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nikiller

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About nikiller

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  1. This problem is here since ofp. The easiest/safest way is to use the unit's init field. this moveInCargo plane 1 It works every times for every players.
  2. hi, Have a look in setDamage comments "Setting a unit's damage to a negative value will set it's health to full, but impair their aim." cya. Nikiller.
  3. nikiller

    Respawn - without teamswich ?

    hi, enableTeamSwitch? cya. Nikiller.
  4. hi, Maybe onPlayerRespawnAsSeagull.sqs in event scripts could help you. For your 2nd question try PreloadFinished eventHandler. cya. Nikiller.
  5. It seems that sometimes AI have hard time to "link" buildingPos to calculate a proper pathfinding. It was already the case in ofp, if AI was alone in a group, it was turning endlessly trying to calculate pathfinding. When I order AI to move inside buildings I disbaleAI "FSM". I don't know exactly why but they navigate easier and are usually not stuck.
  6. nikiller

    Ai see better at night

    hi, I think you will have to help the AI. Maybe try to combine an addEventHandler fired and a reveal command. cya. Nikiller.
  7. Remove gunners from the group might be a better solution. [_gunner1, _gunner2] joinSilent grpNull; Or maybe MoveInGunner, MoveInDriver the 3 not grouped units and give waypoint only to the pilot.
  8. hi, Try to ungroup the pilot (join grpNull). [_this] joinSilent grpNull; CARELESS behaviour as kylania suggested. _this setBehaviour "CARELESS"; DisaleAI target, autotarget, checkvisible, fsm, suppression, autocombat. {_this disableAI _x} forEach ["TARGET", "AUTOTARGET", "FSM", "SUPPRESSION", "COMBAT", "CHECKVISIBLE", "AUTOCOMBAT", "COVER"]; cya. Nikiller.
  9. hi, I am trying to reactivate a commented function (onCaptureStarted) in wasteland monitorTerritories.sqf. This function trigger when a territory capture has started and I would like to reactivate the message that let the current owners know that his territory is being captured. The function I would like to reactivate: The script monitorTerritories.sqf: Thanks for your help. cya. Nikiller.
  10. hi, Have a look here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000799 and here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000992 cya. Nikiller.
  11. hi, I think you should use the same but with "effectLight". h = this spawn { waitUntil { count (_this getVariable [ "effectLight", [] ]) > 0 }; _emitter = ( _this getVariable "effectLight" ) select 0; _emitter setPos getPos u1; _emitter attachTo [ u1 ]; }; cya. Nikiller.
  12. hi, Try this. Execute the script in unit's init field 0 = [this] execVM "scripName.sqf" It is far from perfect and it needs tweaking but it shows you how to do it. //Fire effect script //By Nikiller //v0.9 //27/03/2016 //0 = [unitName] execVM "scriptName.sqf" if !(hasInterface) exitWith {}; private ["_unit", "_velocity"]; _unit = _this select 0; while {alive _unit} do { if (player distance _unit < 200) then { _velocity = velocity _unit; Drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 16], "", "Billboard", 1, 0.6 + random 0.4, _unit selectionPosition "pelvis", _velocity, 1, 0.005, 0.004, 0.038, [1 + random 0.5, 2 + random 1, 3 + random 1.5 * 1.5], [[0.9, 0.5 + random 0.1, 0.5 + random 0.1, 0], [0.2 + random 0.1, 0.2 + random 0.1, random 0.1, 0.3 + random 0.1], [0.9, 0.9, random 0.1, 0.3 + random 0.1 * 2], [0.9, 0.9, 0.3, 0]], [0, 1], 0.5, 0.05, "", "", _unit ]; }; sleep 0.001; }; cya. Nikiller.
  13. hi, I thought about that afterwards but I think nomadd is right if you use the script I wrote, make the waypoint just cross your trigger area without synchro and execute the paradrop script in the trigger activation field, it should work. Note that you need only one trigger. cya. Nikiller.
  14. Sorry my bad you have to execute the script with 0 = [bOD] execVM "paradrop.sqf"; Should work.
  15. Yes and put the sqf in your mission folder. If unassignVehicle didn't work then something else is wrong. Maybe post a repro mission to see what is not working.
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