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

kiptanoi

Member
  • Content Count

    127
  • Joined

  • Last visited

  • Medals

Everything posted by kiptanoi

  1. I have APEX, and in eden editor, how does Skirmish trigger module work? How to set up it?
  2. I cant get any sad waypoint to work with this, the only thing I got to work i just a simpel add waypoint _mrk = ["mrk1"] call BIS_fnc_selectRandom; wp=(_this select 0) addWaypoint [(getMarkerPos _mrk),0]; How Can I make this so it will be a waypoint type SAD, and I want it to have a placement radius of 4000, and a Completion radius at 4000. How does that code for that look like? I cant get it to work with help from setWaypointType, I only get errors.... Please help me
  3. I am making a map in the editor, save it to mp. Starting multiplayer. Host: Internet Name: Jonas-Test Port: 2302 And launch game. My friend at steam klick on join game at my name, and directly it say: Server is not responding. He did the same, starting a game in mp, host internet and so on. When I am joining it say the same: Server is not responding.... What is wrong? How can we play together? What do we need to do? Thanks. We can join other servers and play, but we cant start a map at our own and play together....
  4. I do have 2302-2305 open, yes. Thanks you, we will try to connect direct via IP adress next time. And jot hit join button. See if that work for us =)
  5. I do have open my ports, (2302) on my router..... But my friend cannot connect to me anyway.....
  6. Is there anyway to addRating by 200 to the player who kills one enemy? How to? And is there anyway to make one sideChat or hint with this text: Player <The players profile name> got 200 points for killing a enemy. How to? Hope you understand what I am looking for here =)
  7. I am not so god at this so please help. Is this right? I got this so far: init.sqf // To get proper gear on our team gear=compile preprocessfile "myGear.sqf"; [] call gear; // Save current loadout. _nul = ["",player] execVM "saveloadout.sqf"; // To get players to spawn with proper gear. execVM "player_respawn.sqf"; myGear.sqf private["_u"]; _DumpAmmo={ waituntil{!isNull _this}; _u= _this; removeallweapons _u }; _Add_Team_Spec_Leader={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ACE_HuntIR_monitor"; _u addweapon "ItemGPS"; _u addweapon "NVGoggles"; _u addweapon "ACE_Earplugs"; _u addweapon "ACE_MX2A"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addMagazine "ACE_HuntIR_M203"; _u addMagazine "ACE_HuntIR_M203"; _u addmagazine "SmokeShell"; _u addmagazine "SmokeShell"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "ACE_M34"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addweapon "SCAR_L_STD_EGLM_TWS"; _u selectWeapon "SCAR_L_STD_EGLM_TWS"; //[_u, "Laserbatteries", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_HuntIR_M203", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "MAAWS_HEDP", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "MAAWS_HEAT", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AT={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ItemGPS"; _u addweapon "NVGoggles"; _u addweapon "ACE_Earplugs"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "MAAWS_HEDP"; _u addmagazine "MAAWS_HEAT"; _u addmagazine "ACE_M34"; _u addmagazine "SmokeShell"; _u addweapon "SCAR_L_STD_EGLM_TWS"; _u setVariable ["ACE_weapononback", "MAAWS"]; _u selectWeapon "SCAR_L_STD_EGLM_TWS"; [_u, "30Rnd_556x45_Stanag", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_M34", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; if(!isNil "m1")then{ _u=m1; _u call _DumpAmmo; _u call _Add_Team_Spec_Leader; }; if(!isNil "m2")then{ _u=m2; _u call _DumpAmmo; _u call _Add_Team_Spec_AT; }; saveloadout.sqf WaitUntil{isDedicated || not isNull player}; _unit = _this select 1; _weapons = weapons _unit; _magazines = magazines _unit; _backpack = unitBackpack _unit; _backpackmagazines = getMagazineCargo _backpack; _backpackweapons = getWeaponCargo _backpack; savedloadout = [_weapons,_magazines,typeOf _backpack,_backpackmagazines,_backpackweapons]; hint "current loadout saved"; player_respawn.sqf WaitUntil{not isNull player || isDedicated}; player addEventHandler ["Killed",{ player spawn { _unit = _this; private ['_magazines','_weapons','_backpack','_backpackweap','_backpackmags']; if(isNil "savedloadout") then { _weapons = weapons _unit; _magazines = magazines _unit; _backpack = typeOf unitBackpack _unit; _backpackmags = getMagazineCargo unitBackpack _unit; _backpackweap = getWeaponCargo unitBackpack _unit; } else { _weapons = savedloadout select 0; _magazines = savedloadout select 1; _backpack = savedloadout select 2; _backpackmags = savedloadout select 3; _backpackweap = savedloadout select 4; }; WaitUntil{alive player}; removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x} foreach _magazines; {player addWeapon _x} foreach _weapons; if (primaryWeapon player != "") then { player selectWeapon (primaryWeapon player); _muzzles = getArray(configFile>>"cfgWeapons" >> primaryWeapon player >> "muzzles"); // Fix for weapons with grenade launcher player selectWeapon (_muzzles select 0); }; if(_backpack != "") then { player addBackpack _backpack; clearWeaponCargo (unitBackpack player); clearMagazineCargo (unitBackpack player); for "_i" from 0 to (count (_backpackmags select 0) - 1) do { (unitBackpack player) addMagazineCargo [(_backpackmags select 0) select _i,(_backpackmags select 1) select _i]; }; for "_i" from 0 to (count (_backpackweap select 0) - 1) do { (unitBackpack player) addWeaponCargo [(_backpackweap select 0) select _i,(_backpackweap select 1) select _i]; }; }; }; }]; And here is what I want with it: 1) The players got diffrent loadout. 2) The loadout are automatic saved. 3) I have a save loadout action and can use it. (this in initline at a crate: player addaction ["Save Loadout","saveloadout.sqf"];) 3) All players got there diffrent saved loadout when respawned. Is my current code ok and multiplayer compatible?
  8. Oh thanks =) But this "%1" thing in the sideChat is the name I have in the editor. Can i get the name of the player profile he or she is using in Arma 2?
  9. kiptanoi

    ACE for OA 1.11

    Does it not work at night? Do I need some batteries or something with the monitor?
  10. kiptanoi

    ACE for OA 1.11

    How to use the ACE_HuntIR_monitor? I have one ACE_HuntIR_monitor on me And some ACE_HuntIR_M203 on me as well. Then I load and shoot up my HuntIR_M203. But now what, how to activate the monitor?
  11. kiptanoi

    User mission requests!

    Is domination fully dynamic missions that adapt it self with how many players there is? Can I complete it by my self? Or do I also need other players for it?
  12. kiptanoi

    User mission requests!

    Is that Player vs AI?
  13. kiptanoi

    User mission requests!

    Hi all! I am looking for some or one co-op mission. And this is what I am looking for: Random missions. Mission that adapt it self after how many players there is. 1 player: The mission adapt it self to play with 1 player. 2 player: The mission adapt it self to play with 2 player. 3 player: The mission adapt it self to play with 3 player. and so on.... Does anyone know any missions like this? Thanks
  14. Hi all! I am looking for some or one co-op mission. And this is what I am looking for: Random missions. Mission that adapt it self after how many players there is. 1 player: The mission adapt it self to play with 1 player. 2 player: The mission adapt it self to play with 2 player. 3 player: The mission adapt it self to play with 3 player. and so on.... Does anyone know any missions like this?
  15. Thanks for answer, but I am using steam, so I can not rename arma2oa =/ Any other way to get crossfire to work, I have 2 HD4850 cards.
  16. I want to know this to. Is CrossfireX working, how to make it to work?
  17. How to delete all things, if plane got shoot down, and resend it? I have try this, but it is no good. So how can I check if plane got shoot down, and if it is then resend it, and if it not shoot down then drop my soldier. This is what I have now. Activate within init.sqf with fncCallAT1 = compile preProcessFile "script\fncReinforce.sqf"; waitUntil {Time >= 5}; ["USMC_Soldier_AT",1.0] Call fncCallAT1; fncReinforce.sqf // ["USMC_Soldier_AT",1.0] Call fncCallAT1; // Configuration _unitType = _this select 0; _unitSkill = _this select 1; _pos = getPos ASpad; _dir = getPos ASpad; _trg = position player; _airtype = "C130J"; _pType = "USMC_Soldier_Pilot"; mygroup = creategroup side player; _Message = "This is eagle two, we are inbound with your reinforce drop, please stand by..."; // Create plane _vehicle = createVehicle [_airtype, _pos, [], 0, "FLY"]; _vehicle setVehicleVarName "plane"; plane = _vehicle; // Create pilot _unit = mygroup createUnit [_pType, _pos, [], 0, "FLY"]; _unit setVehicleVarName "pilot"; pilot = _unit; _unit moveinDriver _vehicle; _unit flyinHeight 200; _vehicle flyinHeight 200; // make trigger to check plane _trig = createTrigger["EmptyDetector",getPos player]; _trig setTriggerArea[0,0,0,false]; _trig setTriggerActivation["NONE","PRESENT",true]; _trig setTriggerStatements["(!alive plane)", "hint 'I am dead';[] execVM 'script\fncCleanUpReinforce.sqf'", ""]; // Create soldier unit = mygroup createUnit [_unitType, Position player, [], 0, "FORM"]; unit setSkill _unitSkill; unit setRank "PRIVATE"; unit moveInCargo [_vehicle, 0]; unit setVehicleVarName "AT1"; AT1 = unit; // fly to player _wp10 = mygroup addwaypoint[_trg,0]; _wp10 setWaypointSpeed "FULL"; _wp10 setwaypointtype "MOVE"; _wp10 setWaypointStatements ["true", "eject=true;"]; sleep 2; // fly home _target22 = getPos ASpad; _wp11 = mygroup addwaypoint[_target22,0]; _wp11 setWaypointSpeed "NORMAL"; _wp11 setwaypointtype "MOVE"; _wp11 setWaypointStatements ["true", "deleteIsReady=true;"]; // Eject soldier at player position waitUntil{ eject }; (driver _vehicle) sideChat _Message; unassignVehicle AT1; AT1 action ["EJECT", _vehicle]; [AT1] join player; deletevehicle _trig; // delete all waitUntil{deleteIsReady}; deletevehicle _trig; deletevehicle _vehicle; deletevehicle _unit; fncCleanUpReinforce.sqf player sideChat "dead"; sleep 2; deleteVehicle _trig; // delete trigger deleteVehicle unit; // delete soldier deletevehicle _unit; // delete pilot deletevehicle _vehicle; // delete plane player sideChat "deleted"; sleep 10; player sideChat "send one more time"; ["USMC_Soldier_AT",1.0] Call fncCallAT1;
  18. If I am use your "old" codes, how do I make AI to dont shoot up so many flares at the same time, what part of code do I change. Please show me =)
  19. I am sorry, but I cant get the "new" to work... They are not getting any ammo, and they are not shooting flares at all. Do you have a sample mission on your new last posted script?
  20. It seems to work OK with ACM. I tryed this in init file: isDay_check = true; [] execVM "script\fncIsDay.sqf"; Then in fncIsDay.sqf I have this while {isDay_check} do { Your code sleep 60; } Now when I have played with this, I can see AI shoot up flares like hell. (3-5 flares in the air at the same time.) Are they going to do that, my thought was that the AI shoot one flare, then wait 10-15 second, then shoot next one. Good script to make AI shoot flares =) It is really fun playing with this.
  21. Is it not possible to delete stuff if they are shoot down, and resend the same code?
  22. kiptanoi

    custom weapon layout

    Can I change weapon loadout during playing the game with radiobutton or somthing? How to with your code?
  23. How to check if one SOM mission is complete? I want to grant my self with 100 points, when one SOM random mission is complete, How can that be done?
  24. I am trying to make a trigger with a script file. But it goes not so good. and I am looking at this example they have on the page where u can find Scripting Commands for ArmA2 http://community.bistudio.com/wiki/createTrigger Now here is the example _trg=createTrigger["EmptyDetector",getPos player]; _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["CIV","PRESENT",true]; _trg setTriggerStatements["this", "hint 'Civilian near player'", "hint 'no civilian near'"]; And this is mine _trig = createTrigger ["distanceCheck12", [0,0,0]]; _trig setTriggerArea [0, 0, 0, false]; _trig setTriggerActivation ["NONE", "present", true]; _trig setTriggerTimeout [0, 0, 0, true]; _trig setTriggerStatements ["player distance pilot11<= 20", "player exec "PilotPopSmoke.sqs"" , ""]; And I have try this _trig = createTrigger ["distanceCheck12", [0,0,0]]; _trig setTriggerArea [0, 0, 0, false]; _trig setTriggerActivation ["NONE", "present", true]; _trig setTriggerTimeout [0, 0, 0, true]; _trig setTriggerStatements ["player distance pilot11<= 20", player exec "PilotPopSmoke.sqs" , ""]; Then the pilot is throwing smoke where ever I am on the map.. And I have try some others to... but I dont get it to work. Anyone knows how it should look like when its right? Please let me know :D Thanks
×