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cobra4v320

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Everything posted by cobra4v320

  1. cobra4v320

    "Lose" Ending

    <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title>Title</title> </head> <body bgcolor="#FFFFFF"> <! -----DEBRIEFING-----> <hr> <br> <h2><a name="Debriefing:End1"></a></h2> <br> <p> <! ------victory------> Nicely done get some rest before the debrief. </p> <br> <hr> <br> <h2><a name="Debriefing:End2"></a></h2> <br> <p> <! ------KIA------> Way to go everyone on your team died...try again!!!! </p> <br> <hr> <br> <h2><a name="Debriefing:End3"></a></h2> <br> <p> <! ------Ineffective------> Too many members of your team have been killed, you are combat ineffective. </p> <br> <! -----DEBRIEFING END-----> </body> </html>
  2. cobra4v320

    Ambient Combat Module

    Kylania I think there is a difference between the two (supply_drop and air_drop), it would be nice to have enemy helicopters flying in and enemy soldiers jumping out at random.
  3. cobra4v320

    Ambient Combat Module

    Did anyone notice that there is an air_drop.sqf under the ACM Module? There is nothing in it, maybe something in the future.
  4. If you are using the FREGATA then use this this setPosASL [(getposASL this select 0), (getposASL this select 1), 0];
  5. Just tried what you posted above and it doesnt work, and it does say in the guide that this should work, but that was for ARMA. What about putting it ontop of the barrel. Name the barrel "bar1" weapon1 = "weaponHolder" createVehicle position this; Weapon1 addMagazineCargo ["10Rnd_127x99_M107",1]; Weapon1 addWeaponCargo ["m107",1]; weapon1 setpos [(getpos bar1 select 0), (getpos bar1 select 1), .85]
  6. cobra4v320

    Huntingrifle Bug

    If you are talking about the CZ 550 rifle it is working fine for me, Im using beta patch 59025
  7. @ Murklor This is Xeno's script, and its pretty awesome. When you land at the service point it shuts off the heli, removes all fuel, removes ammo, and then slowly starts to reload the heli (magazine by magazine), it repairs, then gives it fuel. I have also modified the above script so it doesnt need all of that other information I originally posted.
  8. Syntax: unit action ["dropWeapon", targetUnit, "weaponName"] Example: soldierOne action ["dropWeapon", soldierOne, "AK74GL"] Syntax: unit action ["dropMagazine", targetUnit, "magazineName"] Example: soldierOne action ["dropMagazine", soldierOne, "30Rnd_545x39_AK"]
  9. Sorry I don't understand your question, when a unit dies all of his weapons stay on his body. All you have to do is go to the body and press G. Then you have access to his gear and weapons. There is a way to insert weapons by using this in a trigger: Name the trigger t1 or just do getpos player Weapon1 = "weaponHolder" createVehicle getpos t1; Weapon1 addMagazineCargo ["10Rnd_127x99_M107",2]; Weapon1 addWeaponCargo ["m107",1];
  10. Sorry Ebola wasnt trying to be an ass, you should have just posted the question in the other thread, the problem is that nobody can find anything because there are so many posts, and a lot of them have the same information in them. Try this: Create a Trigger Activation OPFOR Present condition this and (daytime > 19.00 || daytime < 5) So the above condition means that the lights will be on from 1900 to 0500. On Activation for "_i" from 1 to 3 do {_light = "light" + str(_i); player action["lighton",call compile format["%1",_light]];}; On Deactivation for "_i" from 1 to 3 do {_light = "light" + str(_i); player action["lightoff",call compile format["%1",_light]];}; You have to name your searchlights "light" (example light1, light2, light3) where it says 1 to 3 means that you have 3 lights if you had more you would just change the number to the amount that you have. Also if you just want the lights to turn on when when OPFOR is present then just remove everything in the condition line and just put "this". Another option would be OPFOR detected by BLUFOR This has not been tested but should work.
  11. From Xeno's Scripts, if there is a better way of running this script please let me know, after two days of looking through Domination I finally got it to work right. x_reload.sqf private ["_config","_count","_i","_magazines","_object","_type","_type_name"]; _object = _this select 0; _type = typeof _object; if (_object isKindOf "ParachuteBase") exitWith {}; //if (!local _object) exitWith {}; if (!alive _object) exitWith {}; _object setFuel 0; _object setVehicleAmmo 1; // Reload turrets / drivers magazine _type_name = typeOf _object; _object vehicleChat format ["Servicing %1... Please stand by...", _type]; _magazines = getArray(configFile >> "CfgVehicles" >> _type >> "magazines"); if (count _magazines > 0) then { _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep 4; if (!alive _object) exitWith {}; _object addMagazine _x; } forEach _magazines; }; _count = count (configFile >> "CfgVehicles" >> _type >> "Turrets"); if (_count > 0) then { for "_i" from 0 to (_count - 1) do { scopeName "xx_reload2_xx"; _config = (configFile >> "CfgVehicles" >> _type >> "Turrets") select _i; _magazines = getArray(_config >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep 4; if (!alive _object) then {breakOut "xx_reload2_xx"}; _object addMagazine _x; sleep 4; if (!alive _object) then {breakOut "xx_reload2_xx"}; } forEach _magazines; // check if the main turret has other turrets _count_other = count (_config >> "Turrets"); if (_count_other > 0) then { for "_i" from 0 to (_count_other - 1) do { _config2 = (_config >> "Turrets") select _i; _magazines = getArray(_config2 >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep 4; if (!alive _object) then {breakOut "xx_reload2_xx"}; _object addMagazine _x; sleep 4; if (!alive _object) then {breakOut "xx_reload2_xx"}; } forEach _magazines; }; }; }; }; _object setVehicleAmmo 1; // Reload turrets / drivers magazine sleep 4; if (!alive _object) exitWith {}; _object vehicleChat "Repairing..."; _object setDamage 0; sleep 4; if (!alive _object) exitWith {}; _object vehicleChat "Refueling..."; while {fuel _object < 0.99} do { //_object setFuel ((fuel _vehicle + 0.1) min 1); _object setFuel 1; sleep 0.01; }; sleep 4; if (!alive _object) exitWith {}; _object vehicleChat format ["%1 is ready...", _type_name]; if (true) exitWith {}; Create a trigger (this is where your helicopter will land to be serviced) Activation Anybody Present Set to Repeat Condition ("Helicopter" countType thislist > 0) && ((getpos (thislist select 0)) select 2 < 1) On activation _xhandle= [(thislist select 0)] execVM "x_reload.sqf"; Create a trigger (this is where your land vehicles will be serviced) Activation Anybody Present Set to Repeat Condition ("LandVehicle" countType thislist > 0) && ((getpos (thislist select 0)) select 2 < 1) On activation _xhandle= [(thislist select 0)] execVM "x_reload.sqf"; Create a trigger (this is where your wing vehicles will be serviced) Activation Anybody Present Set to Repeat Condition ("Plane" countType thislist > 0) && ((getpos (thislist select 0)) select 2 < 1) && (speed (thislist select 0) < 10) On activation _xhandle= [(thislist select 0)] execVM "x_reload.sqf";
  12. There is already 2 other threads regarding this.
  13. cobra4v320

    Bigger, readable compass

    I thought I saw one over at armaholic.com Here you go: http://www.armaholic.com/page.php?id=5908 http://www.armaholic.com/page.php?id=6671
  14. How about something along the lines of "east present" "removeweapons your medics"?
  15. cobra4v320

    Creating waves of ai

    @Murklor The script I posted works fine, every 60 seconds it spawns in another group. If its waves he wants, its waves he gets. The information posted was a start, Im not going to write the script for him. :j: However you are probably right about the variable name, I will test when I get home.
  16. cobra4v320

    Creating waves of ai

    Create a script Name it: "spawn.sqf" Airborne = [getmarkerPos "start", side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup; sleep 1; wp1 = Airborne addwaypoint [position player, 0]; wp1 setwaypointtype "SAD"; wp1 setWaypointSpeed "FULL"; sleep 60; [] execVM "spawn.sqf"; create a marker name it start create a trigger condition local player On Act nul=[] execVM "spawn.sqf"; change the "sleep 60" to whatever time you want. You might want to add an {deletevehicle _x} for eachunits Airborne in after the time is up otherwise you will be overwhelmed with bad guys, I guess it depends on the mission you are making. Also to answer your question about starting the spawn at a certain time you could have the trigger do a timeout of 600,600,600 (10min) before it starts spawning. This should get you started in the right direction.
  17. @hatedread Condition: (daytime > 19.00 || daytime < 5) On Act: for "_i" from 1 to 3 do {_light = "light" + str(_i); player action["lighton",call compile format["%1",_light]];}; On DeAct: for "_i" from 1 to 3 do {_light = "light" + str(_i); player action["lightoff",call compile format["%1",_light]];}; @Kylania Thanks for that info.
  18. cobra4v320

    Cannot Delete Old MP Missions

    I'm the admin on my computer and the UAC is still on. It would still be easier to just have an in game delete mission button. But now that I know where to find them no big deal. :)
  19. cobra4v320

    Cannot Delete Old MP Missions

    @bhaz Awesome thanks that did the trick. It would be nice to just have an in game delete button.
  20. This is how I do it, there might be a way to consolidate but I dont know how to do it. player action ["lightOn", light1]; player action ["lightOn", light2]; player action ["lightOn", light3]
  21. cobra4v320

    Cannot Delete Old MP Missions

    These are user made missions that I exported over to MP missions. I have checked in program files>Bohemia Interactive> Arma2>MPMissions and there is nothing in there. I have checked in program files>Bohemia Interactive> Arma2>Missions and there is nothing in there. I have checked in user>documents>arma2>missions and there is nothing there.
  22. cobra4v320

    Cargo help

    You dont need the ?, shouldnt it just be: player in thislist
  23. cobra4v320

    Cannot Delete Old MP Missions

    @Inkompetent Thanks that worked but I still cannot delete those missions out of the system. Windows XP and Windows 2003 To enable the viewing of Hidden files follow these steps: 1. Close all programs so that you are at your desktop. 2. Double-click on the My Computer icon. 3. Select the Tools menu and click Folder Options. 4. After the new window appears select the View tab. 5. Put a checkmark in the checkbox labeled Display the contents of system folders. 6. Under the Hidden files and folders section select the radio button labeled Show hidden files and folders. 7. Remove the checkmark from the checkbox labeled Hide file extensions for known file types. 8. Remove the checkmark from the checkbox labeled Hide protected operating system files. 9. Press the Apply button and then the OK button and shutdown My Computer. 10. Now your computer is configured to show all hidden files. Windows Vista To enable the viewing of Hidden files follow these steps: 1. Close all programs so that you are at your desktop. 2. Click on the Start button. This is the small round button with the Windows flag in the lower left corner. 3. Click on the Control Panel menu option. 4. When the control panel opens you can either be in Classic View or Control Panel Home view: If you are in the Classic View do the following: 1. Double-click on the Folder Options icon. 2. Click on the View tab. 3. Go to step 5. If you are in the Control Panel Home view do the following: 1. Click on the Appearance and Personalization link . 2. Click on Show Hidden Files or Folders. 3. Go to step 5. 5. Under the Hidden files and folders section select the radio button labeled Show hidden files and folders. 6. Remove the checkmark from the checkbox labeled Hide extensions for known file types. 7. Remove the checkmark from the checkbox labeled Hide protected operating system files. 8. Press the Apply button and then the OK button and shutdown My Computer. 9. Now Windows Vista is configured to show all hidden files.
  24. Rejenorst Cant tell if your being sarcastic or if this helped.
  25. It looks like you wrote it in wrong, try this: this setpos [(getpos this select 0), (getpos this select 1), -0.5] ; this setVectorUp [0,0,1] Another thing you could try is to place the bunker on top of buildings using this: myTower = getPos this nearestObject <Id of building>; this setpos [(getpos myTower select 0), (getpos myTower select 1), 10.48]; this SetVectorUp [0,0,1]; Where it says <id of building> just find the object id on the map and dont use the <>. Name your tower or bunker "mytower".
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