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Doing good things guys. Keep up the good work. Especially you SFG ;)
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Random MP Spawning?
PiNs_Da_Smoka replied to PiNs_Da_Smoka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the input Benny. While there is no respawn in the mission, this was not able to be used. But I did have somebody come up with this. init.sqs if (isServer) then { [] spawn compile preprocessFile "randomOpforSpawn.sqf" }; randomopforspawn.sqf _initial_area = opfor_setup; // The game logic object at the center of the setup area for opfor _move_radius = 200; // The radius around the above object to grab stuff _spawns = [spawn1, spawn2, spawn3,spawn4,spawn5,spawn6]; // an array of the random spawns on the map _spawn = _spawns select floor random count _spawns; // selects one of those random spawns [getpos opfor_setup, getpos _spawn, _move_radius] spawn compile preprocessFile "moveArea.sqf"; // moves everything from one area to the other movearea.sqf waituntil {!isnil "BIS_fnc_init"}; // wait until BIS functions are ready (for vector functions) _start = _this select 0; _end = _this select 1; _radius = _this select 2; _nearobjs = _start nearObjects _radius; { _pos_diff = [getpos _x, _start] call BIS_fnc_vectorDiff; _end_pos = [_pos_diff, _end] call BIS_fnc_vectorAdd; _x setDir ((getDir _x + 180) mod 360); _x setPos _end_pos; } forEach _nearobjs; And this worked great up until you try it on a dedicated server. If the unit is used by a real player, they wont move. But if its just AI then it will go just fine. So my question is this. Does anyone have any idea why it won't work when someone is in control of the unit on a dedicated server? -
Random MP Spawning?
PiNs_Da_Smoka replied to PiNs_Da_Smoka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
desperation bump. :( -
Mission Bounds.
PiNs_Da_Smoka replied to AppleDrink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This made sense to me since when I first tried the script it ran fine on a regular square marker. Only once I tilted it did I get the problem. So, tried it out, and works great now. Guess ill just use two markers no big deal. Thanks a lot man. -
Mission Bounds.
PiNs_Da_Smoka replied to AppleDrink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much norrin, appreciated. While I have gotten the script to work just fine, I ran into a problem I cant seem to figure out. If the marker is small it is pretty precise. But when I make it huge to what I need 4000x8000 or somewhere along there, it triggers way before you are in the marked zone. I can't for the life of me figure out why this is happening or how to fix it. Any ideas? Edit: Did some messing around, still have the problem. But just wanted to give a more precise answer. Rectangle Axis a:4000 Axis b:10000 Angle:45 And this happens at approx. 1800m-2000m away from the marker itself. -
Random MP Spawning?
PiNs_Da_Smoka replied to PiNs_Da_Smoka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so i kind of answered my own question. I found this script. init.sqs ;;; array containing all names of gamelogics tx_spawnpos = [logic1,logic2,logic3] ?(local Player):[] exec "randomspawn.sqs" randomspawn.sqs ~0.5 #INIT ;; following line auto counts the number of locations (gamelogics) that you can setpos too _countpos = count tx_spawnpos #START ~0.1 ;; selects one of the gamelogics at random _pos = random _countpos _pos = (_pos - _pos mod 1) _position = getpos (tx_spawnpos select _pos) Player setpos _position exit My question now is. How can I make this for every player on the OPFOR side of the server, and ALSO for all vehicles and buildings with them. Not just bring the vehicles/buildings with them, but have them spawn in the same way they were created? I imagine they will do that regardless, but I have yet to figure out how to get them to go anyways. Any help is much appreciated. Edit: How can I make this so only one side, OPFOR, does this random spawning? I want the BLUFOR to spawn in one static position. -
Mission Bounds.
PiNs_Da_Smoka replied to AppleDrink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried the link that norrin posted. I simply made a trigger set to anybody and repeatedly. Then simply this exec "boundary.sqf" That didn't work. Then I tried player exec "boundary.sqf" Which worked, kinda. I hear the dialogue popup, but nothing shows up. Also, I didn't die. Any ideas why this might be happening? Secondary to that, I want this for an MP mission to be set off by anyone. How exactly can I make that possible? Is using player exec "boundary.sqf" sufficient for MP? I don't know much of anything about MP editing. -
Say at the beginning of a mission (MP) I want OPFOR to spawn at different locales. Meaning ALL of the OPFOR side at the same place. One mission they may spawn at base #1 the next maybe base #5. How exactly would I go about this. I imagine a script set to randomly call up pre-made markers at the bases but I have the slightest idea as how to go about it. Sorry, I haven't touched this editor or scripts since OFP, so sorry if this is really vague. Also, is it possible to do with the base itself if each one was say, in the middle of a field?
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"Throwing rocks and local hand signals help to control traffic while moving" LOL /sings "Memories" Well, I sure as hell didn't read all of it, but what I did read proves that all the talking I, and all the other Brigade soldiers, (read: bitching) did to the high up brass that came around asking questions, didn't go to waste. Which is a comfort. But good lordy, they did some hefty enemy "complimenting" in that thing, eh? O well, in the long run, this will only help us complete whatever job may be assigned to us. Also, I have no idea when they started conducting IED sweep operations like that, but it sure as hell wasn't when I was there doing them. If I read it right, it said only one engineer team is used? Hmm. But, if thats what 1-25th is doing, and it is effective, then more power to them. (Come home safe brothers) Doesn't sound like a bad idea anyways. All in all, good read, and can provide some insight to non-military personel at some of the "technical difficulties" a unit faces in a combat zone.
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Bah, Kuwait had everything. Even got to wear civvies every once and a while
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This one time.... In iraq.... I had Burger King AND Subway in the same day....
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*holds envelope to forehead* Mosul....replaced by 2 ID.... I could be wrong..... Or was it Feburary that we came to Mosul..... Regardless, would love to hear your story man.
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How about a favorite cadence of mine. The Engineer Hymn Its long for a cadence, but fun to sing on a long march. And we usually change alot fo it up, but you get the jist-ification of it.
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Garage Games is a very good site. Which gives you the torque engine for $100. You are probably aware of this already, and i also didn't read all the posts, but it is pretty popular base for alot of projects. I used to be involved in 2 very pormising projects on here (as a modeler) before i joined the army. But like i said, just in case no one mentioned this, its a very good option, although you wont be starting from scratch, but with this engine you pretty much can do what you want and its almost like starting over. Anyways.... *drops 2 pennies on the ground* -Edit- Also, ever heard of DARKBasic? *drops another 2 pennies*