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Schilly

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Everything posted by Schilly

  1. Schilly

    Ied

    Yea I remember seeing the blast from about 700m in the air in the over watch chopper as our convoy hit it... Terrible terrible terrible... But oh so worth it =D Nothing spells convoy IED strike practice like the first vehicle in the group getting completely obliterated losing a third of the forces instantly.
  2. Schilly

    Ied

    I disagree with not using GBUs or MK82's... In fact you should use 10.... IED1_1_LOC = getPos IED1_1; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; "Bo_GBU12_LGB" createvehicle IED1_1_LOC; If the boom isn't big enough to be seen from 5km away, its not a proper IED imo... :P Keep in mind, that will destroy anything in like a 300m radius... Careful now ;)
  3. After playing with it... It seems the FlareLauncher does not spoof the missles, however, makes it difficult if not impossible to get a lock on the plain while its firing off the flares... So that may be the intended use, for example with the c130 blowin flares while dropping cargo like a maniac... Not 100% on this though.
  4. Do you have any example missions to demo this scripting? As much as I could probably manage to get it going with the scripts, it would be significantly easier if there was already a demo mission together.
  5. So Jimmy you are able to get the High Command module to work, in multiplayer with HUMANS? I know it works well with AI, but with Humans I have not been able to get it to work.
  6. I have not been able to get the highcommand to work in multiplayer with humans... doesnt give the command stuff
  7. Hello all, I have a script that I have been making for my unit. It is a whole training map, but I am having an issue specifically with the rifle range. Now the rifle range works PERFECTLY fine with the help of some other BIS community members of course... However, it only works perfectly fine when it is Locally hosted by me or by someone else. When I put the pbo of the map on a dedicated server, the only part of it that works is the chat script that someone gave to allow the use of sideChat in multiplayer and hints and such. So if someone would be kind enough to explain to me why this is, that would be great... As I cannot understand why the dedicated server would be stopping this from working. Code if needed... //Variables _l1targets = [l1t1, l1t2, l1t3, l1t4, l1t5, l1t6, l1t7, l1t8, l1t9, l1t10, l1t11, l1t12, l1t13, l1t14, l1t15, l1t16, l1t17, l1t18, l1t19, l1t20, l1t21, l1t22, l1t23, l1t24, l1t25, l1t26, l1t27, l1t28, l1t29, l1t30]; // So that the targets don't pop up by them selves. nopop = true; // Should be 0 but needs to be 1 to make the target count correct. _l1foo = 1; // Current Hit count. _l1hc = 0; // Number of targets in the variable... For randomness. _l1ntargets = count _l1targets; // Script {_x animate["terc",1]} forEach _l1targets; nul=["Lane 1 Rifle Range Starting in 5...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 1; nul=["Lane 1 Rifle Range Starting in 4...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 1; nul=["Lane 1 Rifle Range Starting in 3...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 1; nul=["Lane 1 Rifle Range Starting in 2...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 1; nul=["Lane 1 Rifle Range Starting in 1...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 1; nul=["Lane 1 Rifle Range Active...","side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; while {_l1foo<21} do { _l1rnumber = random _l1ntargets-1; _l1rtarget = _l1targets select _l1rnumber; _l1rtarget animate["terc", 0]; sleep 3; if (_l1rtarget animationPhase "terc" > 0.1) then { _l1hc = _l1hc+1; }; _l1rtarget animate["terc", 1]; _l1foo = _l1foo + 1; sleep random 5; }; nul=[format["Lane 1 Firing Range Inactive... Final Score: %1/20.", _l1hc],"side",rangeofficer] execVM "20thSFG Scripts\mp_chat.sqf"; sleep 3; // Reset the targets. {_x animate["terc",0]} forEach _l1targets; Thanks for any help you can provide.
  8. Does anyone have any incite to provide?
  9. Cant wait for the link to come back up... May force my US unit to use this haha
  10. has any testing been done on a dedicated server? As the script I have, (very similar to this one, wihtout the extra variables) does not function on a dedicated server for some reason... Works perfectly locally hosted though.
  11. Well done guys. Keep up the good work!
  12. Yea I know, but seeing how it's only 1 kb per file, im not too worried... And it's only for a unit training map... If this was something I was going to make for hte public, i would clean it up lol
  13. Yea F2k, I was not able to pass the variables to the script and get it to work properly... So I used multiple files... Works just as well, jsut a bit redundant thats all. Also, the scoring, I switched from using Hints to using sideChat, as well hints are great and all but it gets pretty messy when running multiple lanes. For the unit training map I have, I can run two seperate lanes for rifle or pistol quals, each recording their own score... Working quite well at the moment... unless something explodes on Sunday when it gets a real exercise lol
  14. You can run 2 lanes at the same time, with seperate scoring... Only issue that arises is the fact that you have to have multiple script files... One for each course, otherwise you would end up with variable mismatches and get invalid numbers being returned.
  15. Slightly yes... Seeing how its an IR camera... Should be able to see slightly through Fog at least... not sure about smoke though.
  16. Perfect. Thanks Big Dawg
  17. Hey all, I'm having an issue with a helper script I'm making... Basically I am trying to get it to add a series of actions to a unit when run. EG: nul = [this] execVM "A10Loader.sqs"; Is supposed to add 4 different actions to the a10. Here is the code: ////////////////////////////////////////////////////////////////// // Helper Script for a A10 Loadout function for Armed Assault // Created by: Patrick Schillemat, schillemat@20thsfg.com // // Usage: nul=[plane] execVM "A10Loader.sqf"; // //////////////////////////////////////////////////////////////// _plane = _this select 0; _plane addAction ["A-10 CAS Loadout","A10Loadout.sqf",[_plane,"CAS"],1,true,true,"","speed _plane <= 3 && !isEngineOn _plane"]; _plane addAction ["A-10 ATG Loadout","A10Loadout.sqf",[_plane,"ATG"],1,true,true,"","speed _plane <= 3 && !isEngineOn _plane"]; _plane addAction ["A-10 LGB Loadout","A10Loadout.sqf",[_plane,"LGB"],1,true,true,"","speed _plane <= 3 && !isEngineOn _plane"]; _plane addAction ["A-10 Standard Loadout","A10Loadout.sqf",[_plane,"STD"],1,true,true,"","speed _plane <= 3 && !isEngineOn _plane"]; Anyone see anything wrong with that code? If so what is it as I am lost :crazy:
  18. I have the utmost respect for the person that figured out how to apply this script from the MQ-9 to the AH-1Z... I am simply replying to another post saying that this should be an out of the box function, which it is. Please actually read posts before you make more specially ones directed at people with potentially degrading comments in them. Thanks.
  19. This is a out of the box feature, then MQ-9 Reaper has this func :P
  20. Perhaps its the lack of an aimable turret on the planes?
  21. May be easier to just simply add the Laser Marker weapon the MQ-9 Reaper uses. EG: _this addWeapon "Laserdesignator_mounted"; _this addMagazine "Laserbatteries"; This works perfectly for the Cobra so I don't see why it wouldn't for the A10... Although Aiming the thing is going to be a biatch and a half as you have to keep the laser on the target when you firing the bomb off... So you might run into the ground lol
  22. I have been working on a training map for my unit for a while now... Making a firing range, ect.. I have run into a snag or two. Firstly, the range is started by a script being executed by running an action that is available on a notice board. Afterwhich there is a series of hints. For example: - Player starts the range and the following hints happen: hint "Range starting in 5..."; sleep 1; hint "Range starting in 4..."; sleep 1; hint "Range starting in 3..."; sleep 1; hintSilent "Range starting in 2..."; sleep 1; hintSilent "Range starting in 1..."; sleep 1; Then during the range it's self, it has an auto-updating hint for what target you are on out of 30. (1/30, 3/30, ect...) Then at the end it posts a hint saying "Range over"... ect... Which will also include the final score of targets hit. Now the problem I am having is getting the hints to display globally across the entire server. As it stands, the hints only show for the person that started the script. Which I am assuming is due to me not scripting it correctly for mutiplayer. With all that on the table, my first question is: How can I make a script run globally across an entire server? Now the second issue I am having is, trying to figure out if the target was actually hit. I have done this in the past using a "_obj addEventHandler ["Hit", ...];" However I have found out that this is also a singleplayer thing, and does not function correctly in a multiplayer setting. With that being said, my section question is: How would I go abouts seeing if a target was knocked over, in a multiplayer setting. Below I have posted the script I am using for the target's... Random popup, ect... Perhaps I have scripted it incorrectly for global use. The notice board runs this script: r_start.sqs... nul=[target] execVM"popup.sqf"; Which runs this script: popup.sqf... nopop = true; _targets = [l1t1, l1t2, l1t3, l1t4, l1t5, l1t6, l1t7, l1t8, l1t9, l1t10, l1t11, l1t12, l1t13, l1t14, l1t15, l1t16, l1t17, l1t18, l1t19, l1t20, l1t21, l1t22, l1t23, l1t24, l1t25, l1t26, l1t27, l1t28, l1t29, l1t30]; {_x animate["terc",1]} forEach _targets; hint "Range Starting in 5..."; sleep 1; hint "Range Starting in 4..."; sleep 1; hint "Range Starting in 3..."; sleep 1; hintSilent "Range Starting in 2..."; sleep 1; hintSilent "Range Starting in 1..."; sleep 1; _foo = 1; _hc = 0; while {_foo<31} do { hintSilent format["Firing Range Active\n-------------------------------------\nCurrent target: %1/30.", _foo]; _rnumber = random 30; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 2; _rtarget animate["terc", 1]; _foo = _foo + 1; sleep random 5; }; hint format["Safeties On, Range Inactive!\n-------------------------------------\nFinal Score: %1/30.", _hc]; Any assistance would be greatly appreciated.
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