SD_BOB
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Everything posted by SD_BOB
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Simple JIP Squad Teleport | Help Needed
SD_BOB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, I know this is a long shot, but after multiple searches I have gotten nowhere. Basically I'm looking for a way that will allow any JIP players to have the option of "teleporting" if you will, to the location of the squad/squad leader of the group they are in. I've been running into some issues on a current project where after leaving the start area it is, pretty difficult to get JIP players into the fight. With a view to releasing this project, I am currently trying to "idiot proof" it as best as I can. As I say, after lots of searches the only thing which does what I need is included in the "Revive For ACE Wounds" by columdrum. This system works by giving JIP players 5 minutes to press a key, which then moves them to the location of the group. This is pretty much exactly what I want to achieve, but I'm afraid my scripting knowledge isn't at the level required to extract just this part, from the the ace revive system. Therefore I ask, if anyone knows of a way something similar could be achieved, that will work in a dedi environment? As I say, a long shot, but thankyou in advance for any help that can be provided. -
Simple JIP Squad Teleport | Help Needed
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried to use the first method you posted Muzzleflash, but seem to be getting a error:- Error in expression <_leader = leader group _caller; _caller setVehiclePos [getPos _leader, [], 10];> Error position: <setVehiclePos [getPos _leader, [], 10];> Error Missing ; File C:\Users\SD^BOB^\Documents\ArmA 2\mpmissions\Template.CSJ_SEA\scripts\rejointeleport.sqf, line 3 Did what you suggested, created a flagpole at base with the script on an action. Any ideas? -
vehicle player say3d "sound" not global?
SD_BOB replied to zooloo75's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As i understand this you just want the vehicle to play the sound to all clients correct? I had a similar issue with a radio object at base not playing to all clients, this was fixed by using the rSay function from the MP Framework. Try using the following: [nil, vehiclename, rSAY, soundname] call RE; -
Simple JIP Squad Teleport | Help Needed
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers for the replies guys, i'm playing around with various things but atm i appreciate any input at this point. Its not so much moving the player to the group position that the problem, its getting it to only work for JIP player and for a short amount of time at the start of a mission. I'm making a little progress, just trying to piece everything together from the wiki. EDIT: Hmmm Muzzleflash that might definatly be an option, cheers. I'll ave a play and discuss with my testers, see what works best. -
Revive script for ACE2 Wounding system [V1.5]
SD_BOB replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
columdrum first of all mate, let me just say what a great script suite this is. Really does give that little more flexibilty to the ACE system that ensures smooth play. I have a question (well more a plea for help), regarding the JIP teleport to squad option that is included. Basically I would like to use just this system in a mission where unfortunately I cant use ACE Wounds (thus unable to use the entire script suite). Is there anyway the JIP system could be used on its own?? I have tried looking through the code, but unfortunately my scripting skills just aren't up to the level required the extract the specific sections. I would really appreciate it if you could find the time to help me out with this. Thankyou in advance for any help you can provide. -
Locality Issue | Custom Composition Occupation
SD_BOB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, i'm currently working on a mission which has some custom compositions which create small camps around the island. I'll explain the brief method that i am using... 1. I have a Game Logic > Locations > Camp as the object from which the composition is spawned. 2. The Camp object is called for example "campa"; 3. I then run the camp composition script to create my custom composition around the object. All works fine so far... Now i then have the following in each of the camp objects. null = ["vccampa", random 360, getPos this] execVM "scripts\objectMapper.sqf"; patrolgrp = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrp, (getPos campa1),50] call BIS_fnc_taskPatrol; defendgrp = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrp, (getPos campa1)] call BIS_fnc_taskDefend; As you can see this then creates defensive and patrol units around the specified camp. This is where my locality issue comes in... It seems that using the above method seems to create units for each client, therefore on a camp which has only say, 4 units (2 def, 2 att) ends up being 40 units if i can have 10 people playing the mission. Obvisouly with a number of camps around the island, this then becomes ALOT of units. Finally to my question, how can i solve this and only have units created on the server and not local to each player? Apologies for the long winded explantion, but i thought it best to get the full picture. Thankyou in advance for any help on this matter. -
Locality Issue | Custom Composition Occupation
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers mate, really appeciate the help. All sorted now :D Love learning these little things i can put to some use in future projects. /////////////////////////SOLVED/////////////////////////// -
Locality Issue | Custom Composition Occupation
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looking good twirly, one more quick question. Any idea how i could put a check before the script for each camp starts to check if the camp object is present on the map, atm i have the camp objects on a probability of being there to create a bit more of a random feel. Dont really want a load of errors if the script tries to run on an object which is not present. Here is what i have so far:- if (!isServer) exitwith {}; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa1] execVM "scripts\objectMapper.sqf"; patrolgrpa1 = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa1, (getPos campa1),50] call BIS_fnc_taskPatrol; defendgrpa1 = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa1, (getPos campa1)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa2] execVM "scripts\objectMapper.sqf"; patrolgrpa2 = [(getPos campa2),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa2, (getPos campa2),50] call BIS_fnc_taskPatrol; defendgrpa2 = [(getPos campa2),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa2, (getPos campa2)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa3] execVM "scripts\objectMapper.sqf"; patrolgrpa3 = [(getPos campa3),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa3, (getPos campa3),50] call BIS_fnc_taskPatrol; defendgrpa3 = [(getPos campa3),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa3, (getPos campa3)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa4] execVM "scripts\objectMapper.sqf"; patrolgrpa4 = [(getPos campa4),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa4, (getPos campa4),50] call BIS_fnc_taskPatrol; defendgrpa4 = [(getPos campa4),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa4, (getPos campa4)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa5] execVM "scripts\objectMapper.sqf"; patrolgrpa5 = [(getPos campa5),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa5, (getPos campa5),50] call BIS_fnc_taskPatrol; defendgrpa5 = [(getPos campa5),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa5, (getPos campa5)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa6] execVM "scripts\objectMapper.sqf"; patrolgrpa6 = [(getPos campa6),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa6, (getPos campa6),50] call BIS_fnc_taskPatrol; defendgrpa6 = [(getPos campa6),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa6, (getPos campa6)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa7] execVM "scripts\objectMapper.sqf"; patrolgrpa7 = [(getPos campa7),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa7, (getPos campa7),50] call BIS_fnc_taskPatrol; defendgrpa7 = [(getPos campa7),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa7, (getPos campa7)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa8] execVM "scripts\objectMapper.sqf"; patrolgrpa8 = [(getPos campa8),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa8, (getPos campa8),50] call BIS_fnc_taskPatrol; defendgrpa8 = [(getPos campa8),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa8, (getPos campa8)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa9] execVM "scripts\objectMapper.sqf"; patrolgrpa9 = [(getPos campa9),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa9, (getPos campa9),50] call BIS_fnc_taskPatrol; defendgrpa9 = [(getPos campa9),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa9, (getPos campa9)] call BIS_fnc_taskDefend; ////////////////////////////////////// null = ["vccampa", random 360, getpos campa10] execVM "scripts\objectMapper.sqf"; patrolgrpa10 = [(getPos campa10),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa10, (getPos campa10),50] call BIS_fnc_taskPatrol; defendgrpa10 = [(getPos campa10),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa10, (getPos campa10)] call BIS_fnc_taskDefend; ////////////////////////////////////// I was thinking maybe a condition check for each camp object, so something like:- vccampa1 = true In the object on the map then:- if (vccampa1) then { null = ["vccampa", random 360, getpos campa1] execVM "scripts\objectMapper.sqf"; patrolgrpa1 = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[2,0.25]] call bis_fnc_spawngroup; [patrolgrpa1, (getPos campa1),50] call BIS_fnc_taskPatrol; defendgrpa1 = [(getPos campa1),east,["uns_local_vc1f","uns_local_vc1e","uns_local_vc2d","uns_rf_vc8a"],[],[],[],[],[1,0.25],random 360] call bis_fnc_spawngroup; [defendgrpa1, (getPos campa1)] call BIS_fnc_taskDefend; }; Dunno if that would be an optimal way of doing things. -
Locality Issue | Custom Composition Occupation
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers twirly, tbh i didnt think of that at all. (Thats what you get when trying to watch the footy while editing:)) I'll have a play and see what i can get done... -
Script target the unit and not all players?
SD_BOB replied to thryckz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still, there is no need to put that specific command into any script file when it can be done simply from the editor. If for some reason its a must to have it in a .sqf try naming the unit first, so unit name = p1 removeAllWeapons p1 -
Script target the unit and not all players?
SD_BOB replied to thryckz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
erm quick question... why are you using a "script" for this? Why not just use removeAllWeapons this; in the specific unit init box in the editor? -
Detected By - Unit Array
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah thats the way i have it set for normal recce objectives. Basically its just for this one objective which is to find a group of trucks that are parked up in a valley, the players wont know where those trucks are exactly. Then once the are spotted (any of the 6 trucks spotted) a new task comes up to destroy all the trucks. It was just to avoid having to have a trigger on each truck. -
Hey guys, i'm looking for a little help with a recce mission i'm working on. At the moment i am using DetectedBy triggers with a good size radius to check off individual targets. What i would like to do for a certain objective is to have an array of various units within a certain area. So lets say there are six trucks in close proximity to each other. Would there be a way to set up a trigger, so that when any of six the units is detected it fires off the trigger? Thanks in advance for any help.
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Detected By - Unit Array
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Aha think i've found the problem, i was using empty opfor trucks... I'll keep playing around, see what i can get working. Cheers for the help so far mate, much appreciated. -
Detected By - Unit Array
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply Sel, unfortuatly the above doesnt seem to work. I have placed a OPFOR detectedBy BLUFOR trigger, and defined the array in the init.sqf But alas not luck, looking at any of the trucks through bino's does not set the trigger off. -
Trigger - Reinitiate Script
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers F2k Sel, i'll try that and report back. EDIT:- Sorted, thanks F2k Sel. Something so simple... -
Hey guys, i'm trying to run a script when playable units are within the trigger zone, then stop the script once they leave the area. Then reinitiate the script once they enter the trigger again, but seem to be having some issues. Firstly i have a trigger around a radio object (called BaseRadio) with the following: On Act: radiostop=false; baseradio = [baseRadio,2,15] execVM "scripts\baseradio.sqf"; On Deac: radiostop=true; publicVariable "radiostop"; (The trigger is set to repeatable & to activate when any group member enters) Then the script is as follows: if(!isServer)exitWith{}; waituntil { !isNil "BIS_fnc_init" }; private ["_source", "_delay", "_norepeat", "_radius", "_sounds", "_selected", "_sound", "_length", "_wait"]; _source = _this select 0; _delay = _this select 1; if(count _this > 2) then {_norepeat = _this select 2;} else {_norepeat = Nil;}; _radius = 20; //["string"(name as defined in description.ext or by default),integer(length in seconds)] _sounds = [["music2",145],["music3",175],["music4",260],["music5",145],["music6",180],["music7",210],["music8",190],["music9",170],["music10",180],["music13",215],["news1",30],["news2",60],["news3",30],["news4",45],["news5",95]]; if(!isNil "_norepeat") then {_sounds = _sounds - [_norepeat]}; _selected = _sounds select (floor(random(count _sounds))); _sound = _selected select 0; _length = _selected select 1; if(!alive _source) exitWith {}; [nil, _source, rSAY, _sound] call RE; _wait = (_length + (_delay)); sleep _wait; if (radiostop) exitwith {}; [_source,_delay,_selected] execVM "scripts\baseradio.sqf"; The trigger works fine the first time a group member enters the area, then stops fine once the area is clear of group units. The problem is, after this has worked the first time, when i then go to set the trigger off again by re-entering the trigger zone, nothing happens... Am i missing something? Or would there be an easier way to stop/start the script depending on if there is a player nearby? I will add this needs to work on a dedi server. Thankyou in advance for any help
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Hey guys, does anyone know if there are "Invisible Targets" available in I44?
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Greetings all, as the title says above... Would it be possible to add an action to a map object, so say for example by using nearestObject command and the object ID somehow? Thanks in advance for any help.
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Add Action To Map Object
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers guys, i'll have a play and report back. -
The Unsung MOD (Vietnam War) Arma 2 Release
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, just wondering if you guys have had a look into the .rpt errors relating to the default game static .50 cal emplacements mentioned a few pages ago? class HitPoints::HitEngine not found in M2StaticMG_US_EP1 class HitPoints::HitEngine not found in M2StaticMG After doing some testing, its definatly an issue with Unsung. The size of the .rpt after a session with static MG's in a mission is huge. Looking forward to the next update, as always appreciate the hard work. Also getting a flood of the following error in the .rpt Object::AnimatePoint uns_village\misc\uns_villshelter2.p3d - KeepHeight: Function is quite slow -
Play Random Sounds - Script by TCP
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, thanks for the input bigshotking, unfortunatly after testing it doesnt seem to work with say3D. EDIT:- I wonder if i could use something similar to the method in the following post? I've tried the MP Framework option, but cannot get it to work. Perhaps someone with a better understanding might be able to help. http://forums.bistudio.com/showthread.php?131169-How-to-utilize-the-quot-say-quot-command-in-multiplayer&highlight=multiplayer+sound+script EDIT2:- Well i might actually have this working here is the script modified: if(!isServer)exitWith{}; waituntil { !isNil "BIS_fnc_init" }; private ["_source", "_delay", "_norepeat", "_radius", "_sounds", "_selected", "_sound", "_length", "_wait"]; _source = _this select 0; _delay = _this select 1; if(count _this > 2) then {_norepeat = _this select 2;} else {_norepeat = Nil;}; _radius = 20; //["string"(name as defined in description.ext or by default),integer(length in seconds)] _sounds = [["ch",25],["doe",49],["wggo",48],["gwi",88],["hb",39],["hv",102],["wggo",52]]; if(!isNil "_norepeat") then {_sounds = _sounds - [_norepeat]}; _selected = _sounds select (floor(random(count _sounds))); _sound = _selected select 0; _length = _selected select 1; if(!alive _source) exitWith {}; [nil, _source, rSAY, _sound] call RE; _wait = (_length + (random _delay)); sleep _wait; [_source,_delay,_selected] execVM "scripts\baseradio.sqf"; Using the rSAY function seems to actually do the job, my question now is to those more familiar with the MP Framework... Is the above method the best bet in terms of script/server performance? As i have quite alot going on the mission i really want to find the most efficient way of doing things. -
Play Random Sounds - Script by TCP
SD_BOB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, after a bit of searching for a method of doing what i need i've come across a script posted by TCP in 2009 which does pretty much what i want. The problem is either i'm doing something wrong or something has changed in ArmA2 since then, which has stopped it working properly. This is the script:- private ["_source", "_delay", "_norepeat", "_radius", "_sounds", "_selected", "_sound", "_length", "_wait"]; _source = _this select 0; _delay = _this select 1; if(count _this > 2) then {_norepeat = _this select 2;} else {_norepeat = Nil;}; _radius = 20; //["string"(name as defined in description.ext or by default),integer(length in seconds)] _sounds = [["gmvn",61],["ch",26],["wggo",61]]; if(!isNil "_norepeat") then {_sounds = _sounds - [_norepeat]}; _selected = _sounds select (floor(random(count _sounds))); _sound = _selected select 0; _length = _selected select 1; if(!alive _source) exitWith {}; _source say [_sound,_radius]; _wait = (_length + (random _delay)); sleep _wait; [_source,_delay,_selected] execVM "scripts\baseradio.sqf"; I am initialising this from the init.sqf with the following: [baseRadio,1,2] execVM "scripts\baseradio.sqf"; My understanding is that it is supposed to play one of the sound files, then after the delay, pick another sound file out of the list and play that. The problem i have is that it picks one of the files and plays it at the start of the mission, but then doesnt appear to play anything else. Am i missing something? Any help in getting this working would be greatly appreciated. EDIT:- I think i was being stupid, i may now have this working just need to do some more testing... -
Play Random Sounds - Script by TCP
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK i have the above script working but i do need a little help in making it a bit more MP compatible, if anyone could help me. As it is at the moment the sound files play randomly for each client fine, but each client hears a different sound. Would there be a way to edit the script to sync each client so they hear the same sound?? Thankyou in advance for any help in this matter. -
TPW HOUSELIGHTS - automatic house light addon
SD_BOB replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tpw fantastic job on this mate, works a treat. Quick question, in a Dedi MP enviroment is 0 = [] execvm "tpw_houselights.sqf" to be executed on each player?