Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

SD_BOB

Member
  • Content Count

    775
  • Joined

  • Last visited

  • Medals

Everything posted by SD_BOB

  1. Cheers for this mate, very useful. One problem possibly... If you bring up the recruit menu, but then exit from it with the esc key. You cannot use the menu again, if you select a recruit, then the gui closes corrctly and is re-usable.
  2. Thats a bloody shame, might explain some of the "choppiness" we've been having.
  3. SD_BOB

    How to find specific item IDs?

    Check the Stickies at the top of the forum mate, there is a Classname thread.
  4. SD_BOB

    ACE for OA 1.13

    Cheers Tholozor, just what i was after. (Seem to get a mouse wheel option to heal unit, which brings them back to life). But i'll work around that. Would be kind of cool to be able to give the unit a life time of some sort which requires CPR/Stabalizing on occasion while being moved. Not sure if something like that would be possible.
  5. SD_BOB

    ACE for OA 1.13

    Hey guys, does anyone know how i could induce the ACE Wounded state on a unit? I would like to create a rescue mission where the target has to be carried out, either on the back or on a stretcher. If i could induce the wounded state on a unit, it would be perfect.
  6. Jinef please keep us updated on your progress. I am currently in the process of a PMC syle MSO on Isla Duala. Been having some very odd and sometimes fantastic moments with the AI fighting each other aswell. It really is like being dropped into a civil war. Currently looking through posts and documentation to try and find an "optimal" way of creating the siuation i want.
  7. Hey guys, erm long time player first time poster (in this part of the forum anyway). I booted up my game tonight to go and test a mission out on my dedicated server, like i do every other night. Except tonight for some reason i cannot get into my server, nor any other server for that matter. Keep getting the message "CD Key In Use" and it dumps me back to the lobby? Any ideas what could be causing this, is it possible someone has hacked my CD Key? I like to think i'm an old hand, as it were, with the ArmA series, playing from day one OFP. But this is the first time i have actually felt the need to ask for help on a matter relating to game usage. I'd like to think this is just one of those things, like the server still thinking i am on..... But i have tried rebooting my system, and that of the dedi server, tried other servers, all the time with the same result? Honestly i'm starting to get a bit worried now (and annoyed). Can anyone shed any light on this issue? EDIT: Ok seems to be working again now, i guess this post was a bit pre-mature, but i'm still a little concerned.
  8. Tell you what Zonekiller, i only wish i could get to grips with this sort of stuff like you and others can... Give me a Pegasus 107 engine and i'll service and refit that bitch, but this code stuff, my brain just isnt wired for it. Got a couple more little question, not like you havent done enough already but hey it might come in handy for others. I have implemented the method above, which works just fine. Just a couple of problems have arisen, more in the method in which it is being used rather than the purpose of the code. As stated previously, the mission idea i'm looking at using this with, will be a recce of an area. 1. It is possible to do a check if the unit has LOS on the target, for more than a couple of seconds? As it is now, even with the view angles reduced to just 1 degree either side of 180, a quick sweep across the area sets the script off. To actually have the player have to look at the object for more than a second or two, should solve this problem. 2. Like the reduction of the view angle (horizontal), is there a way to do a similar thing with the vertical, so again the player could not set off the LOS by viewing a position below or above the target. Not a major issue with number 2. As this will most probably become mute, if there is a solution for the first. I know i say it alot, but again i appreciate the time you are putting into helping me out with this.
  9. Cool, seems to work fine. Will do some more testing under mission conditions with a few ppl in the serverr and see what happens. Thanks again.
  10. Hey guys, i've recently implemented a simple "Move to group leader" option for JIP players to get to the rest of the squad mid-mission. _caller = _this select 1; _leader = leader group _caller; _caller setVehiclePosition [getPos _leader, [], 5]; When testing in a dedi enviroment, players report problems when moved to the position of the squad. They are "invisible", cant see their weapon or the unit model itself in 3rd person view. Also when using ACE, items within the backpack system are removed aswell. Not too sure what could cause this, i assume its something related to SetVehiclePosition and moving a unit over a long distance. Going to run to more tests, but thought i'd put a quick post up incase anyone has experienced this, or know why this happens.
  11. Tried the above code cuel but nothing... Basically i have a sign post at base with an action on it to "Move To Squad Leader", which then runs the script. Using the above, once the action is pressed nothing happens. Just so you are aware, this is to be used in a Dedicated enviroment. Cheers for the continued input though, appreciated.
  12. Ok Zonekiller, i've managed to have a look and play with putting the example into a simplyfied test version of the mission idea while i get it working as intended. Just got a few questions, to try and get my head around exactly what is going on. Sorry bear with me for this next bit... Ok so my understanding of the variables that are in the example mission is that the variables are set so that only the objects that are "available" to be spotted are those that are sent in the variable as per each case. So the init has player setvariable ["seen",[boss,girl],true]; This means that the player LOS is only going to set off the hint when boss or girl are spotted. When then the girl is spotted, there is no change in the variable, meaning she can keep being spotted. Upon activating one of the other cases i see the variable is changed to allow only the "objectives" past that point to be spotted, aswell as the girl. Correct? I'm hoping that was as difficult to read, as it was to write :) Ok so to my questions... I have a simple layout of 4 Static MG positions, these are positioned N,E,S,W of the player on a runway. NorthMG EastMG SouthMG WestMG The init.sqf is currently like this: player setvariable ["seen",[NorthMG,EastMG,SouthMG,WestMG],true]; player execVM "ZKs_LOS_OBJECTS.sqf"; The seen.sqf like this: while {true} do { waituntil {!isnil {_this getvariable "seen"}}; switch _this do { case NorthMG : {[nil,nil,rHINT,"HMG Position Spotted"] call RE;}; case EastMG : {[nil,nil,rHINT,"HMG Position Spotted"] call RE;}; case SouthMG : {[nil,nil,rHINT,"HMG Position Spotted"] call RE;}; case WestMG : {[nil,nil,rHINT,"HMG Position Spotted"] call RE;}; }; sleep 10; _this setvariable ["seen",nil]; }; So at the moment any of the positions can be spotted multiple times. How would i eliminate one of the cases from the "seen.sqf", if it had already been spotted, or mark that certain object as spotted so the script would not consider it a valid LOS target to spot? Bearing in mind that any of the MG's can be spotted in no particular order. Second question, could the angle of the LOS be reduced, so that the player would really have to be looking directly at the object/unit to fire the hint off? The idea is to use this for a recce mission. I apologise for the massively long response...
  13. Just open up a new notepad file and paste the following: <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title>breifing.html/title> </head> <body bgcolor="#FFFFFF"> <! --- -----------------------------> <! --- DEBRIEFINGS --> <! --- -----------------------------> <hr> <br> <h2><a name="Debriefing:End1">Ending #1</a></h2> <br> <p> *** Insert debriefing #1 here. *** </p> <br> <hr> <br> <h2><a name="Debriefing:End2">Ending #2</a></h2> <br> <p> *** Insert debriefing #2 here. *** </p> <br> <hr> <br> <h2><a name="Debriefing:End3">Ending #3</a></h2> <br> <p> *** Insert debriefing #3 here. *** </p> <br> <hr> <br> <h2><a name="Debriefing:End4">Ending #4</a></h2> <br> <p> *** Insert debriefing #4 here. *** </p> <br> <hr> <br> <h2><a name="Debriefing:End5">Ending #5</a></h2> <br> <p> *** Insert debriefing #5 here. *** </p> <br> <hr> <br> <h2><a name="Debriefing:End6">Ending #6</a></h2> <br> <p> *** Insert debriefing #6 here. *** </p> <br> <hr> <! --- -----------------------------> <! --- End of DEBRIEFINGS --> <! --- -----------------------------> </body> </html> Then Save As, call the file briefing.html Make sure you set the save as type to All Files. Just put that into the mission folder along side the briefing.sqf
  14. Hey guys i've just put a little script together, with the intention of getting an AI unit to throw a smoke grenade, repeatedly after a specified amount of time. Here is what i have so far: if (!isServer) exitwith {}; _unit = _this select 0; _waittime = _this select 1; _smoketype = _this select 2; while {alive _unit} do { _unit addMagazine _smoketype; _unit fire "SmokeShellMuzzle"; sleep _waittime; }; Now if i removeAllWeapons from the unit, the unit throws just one smoke, then just stands there. If i give the unit multiple smoke grenades, before calling the script. Then he will continue to throw them until runing out. So my question is, how is it that the script, which has the addMagazine for a smoke grenade, works only the once (using the smoke added in the script) but then stops working when i removeAllWeapons? While its working as intended when smokes are added manually to the unit init. I'm just a bit confused how its kind of working, but not.... Cheers in advance for any help.
  15. Well, i'm not exactly sure what is wrong. I'm guessing it is something to do with "SmokeShellMuzzle" being removed fom the unit once the last smoke has been thrown, thus not letting him throw anymore. Little change and it now works as intended... if (!isServer) exitwith {}; _unit = _this select 0; _waittime = _this select 1; _smoketype = _this select 2; _unit addMagazine _smoketype; while {alive _unit} do { _unit fire "SmokeShellMuzzle"; _unit addMagazine _smoketype; sleep _waittime; };
  16. Thankyou zonekiller, gives me somewhere to start from, much appreciated. Not sure i did the example mission right tho :p The girl got a bit of a suprise, when i threw her into the back of the hummer and made for the border. Once again mate, cheers. :beeeers: P.S. You reckon this method would perform ok in a Dedicated MP enviroment?
  17. Would this cause any issues, if the caller is moved the exact position of the teamleader? The only thing with setVehiclePosition is it allows you to define an area around the leader pos where the caller will be moved to. But ill try setPos and run more tests, see what happens. Cheers.
  18. Wonderful work Rock & RKSL crew as always. Now all we need is a London island, security fencing,some protesting cockney unit models and we could have some great fun with crowd control ArmA2 style.
  19. glad to hear it :p you've probably guessed the next question... If you get *insert time required*, could you post an example of how this would be achieved? I would love you long time... well maybe just a few days, but we can discuss an extension period. ;)
  20. Hmmm cant see why that wouldnt work... Just to double check, when you bring up your map once in mission. There are no "Tasks"? The above code is for tasks only, if you wanted a briefing as such you would need something like this in the briefing.sqf // NOTES: MISSION // The code below creates the mission sub-section of notes. _mis = player createDiaryRecord ["diary", ["Mission"," <br/> INSERT TEXT HERE <br/><br/> INSERT TEXT HERE "]];
  21. Ok so in your init.sqf file you have the following correct? [] execVM "briefing.sqf"; Then the briefing.sqf you might want to change to something like this: task1 = player createSimpleTask ["OBJ_1"]; task1 setSimpleTaskDescription ["Eliminate Vietcong Mortar", "Eliminate Vietcong Mortar", "Eliminate Vietcong Mortar"]; task1 setSimpleTaskDestination (getMarkerPos "VCmortar"); task1 setTaskState "Created"; Just a tip, but i always find it best to make sure any object "names" whether it be markers or units are done without a space, in reference to your "VC mortar" marker name.
  22. What is in your "briefing.sqf"? and is it in your main mission directory along side the mission.sqm? Post the content of the briefing.sqf here, with the code tags.
  23. Hey guys been trying to keep up to date with whats going on in here, most of it way beyond my level of scripting knowledge. But the results speak for themselves, bloody fantastic... I have a quick question for a mission concept i'm working on. Would it be possible to use the new commands to detect if a player can see a certain object. Similar to doing a Detected By trigger. So when a unit has LOS on an object or AI unit whatever, it can set a trigger off which can be tied to an objective?
  24. SD_BOB

    CD Key In Use

    Not too sure mate, i have old arma2 if you will, original arma2 and OA on seperate disks, bought on release day. The problem seems to be sorted for now, but i'll keep this post updated if it happens again.
  25. Sorted, cheers for the help mate, much appreciated.
×