out with the detected by trigger in MP since it's fired individually on each computer which result in strange result sometimes. The way to go is to use publicVariable to be sure that the info is correctly broadcasted between every computers. cya. Nikiller.
  4. nikiller

    Marker follow ai unit

    hi, gps_marker.sqs Just a suggestion: the script could be more elaborated and tracks if the unit is injured, can walk, have his hands hit and use a specific marker type nor color to each states. ATM, it just track if the unit is dead. Say me if you want something a bit more complete. cya. Nikiller.
  5. nikiller

    Vechicle Wait Script

    hi, all_in.sqs cya. Nikiller.
  6. hi, "OfficerW" createunit [getMarkerPos Zone1, SkoTroops, "t1 = this", 1, "LIEUTENANT"] is wrong it's "OfficerW" createunit [getMarkerPos "Zone1", SkoTroops, "t1 = this", 1, "LIEUTENANT"] demo link: http://www.mediafire.com/download/1g176q6zmlx4ob6/demo_niki_basic_spawn.Intro.rar PS: I beat you Z :icon_mrgreen: cya. Nikiller.
  7. hi, Yes you must put one unit on the map with SkoTroops=group this in its init field to create your group. You can also use waypoints with this unit and the spawned units will follow them. cya. Nikiller.
  8. nikiller

    A question, Using AI or bots.

    hi, In the unit's init field: this setCombatMode "BLUE"; {this disableAI _x} forEach ["TARGET","AUTOTARGET"]; this setSkill 0; this allowFleeing 1 The unit should not fight back and always flees. cya. Nikiller.
  9. nikiller

    Objectives

    hi, There's no error in your briefing. It must be elsewhere. Let's say your objective is to kill a guy. Try to put in a 0x0 trigger's condition field not alive EastGuy1. EastGuy1 is the guy's name you have to kill. In the trigger's activation field write "1" objStatus "DONE"; hint "good job you killed the guy!". Kill EastGuy1, a hint good job you kill the guy! should appear on your screen. Now have a look at your briefing notebook, objective 1 (kill EastGuy1) should be ticked. cya. Nikiller.
  10. nikiller

    Objectives

    hi, Can you post a copy of your briefing.html, I will maybe spot the problem. You don't need to activate your objectives unless you hide it in the first place (init.sqs or any initialization script) i.e: "1" objStatus "HIDDEN" in the init.sqs can be activated later in script or trigger for whatever reason by "1" objStatus "ACTIVE" More info about objStatus here: https://community.bistudio.com/wiki/objStatus For the error when you start the mission I guess it is because you defined enemy as group and not as unit name. Not sure but i don't think it is good to use enemy as a name because it is a side more info here https://community.bistudio.com/wiki/enemy . Better to use something like EastGuy1 or something like that. cya. Nikiller.
  11. nikiller

    Objectives

    hi, Your briefing.html is located in the main mission folder and will be executed automaticly by the game engine. More info here: https://community.bistudio.com/wiki/Briefing.html Your script can be placed in the main mission folder or in any mission subfolder. Usually the mission maker creates a folder named scripts in his mission folder and put his scripts here. It's executed with [] exec "scripts\scriptName.sqs". There's exeption named event scripts like "init.sqs" or "onPlayerRespawnAsSeagull.sqs" which must be placed in the main mission folder because executed automaticly by the game engine. More info about event scripts here: https://community.bistudio.com/wiki/Event_Scripts cya. Nikiller.
  12. hi, IMHO, it is to bypass the maximum objects number. It is not possible to group empty objects then if you want to place a lot of objects you will reach the maximum real quick (it was possible to group objects in earlier ofp versions, at least v1.00) so the mission maker change them to units to be able to group them and then bypass the object number limitation. That's just a guess it could be something else. cya. Nikiller.
  13. hi, Open the notepad and write setViewDistance 1600 in it, save it as init.sqs (be carefull to don't save it as a txt file) and put it in your mission folder. the init.sqs will be loaded automatically when the mission begins. More in fo about the init.sqs here: https://community.bistudio.com/wiki/Init.sqs cya. Nikiller.
  14. hi, As Prof said with the reveal command but only one unit in the player's group have to reveal the targets array, it should do the trick and save a bit performance. The info will be shared automaticly between all player's group members. {unitName reveal _x} forEach [unit1,unit2,unit3] You can also increase the viewDistance to 1600 so the AI will spot enemies from farer away. setViewDistance 1600 cya. Nikiller.
  15. nikiller

    OFP - Contet viewer

    hi, Good job! Downloading now... cya. Nikiller.
  16. nikiller

    Ambush

    hi, I gave it a go with ww4 replacement units. Nice little mission, good performance. I have few suggestions: - Make it MP compatible, something like up to 2-4 players no respawn, your mission will be more popular. I can help you if you need. - Put few pictures perhaps a short vid on your original post it will attract more players. - Send it to ofpec for a review. good job. cya. Nikiller.
  17. hi, Your variable busted isn't set to anything at mission start, you must initialize all your variables in an init of any kind but by convention you initialize your stuff in an init.sqs To solve your problem: Create an init.sqs with the notepad, write busted=false and put it in your mission folder and voilà ! Don't forget to set busted to true when the player is spotted. Put in a trigger condition field : if (radioman knowsAbout player>0.105) then {busted=true} That should solve your problem. I suggest you to use scripts instead of triggers it will save you a lot of time and performances. cya. Nikiller.
  18. hi, I wrote a script that force a group of AI to fire a flare and call for reinforcement if it detects player. init.sqs flare_patrol.sqs Here's a demo to show how it works: DEMO LINK cya. Nikiller.
  19. hi, For AI: unit setPos (getPos nameofAI) For player: unit setPos (getPos nameofplayer) https://community.bistudio.com/wiki/setPos https://community.bistudio.com/wiki/getPos cya. Nikiller.
  20. nikiller

    Mod Z-Day (Zombie Day) 1.00 BETA

    hi, Yea sorry, I should have been more clear in my sentence. Corrected. cya. Nikiller.
  21. nikiller

    Mod Z-Day (Zombie Day) 1.00 BETA

    hi, Inc, I had a look to the scripting out of curiosity and it's more alpha stage than beta IMHO. Not sure everything is reliable on a dedicated server with a lot of players and they use the bugged FML zombie version. I still needs a lot of work. Those guys nervps team is making a very promising STALKER mod for ofp. Have a look.cya. Nikiller.
  22. nikiller

    OFP Addon request thread

    hi, I think it comes from Legend Of Madness mod. cya. Nikiller.
  23. hi, For infantry you will have to setPos an invisible target in front of your soldiers. You can use this script for tanks: http://forums.bistudio.com/showthread.php?127420-Nikiller-s-scripts-pack&p=2076012#post2076012 cya. Nikiller.
  24. hi, As Maczer said, you can play with soundEngine volume but you can also edit the sound itself (wss file) with Audacity and ofp sound lab. It can be a pain to do because you will have to test again and again if he sound is good or not. That's all you can do. cya. Nikiller.
  25. nikiller

    Possibly a dumb question...

    hi, Have a look to all those commands: https://community.bistudio.com/wiki/removeAllWeapons https://community.bistudio.com/wiki/removeWeapon https://community.bistudio.com/wiki/addWeapon https://community.bistudio.com/wiki/removeMagazine https://community.bistudio.com/wiki/removeMagazines https://community.bistudio.com/wiki/addMagazine To know what type of unit and what are his weapons type this in its init field hint format ["type of this vehicle:\n\n%1\n\n\n\nweapons:\n\n%2\n\n\n\nmagazines:\n\n%3",typeof this,weapons this,magazines this] Better to use a script if you want to change a lot of unit's gear or it will affect your mission loading time and it will be very long to code and be very boring to change. Change_gear.sqs You need a bit of scripting knowledge to use this script but it is very flexible, reliable and performance friendly. This script has been tested in a lot of missions with more than 20 players. cya. Nikiller.
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