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British Troops DLC released & Official 1.01 Update
Reen replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
First off a BIG thanks to BIS for listening and creating some great looking UK units and hardware, yes there are some small niggles regarding pin point accuracy but im gonna buy this, no question. Ive been with BIS since OFP in 2001 because they have consistantly delivered more than any other developer I know of. Those who have been into OFP / ARMA from day one, will know exactly what I mean. They listen and they answer. And yes they are interested in making money...I can't see the logic in the haters arguements when it come to critising a commercial company trying to make a profit. BIS provide a service and we choose to buy it...it's called economics. Would you work for free ? The great modders this community is lucky enough to have, dont work for financial gain, but they get their rewards in the form of the buzz they get from the creative process and the praise they get from the people using their work. @Marek and Moderators, please don't get bogged down in justifing your work to the moaners and whingers. Ive noticed too much of your time being spent doing this instead of answering some of the real interesting questions and suggestions in this thread. Im a scouser btw, so I will be looking out for a good Liverpool accent or maybe the improved scouse engineer being able to remove all the wheels off a jackel in less than 60 seconds :D -
Ye Ive got my mhq named "MHQ" and got a "respawn_east" marker. *EDIT* The MHQ marker is working, but the player makers still stay at spawn.
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Hey Rexxenexx. its me again. Im having trouble with my player markers...again. The players names are appearing on the map but they are staying at spawn and not following the players ? This is the script with MHQ bit added, have I put that in the correct place at in the script ? The MHQ marker isnt even showing on the map ? /* ################################################################## # # # [ Simple GPS v1.0] # # Script by:KurosM AKA:REXXENEXX # # - Date 12/02/2007 - # # - Modified 7/20/2009 - # # # # Required: # # init.sqf file with the line: execVM "simple_gps.sqf"; # and This line in your players init: mygrp = group this; For Multiple Groups add: mygrp2 = group this; for second group mygrp3 = group this; for third group # # # What does this script do?: # # This script detects if a unit is a player. It then # # creates a marker with the players name on it and # # and tracks the position of the player. # # # # # # # ################################################################## */ // Create _playermarkers { if (isPlayer _x) then { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! _playermarker = createMarker [_playermarker,(position _x)]; //Spawn a new marker! _playermarker setMarkerType "Dot"; //Empty marker! _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerSize [1, 1]; _playermarker setMarkerDir 0; _playermarker setMarkerText (name _x); }; //end if } forEach units mygrp1; { if (isPlayer _x) then { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! _playermarker = createMarker [_playermarker,(position _x)]; //Spawn a new marker! _playermarker setMarkerType "Dot"; //Empty marker! _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerSize [1, 1]; _playermarker setMarkerDir 0; _playermarker setMarkerText (name _x); }; //end if } forEach units mygrp2; { if (isPlayer _x) then { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! _playermarker = createMarker [_playermarker,(position _x)]; //Spawn a new marker! _playermarker setMarkerType "Dot"; //Empty marker! _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerSize [1, 1]; _playermarker setMarkerDir 0; _playermarker setMarkerText (name _x); }; //end if } forEach units mygrp3; // Start Loop while {true} do { { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! if (isPlayer _x) then { _playermarker setMarkerPos (position _x); if (!(alive _x)) then { _playermarker setMarkerType "Dot" ; _playermarker setMarkerColor "ColorBlack"; //Change the players marker to black if dead! _playermarker setMarkerText (name _x)+"'s dead body"; //Dead! } else { _playermarker setMarkerType "Dot"; _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerText (name _x); }; //If the Players are alive follow if dead then change marker to black! } else { deleteMarker _playermarker; // remove player who disconnected (fix) }; } forEach units mygrp; { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! if (isPlayer _x) then { _playermarker setMarkerPos (position _x); if (!(alive _x)) then { _playermarker setMarkerType "Dot" ; _playermarker setMarkerColor "ColorBlack"; //Change the players marker to black if dead! _playermarker setMarkerText (name _x)+"'s dead body"; //Dead! } else { _playermarker setMarkerType "Dot"; _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerText (name _x); }; //If the Players are alive follow if dead then change marker to black! } else { deleteMarker _playermarker; // remove player who disconnected (fix) }; } forEach units mygrp2; { _playermarker = (str(_x)) + "_marker" ; //Get name from array variable! if (isPlayer _x) then { _playermarker setMarkerPos (position _x); if (!(alive _x)) then { _playermarker setMarkerType "Dot" ; _playermarker setMarkerColor "ColorBlack"; //Change the players marker to black if dead! _playermarker setMarkerText (name _x)+"'s dead body"; //Dead! } else { _playermarker setMarkerType "Dot"; _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerText (name _x); }; //If the Players are alive follow if dead then change marker to black! } else { deleteMarker _playermarker; // remove player who disconnected (fix) }; } forEach units mygrp3; _mobilerespawn_pos = getPos MHQ; _posx = _mobilerespawn_pos select 0; _posz = _mobilerespawn_pos select 1; _posy = _mobilerespawn_pos select 2; "respawn_east" setMarkerPos [_posx+4,_posz,_posy]; // move the respawn marker sleep 3.0; //Wait! (to reduce lag increase time default=2.5) }; //end while if (true) exitWith {}; I havnt changed anything in my Init file or the players Init fields
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Rexxenexx you're a freaking genius :yay: That three group script works perfectly. Thank you very much for your time, patience, and effort. A mobile HQ marker would be good too......no Im joking, just pushing my luck.......kinda :D Ill be recommending this excellent script to the other mapmakers in the clan. Thanks again, [bW-UK]ReeN
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I have three groups. 2 x 7 units and 1 x 2 units. I tried setting the units of two of the groups to unplayable, thinking you meant I can only have one playable group for the script to work, but that didn't work either mmmmm:confused:
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Thanks for the quick reply I really appreciate it, from the script writer too, what more could I ask for :notworthy:, but I still dont get the name markers showing ??? My init file has the correct line, as does the unit init. field. I copied and pasted the code as you posted it and the .sqf is in the mission folder...I just cant figure it out ??? This is what my init file looks like ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// execVM "updateSpawn.sqf"; execVM "weaponrespawn.sqf"; execVM "simple_gps.sqf"; Thats all it is at the minute, no big complicated init file.
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Has anybody got this script working for Arma 2 ? This is my simple_gps.sqf /* ################################################################## # # # [ Simple GPS v0.5] # # Script by:KurosM AKA:REXXENEXX # # - Date 12/02/2007 - # # # # Required: # # init.sqf file with the line: []execVM "simple_gps.sqf"; # # and # # This line in your players init: mygrp = group this; # # # # What does this script do?: # # This script detects if a unit is a player. It then # # creates a marker with the players name on it and # # and tracks the position of the player. # # # # # # # ################################################################## */ if (!local server) exitWith {}; while {wins != 0} do { { if (isPlayer _x) then { _playermarker = ((str(_x)) + "_marker") ; //Get name from array variable! _playermarker = createMarker [_playermarker,(position _x)]; //Spawn a new marker! _playermarker setMarkerType "Empty"; //Empty marker! _playermarker setMarkerSize [1, 1]; _playermarker setMarkerDir 0; }; } forEach units mygrp; //Create empty markers for all playable characters and fill array with real players! { _playermarker = ((str(_x)) + "_marker") ; //Get name from array variable! _playermarker setMarkerType "Empty"; //Empty marker! if (!(alive _x) AND (isPlayer _x)) then { _playermarker setMarkerType "Dot" ; _playermarker setMarkerColor "ColorBlack"; //Change the players marker to black if dead! _playermarker setMarkerText ((name _x)+"'s dead body"); //Dead! } else { if (isPlayer _x) then { _playermarker setMarkerType "Dot"; _playermarker setMarkerColor "ColorBlue"; _playermarker setMarkerText (name _x); _playermarker setMarkerPos (position _x); }; //If alive follow! }; //If the Players are alive follow if dead then change marker to black! } forEach units mygrp; _mobilerespawn_pos = getPos MHQ; _posx = _mobilerespawn_pos select 0; _posz = _mobilerespawn_pos select 1; _posy = _mobilerespawn_pos select 2; "respawn_east" setMarkerPos [_posx+4,_posz,_posy]; // move the respawn marker sleep 2.5; //Wait! (to reduce lag increase time default=2.5) }; if (true) exitWith {}; I have this line in my init.sqf. The instructions say to put "[]execVM "simple_gps.sqf";" are the "[]" needed ? or should I be putting somthing in the "[???]" ? execVM "simple_gps.sqf"; I have this in my units init. field mygrp = group this; as I do in my MHQ init. field. My respawn marker is named "respawn_east". However my Player names are not showing up on the map ??? Anybody got any ideas ???
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Do I somehow attach the the marker to the Ural HQ truck ? Or does the script enable the marker to follow the truck ? Any ideas ?
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I am having a real struggle getting my Mobile Spawn HQ to work. I just want a simple Respawning Mobile Respawn point. It doesnt need Weapons or Ammo. This is my third day trying to get the thing to work :eek:. I am a noob, but Im not a lazy noob :confused: This is the main thread I have been looking at for advice, but I have looked at all the threads regarding MHQ's. Now Im totally confused. http://forums.bistudio.com/showthread.php?t=76913 I have these two .sqs files in my mission folder vehi_respawn.sqs ; Vehicle Respawn Script by {nBs**-Myke-{CO** ; Usage: [this, 60, [0, 0], 180] exec "vehi_respawn.sqs" ; this: refers to the vehicle. Enter vehicle name when not using in Vehicles Init line ; 60: Time until respawn in seconds. ; [0, 0] Enter XY coordinates for manual respawn place setting or just enter 0 (no square brackets) for automatic detection ; 180: Enter Vehicle heading manually. For automatic detection enter 361 ; aslong Units are inside, vehicle will not respawn and can be repaired ?! (local server): exit _vehicle = _this select 0 _delay = _this select 1 _pos = _this select 2 _dir = _this select 3 _initVeh = _this exec "SpawnScript.sqs" _vehicle setVehicleInit _initVeh processInitCommands ; defining possible vehicle positions _driver = _vehicle emptypositions "driver" _gunner = _vehicle emptypositions "gunner" _commander = _vehicle emptypositions "Commander" _crew = _vehicle emptypositions "Cargo" ? (_pos == 0): _startpos = getpos _vehicle ? (_dir == 361): _startdir = getdir _vehicle #waiting ; waiting for Vehicle is disabled @ !(canmove _vehicle) &! (canfire _vehicle) ; checking if vehicle still is manned @ (isnull driver _vehicle) && (isnull gunner _vehicle) && (isnull commander _vehicle) ~_delay ? (canmove _vehicle) && (canfire _vehicle): goto "waiting" _new = typeof _vehicle deletevehicle _vehicle _newveh = _new createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay, _pos, _dir] exec "vehi_respawn.sqs" exit and SpawnScript.sqs ;SpawnScript.sqs _veh = _this select 0 #Loop ~1 ?(!alive _veh):exit "m_EastSpawn1" setMarkerPos getpos _veh goto "Loop" I have an empty Insurgent Ural named "mhq" with the init [this, 10, 0, 361] exec "vehi_respawn.sqs"; I also have a marker named "m_EastSpawn1". My description.ext has respawn = 3; respawndelay = 10; disabledAI = 0; If I destroy the truck it respawns OK. If I drive the truck away and destroy it, it respawns but back to wherever I first placed it on the map whether that be near the marker or not. When I kill myself, I respawn on top of my body as though I have set respawn to "instant". If I change the maker name to "respawn_east" and kill myself I respawn on the maker, as I should. I have tried changing the SpawnScript.sqs to, ;SpawnScript.sqs _veh = _this select 0 #Loop ~1 ?(!alive _veh):exit "[color="red"]respawn_east[/color]" setMarkerPos getpos _veh goto "Loop" but the truck still spawns where i placed it ??? The marker is obviously not following the truck and the truck is not spawning at the marker and Im not spawning at the truck...but apart from that the script is working fine :D... I hope someone can look at this and thinks "All this idiot needs to do is...." and have a nice easy answer...Thanks in advance
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Officer Not Following His Own Orders
Reen posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to have a simple two vehicle convoy. But because Im using empty UAZ's filled with the units I want, and not the default drivers, I can't group the vehicles but I can group the units. I have two empty UAZ's filled with units using ''name moveInDriver/Gunner/Cargo vehiclename'' in the individual units init fields. The first UAZ has my officer in it, he is the highest rank in the two UAZ's, and I am connecting a simple ''move'' waypoint to him. The second UAZ moves off to the waypoint following my officers orders, fine. But the UAZ with the officer in it does not move. I have tried him in the Driver position and in the Cargo position. Any ideas much appreciated. ---------- Post added at 02:05 PM ---------- Previous post was at 01:58 PM ---------- Sorted it... well kind of. I had a unit on the MG of the first UAZ not attached to the group as I wanted him to stay in the UAZ when the others disembark. I have removed him and both UAZ's now move off as planned. Any ideas how I can get the MG'er to stay in the UAZ as the rest of the group disembark ? -
AI Starting A Mission In A Vehicle
Reen replied to Reen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much I thought X was being used to mean 'any soldier', geez..stoopid noobs :p Thanks again -
AI Starting A Mission In A Vehicle
Reen posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know this is an easy question but Im having real problems getting this right. I am a noob, but im not a lazy noob :o I have looked around, and I even have the script to do it, but there is somthing Im doing wrong. I hope someone can point out what it is. I want to my AI group to start the misson in a ural. I can get the individuals to start in the ural using: _soldier01 moveInCargo ural01 But to get my group in, I put this in my teamleaders init. This is from Mr Murrays Guide. {_soldier01 moveInCargo ural01} forEach Units Group this But the don't get in the ural ??? Do I have to name the group ? If so, how and where. Thanks in advance. -
I got the same thing as Manzilla post above, no vlxterrorist.pbo in the folder ? what am i not doing ?
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Ahhh. Thanks for that it was exactly that. I have the campaign now. Cheers fellas
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Cheers mate. Looks like my downloaded Polish version is buggered