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cobra4v320

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Everything posted by cobra4v320

  1. I have created an in game menu with all of the different SOM Missions. It is located here: http://www.armaholic.com/page.php?id=7197 @thunder666 You can call in reinforcements using the SOM, however you have to have at least one other person in your group. When the helicopter comes in to reinforce it will only drop off one soldier if all you had in your group was one soldier, if you had more than one it will drop off however many soldiers were in your group. The helicopter also drops off an ammo box. put this into a trigger: ["reinforce", true, nameofyourSOM] call BIS_SOM_requestSecOpFunc activation would be radio alpha repeatedly. Also I have posted the script for the SOM Reinforcments below: /* File: create_briefing_assets.sqf Author: Joris-Jan van 't Land Description: Creating all dynamic assets required for the briefing of the SecOp. Parameter(s): _this select 0: SecOp ID (Number) _this select 1: SecOp scope (Object) _this select 2: SOM main scope (Object) */ private ["_id", "_scope", "_mainScope"]; _id = _this select 0; _scope = _this select 1; _mainScope = _this select 2; //Your phase content goes here: private ["_mainGrp", "_leader", "_hq", "_grpComp"]; _mainGrp = _mainScope getVariable "group"; _leader = _mainScope getVariable "leader"; _hq = _mainScope getVariable "HQ"; _grpComp = _mainScope getVariable "grpComposition"; //Wait until the death was registered. waitUntil {(count (units _mainGrp)) != (count _grpComp)}; //Wait a bit longer. sleep (3 + (random 3)); //Register the conversation topic. _hq kbAddTopic ["reinforce", BIS_SOM_stdPath + "kbs\secops\reinforce\reinforce.bikb", ""]; //Make sure the current leader has the correct topic. private ["_install", "_uninstall"]; _install = { player kbAddTopic ["reinforce", BIS_SOM_stdPath + "kbs\secops\reinforce\reinforce.bikb", ""]; }; _uninstall = { player kbRemoveTopic "reinforce"; }; private ["_installID"]; _installID = [_mainScope, _install, _uninstall] call BIS_SOM_addLeaderInstallFunc; _scope setVariable ["radio_topic_install", _installID]; //Find insertion point. private ["_pos"]; _pos = [position _leader, 50, 500, 20, 0, 45 * (pi / 180), 0] call BIS_fnc_findSafePos; _scope setVariable ["targetPos", _pos]; //Create marker. private ["_markerName", "_code"]; _markerName = format ["BIS_SOM_Marker_%1_1", _id]; _code = { private ["_marker"]; _marker = createMarkerLocal [_this select 1, _this select 0]; _marker setMarkerColorLocal "ColorGreen"; _marker setMarkerTypeLocal "mil_join"; _marker setMarkerTextLocal (localize "STR_SOM_REINFORCE_MARKER_PICKUP"); }; [[_leader], [_pos, _markerName], _code] call BIS_SOM_sendCodeFunc; //We may need a dummy marker on the server to be able to delete it later. if ((markerType _markerName) == "") then {private ["_dummy"]; _dummy = createMarkerLocal [_markerName, _pos]}; [_markerName, 1, _id, _mainScope] call BIS_SOM_addDynFunc; //Telling the system to go to the next phase. [_id, _mainScope] call BIS_SOM_nextSecOpPhaseFunc; true
  2. cobra4v320

    ejecting from a c130

    Another option that Im considering is just doing an allowdamage false command, sleep 60, then allowdamage true. Ive been using something like this in a mission that Im making and no one dies!!!!
  3. cobra4v320

    Time Check

    Searchlights will work without a man in them, and I finally figured it out: Condition field (daytime > 19.75 || daytime < 4.25) 19.75 is the time on 4.25 is the time off. On Activation Field player action ["lightOn", nameofyourlight] On Deactivation player action ["lightOff", nameofyourlight] Set the trigger to repeatedly.
  4. @Apocal The marker in game reads it as what type of unit it is. For example if its a corpsman it shows up as a moving green marker that says corpsman, or team leader, heavy gunner, and so on. I think I might have fixed my problem with the script below it looks like it is working in COOP Mission. marker.sqf waituntil {(alive player)}; _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorGreen"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 5; }; deleteMarker _markerobjp; [] execVM "scripts\marker.sqf"; exit;
  5. @Tajin This script works great however how do you put in player names rather than the class name? _temp = _this select 0; _varname = vehicleVarName _temp; _unit = objnull; createMarkerLocal [_varname, [0,0]]; _varname setMarkerShape "ICON"; _varname setMarkerColor "ColorBlack"; _varname setMarkerSize [1,1]; _varname setMarkerType "Arrow"; while {true} do { waitUntil { call compile format ["_unit = %1",_varname]; alive _unit; }; while {alive _unit} do { if (side _unit == west) then { _varname setMarkerColor "ColorBlue"; }; if (side _unit == east) then { _varname setMarkerColor "ColorRed"; }; _varname setMarkerDir getDir _unit; _varname setMarkerPos getPos _unit; sleep 0.5; }; _varname setMarkerColor "ColorBlack"; sleep 5; };
  6. Have any of you tried this script from Arma1? http://www.armaholic.com/page.php?id=2377 Im currently using it in Arma2, the only issue is no missile control, but the AI still fires anyway.
  7. cobra4v320

    ejecting from a c130

    @shanawa The script works fine, I just tested it, its something your not doing. Have you grouped the airplane to the trigger? On a side note: One of my guys dies everytime using any paradrop script Ive come across. They will hit the ground then stand 3 feet off the ground, make a getout action then die.
  8. The modules continue to work but it seems after 2 to 3 spawns it still has the action menu but it will not heal the player.
  9. @Terra That is the one I posted in the previous page. @Oleg Sorry man cant help you there Im still learning myself.
  10. cobra4v320

    C130 Animations

    Here is the script for the C-130: http://www.armaholic.com/page.php?id=6061 Below I modified Norrins script for the MV-22: //nul = [this] execVM "openramp_init.sqf"// //"openRamp_init.sqf"// _vcl = _this select 0; _c = 0; _cc = 0; _openRamp = _vcl addAction ["Open MV-22 Ramp", "openRamp.sqf", "", 0, false, true]; _closeRamp = _vcl addAction ["Close MV-22 Ramp", "closeRamp.sqf","", 0, false, true]; _toAttach = objNull; _vcl removeAction _openRamp; _vcl removeAction _closeRamp; if (isServer) then { _vcl setVariable ["cobra_openRamp", false, true]; sleep 2; }; while {alive _vcl} do { // Ramp Action if (!(_vcl getVariable "cobra_openRamp") && _cc == 0) then { _openRamp = _vcl addAction ["Open MV-22 Ramp", "openRamp.sqf", "", 0, false, true]; _vcl removeAction _closeRamp; _cc = 1; }; if ((_vcl getVariable "cobra_openRamp") && _cc == 1) then { _closeRamp = _vcl addAction ["Close MV-22 Ramp", "closeRamp.sqf","", 0, false, true]; _vcl removeAction _openRamp; _cc = 0; }; sleep 2; }; if (!alive _vcl) exitWith {}; //"openramp.sqf"// _vcl = _this select 0; _vcl animate ["ramp_top",1]; _vcl animate ["ramp_bottom",1]; sleep 0.1; _vcl setVariable ["cobra_openRamp", true, true]; if (true) exitWith {}; //"closeramp.sqf"// _vcl = _this select 0; _vcl animate ["ramp_top",0]; _vcl animate ["ramp_bottom",0]; sleep 0.1; _vcl setVariable ["cobra_openRamp", false, true]; if (true) exitWith {};
  11. Glad that I could be of some use :j:
  12. cobra4v320

    Time Check

    Can you be more specific? ; assumme it is 16:30 _daytime = daytime 1825 = daytime
  13. I just tested this and it works. Below is the vehicle respawn script that I use: /* ========================================================= Simple Vehicle Respawn Script v1.6 by Tophe of Östgöta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first put the respawn delay, then the deserted vehicle timer- Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit First set the other values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all the other values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: harlechin@hotmail.com ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; _unit execvm "truckammo.sqf"; }; }; In the very last line you will see _unit execvm "truckammo.sqf" this would be your ammo script and will make it respawn with the truck. Below is the ammo script that you will need to use I named it truckammo.sqf: while {alive _this} do { clearweaponcargo _this; clearmagazinecargo _this; _this addweaponcargo ["AK_107_GL_pso",2]; _this addmagazinecargo ["30Rnd_545x39_AK",24]; _this addweaponcargo ["VSS_vintorez",2]; _this addmagazinecargo ["20Rnd_9x39_SP5_VSS",24]; _this addweaponcargo ["KSVK",2]; _this addmagazinecargo ["5Rnd_127x108_KSVK",6]; _this addweaponcargo ["Igla",2]; _this addmagazinecargo ["Igla",25]; _this addweaponcargo ["JAVELIN",2]; _this addmagazinecargo ["JAVELIN",25]; _this addweaponcargo ["MetisLauncher",2]; _this addmagazinecargo ["AT13",25]; _this addweaponcargo ["RPG7V",2]; _this addmagazinecargo ["PG7VR",3]; _this addmagazinecargo ["HandGrenade_East",10]; _this addmagazinecargo ["Pipebomb",25]; _this addmagazinecargo ["SmokeShellRed",3]; _this addmagazinecargo ["SmokeShell",3]; _this addmagazinecargo ["10Rnd_762x54_SVD",10]; _this addmagazinecargo ["1Rnd_HE_GP25",8]; _this addmagazinecargo ["FlareRed_GP25",3]; _this addweaponcargo ["Laserdesignator",1]; _this addmagazinecargo ["Laserbatteries",6]; sleep 1800; }; put this into the init line of your vehicle veh = [this, 120, 180, 0, TRUE, FALSE] execVM "scripts\vehicle.sqf"; null0 = this execvm "scripts\truckammo.sqf" Also there are respawn options that you can use as well just read the top script. Let me know if you have any problems with the above info :D
  14. cobra4v320

    distance check...

    You dont need to attach the trigger just put the condition as unit distance object < 10 then whatever you want in the activation field.
  15. cobra4v320

    Enable Backpack?

    This is how to do it and tested!!! alive player player addEventHandler ["killed",{[_this select 0, _this select 1] execVM "prep_backpack.sqf"}];
  16. cobra4v320

    Secops Fun on Utes (Co-Op 8)

    Gloppy I have created a mission inspired by yours. It has the SOM and ACM modules. The vehicles also respawn in. It is a 6 player coop mission, if you get a chance let me know what you think. Here is the link: http://www.armaholic.com/page.php?id=6940
  17. cobra4v320

    Ambient Combat Module

    Here is a mission with working ACM and SOM modules on Utes. http://www.armaholic.com/page.php?id=6940
  18. Here is an example mission with working SOM and ACM Modules. Here is the link http://www.armaholic.com/page.php?id=6940
  19. @nullsystems Put this into a trigger activation none [["aerial_reconnaissance","artillery_barrage"], player, [[RIPPER, [2,3,4,9]]]] call BIS_SOM_addSupportRequestFunc Condition som1 getVariable "initDone" some1 being the name of your SOM Module The above will load on start and give you a single list with the two items in it. After you use them that's it. Put this into a radio trigger [["artillery_barrage"], player, [[RIPPER, [2,3,4,9]]]] call BIS_SOM_addSupportRequestFunc; condition som1 getVariable "initDone" some1 being the name of your SOM Module The above will allow you to continue to call only on your artillery piece. You also said you wanted to use it later in the mission again you can do this in the condition field instead: som1 getVariable "initDone" and triggerActivated t1 t1 is the name of another trigger that you created. Once that trigger is activated it will allow you to call on the artillery piece.
  20. Place into the init line of the SOM Module Explanations below: this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [300, 700]]]; I have a mission almost complete with the SOM and ACM on Utes if anyone is interested??? //Configure SOM module with custom settings. Must run during the first 2 seconds of a mission. private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"]; //List of secops. //Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"] _pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]; //Enable or disable HQ. //Default: true _hq = true; //Team text, team speech, H.Q. text, H.Q. speech. //Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]] _callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]]; //Delay in seconds before starting random SecOps selection. Only seems to affect the first secops. //Default: 30 _initialDelay = ((random 300) + 300); //Should an automatic Reinforce be triggered when there are casualties? //Default is true. _autoReinforce = true; //??? Delay between sec ops? //Default: 30 _secOpSpacing = ((random 300) + 300); //??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable? //Default: 0.7 _randomActivation = 0.4; //Min Max distance of sec ops. //Default: [300, 700] _secOpDistances = [1500, 2000]; _settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances]; //BIS_SOM is module name. BIS_SOM setVariable ["settings", _settings];
  21. cobra4v320

    ejecting from a c130

    Sorry Lightning I have the same problem with the parachutes. In fact let me know if you have problems with the script, my AI soldiers randomly die on the drops. When they get about 2 feet off the ground they completely stop then basically do a getout animation, then fall over and die, or they are injured. Not sure if this is just bug since Im using all 3 of the first aid modules. There are parachutes in the editor that are steerable but you would have to attach them to the player somehow. I know there are scripts for this. Cant wait to see what the ACE MOD 2 looks like hopefully steerable chutes. I might have this script and will check when I get home later. You can also use the halo jump script which would add the steerable chute. Just do a search for it here in the forums. @Padjur Thanks for the sqf version I will have to change over.
  22. cobra4v320

    Ambient Combat Module

    I didnt see anywhere on this thread how to blacklist areas. I pulled this out of the wiki but Im not sure how to utilize it. [<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc; I have placed BIS_ACM_1 into a marker name, will that be enought to blacklist an area?
  23. No it will not affect the SOM Module if you have the ACM Module in. Here are the two threads on SOM and ACM http://forums.bistudio.com/showthread.php?t=73393&highlight=acm http://forums.bistudio.com/showthread.php?t=73329&highlight=secops
  24. cobra4v320

    ejecting from a c130

    [NameGroup,NamePlane] exec "jump.sqs"; jump.sqs ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit;
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