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Everything posted by mikie boy
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mobile HQ not working on dedi
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you think its could be a PV error thats stopping its spawning then remove the PV lines from all scripts and try with that - if that is it - suggest you change the init line to something like if (isnil "rally_available") then {rally_available = 1}; -
respawning a dynamic ai group using randomgroup
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you thought about adding the random patrol to an array and then count that every now and then? just a thought -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one dude - ill check it out this weekend -
set ai skills script
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
create a function of the skill level and call it each time you spawn AI :) -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EZJACK - is this an insurgency version which you are adding Fockers IED to? if so i have one already made up i can post https://dl.dropbox.com/u/17725328/%5BFOCK%5Ders%20insurgency1_50.takistan.pbo -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EZJACK - yeah hopefully ill be able to get it up and running for you - Welcome on our server anytime - will have it up and running over the weekend - Mike -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EZ jack - send me your mission and ill see what i can do - it is fairly simlpe so not sure why its not working. ensure you have the script called in the init.sqf. oh and just checking you have the downloaded version from the link armaholics and not ripped from MOST WANTED as i know you guys play that mission. in the mission it is set up differently psvialli - you will have to add an event handler "killed" to each one. look in the iedfactory script for how they are created on the fly. if you have problems - ill see if i can do it for you next week (busy this week). I will get round to finishing the suicide bomber script as a proper script package. -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Game logic Centre is placed in middle of map - it is a location game logic - but really doesnt matter function module - simply click on modules - then scroll down on to functions module - and place it anywhere. Thats all you need to place to get it working -
check enemy numbers before executing script
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_totalEnemy = {alive _x && side _x == EAST} count allUnits; player sidechat format["There are %1 enemy units", _totalEnemy]; if (_totalEnemy < 90) then { load script }; ///can do the same with max groups _groups = {side _x == EAST} count allGroups; if (_groups < 90) then { load script }; player sidechat format["There are %1 enemy groups", _groups]; -
Paramaters not working
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
paramsArray = [ 0, // Time of Day 1000, // Revive true, //debug 20 //task count ]; you are commenting inside of an array i think dude - therefore it looks like this paramsArray = [0, // Time of Day 1000, // Revive true, //debug 20 //task count]; // Time of Day // Revive //debug //task count paramsArray = [0, 1000, true, 20 ]; -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no worries dude - will at some update the script make it a bit more user friendly -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
alas its not random - 0 is not rigged - 1 is rigged - all IED are set as rigged when placed - and only does it become not rigged when an engineer or someone else disarms it. The it is removed - hopefully that will shed some light on CHB68's problem :) what i think you may have seen was this... // _random = [0,1] call BIS_fnc_selectRandom; // _ied setVariable ["Rigged", _random, true]; but this is not used and was only to test for a side IED script. :) oh on a side note - engineers disarm IEDs faster than any other type of player if it helps with the detection script. -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
unfortunately he is wrong - there isnt any code that made a random choice as to whether the IED goes off. basically each IED searches for a man or landvehicle - it then checks what that item is - is it west side and is it a human player? if it is a landvehicle - then create a bomb at the location of the IED - ELSE if its not and its not disarmed, then start the count down... if by the time the count down has finished (about 15 seconds at best) check to see if its still active - if so create a bomb at the IED location. thats it... So no random value im afraid - it means some thing is interfering with it - possibly the variables Active or Rigged are used else where in your mission - try changing these names to say FOCK_Active and FOCK_Rigged - changed them in all the scripts within fock_ied folder. A good way to test it is change line 28... if (_target isKindOf "LandVehicle") then to >>>> if (_target isKindOf "Man") then - a bomb should go off straight away As for the Engineer script i did know what you wanted, i think you misunderstood me LOL - when i mentioned Addaction - i meant attach it to an engineer - that way he can call the ied detect script for say 40 seconds and then it turns off - or you can place the code on him all the time - just put IEDEng = [] execvm"FOCK_ied/FOCK_iedDetect.sqf"; in their init then (not tested) - changed the script fock_iedDetect to the following /////////////////////////////////////////////////////////// // [FOCK]ers IED detection - Vehicle // [FOCK] Mikie J //////////////////////////////////// //if (!(isServer)) exitwith {}; private ["_list","_unit","_range","_target","_class"]; _unit = _this select 0; //_pos = _this select 1; //_unitdriver = _this select 2; while {(alive _unit)} do { //waituntil {isplayer _unitdriver}; _list = nearestobjects [_unit,["Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3_PMC","Land_IED_v4_PMC"],45]; if (count _list >=1) then { hint "Warning IED detected!"; _target = _list select 0; while {((alive _target)and(position _unit distance _target <45))} do { _loc = getPos _target; _dist = _unit distance _target; _metres = floor _dist; // _unit vehicleChat format ["Warning IED detected! %1 metres Away",_metres]; hintSilent format ["Warning IED detected! %1 metres Away",_metres]; // _unit vehicleChat "test"; sleep 0.5; }; if (position _unit distance _target > 45) then { hint "IED now out of range"; }; }; // else // { // "searching"; // // }; sleep 1.5; }; Hopefully that was of some use to you - otherwise welcome to chuck me your mission and i can test it - do you have any other mods running with it? -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try changing it to "man" but it should work regardless, both on vehicle and man- are you using ACE? if so for some reason it doesnt work with ACE - same code used on Fockers Most Wanted - works no probs _distanceaway = 650; - yep change this for the distance away from the town/village - dont make it too far otherwise it wont be worth it. for "_i" from 0 to 100 do - change to say 300 would be enough - too many on the server will slow it up as each ied is searching for the man/landvehicle 4) A vehicle is able to detect IED's. I would like to enable engineers to detect IED's, too. What do I have to do? you can amend the ied detect script so that it only activates when the Engineers are drivers or in vehicle - or you can make an addaction that runs the ied detect script for say 40 secs and then cancels. or can run it all the time. should take much to do hope this helps - any more probs let me know -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
unfortunately you are spot on on the issue with the class names - it is a little pain to change - in fairness this mission was made in order to improve my scripting so it was patched together. Most of the enemy instantiated are within the terrorsupport folder if that helps at all - the other place is on the tasks>opforreinforce and tasks>opforstart. dont think i have them anywhere else thanks for playing it :) -
spawn and create enemy base objects via script
mikie boy replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
two ways i know of - use the object grabber way (think thats what it is called) or work it out manually. the latter can take some doing. you could spawn them in one go relevant to an object or marker, or spawn them one after the other in relevance to the object created just before it. e.g create one arty gun, then in relation to its position create the next, and so on. if you want the coordinates of a circle you can open the file FOBdefences in the [FOCK]ers most wanted game. got the bunkers etc spawning around one object to create a barrier. -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
nice one - i had done that a while back (using the basic settings of Pdb) but havent looked at it since. YEAH ill take a look at it - good work - send me a link to your PDB version once your done and ill take a look -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
In that case it's simply because of the dedicated server set-up. Have to wait until I can look through it -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
terrorsupportteamdefend = the groups that remain at the location and defend the area. _terrorsupportteamattack = groups that spawn and then go and seek out any green controlled area for all the other bits you need to look at if you wamnt to make those teams bigger - you can simply add another soldier type in " " after the last one. e.g _terrorsupportteamdefend = [_loc, EAST, ["GUE_Soldier_CO","GUE_Soldier_2","GUE_Soldier_3","GUE_Soldier_4"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; as for making this game run on a hosted server or single player - i will get round to it at some point but havent had the time sorry dude. not sure about the problems of swapping the player types and back packs - whole thing works with I44 models - so not sure - ill run a check this week and let you know - you testing thins on dedi or single player? -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After u have disarmed I think between 6 and 10 :) -
Dialog Button Problems
mikie boy replied to [evo] dan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i too have had this problem - not sure why it happens - if you create another button and then click on your first one. it will then flash - if you dont click any of the buttons the last one created in the script or first one(cant remember which way) will flash on the dialog opening. Sorry cant be of any more help -
Anyone know any good advanced tutorials
mikie boy replied to BullyBoii's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
GUIs starting point http://community.bistudio.com/wiki/User:Hendo:Tutorials:Display http://www.ofpec.com/tutorials/index.php?action=show&id=82&page=86 - example of work usedhttp://community.bistudio.com/wiki/createDialog http://forums.bistudio.com/showthread.php?130501-Simple-Dialog&highlight=createdialog two basic examples i made a while back https://dl.dropbox.com/u/17725328/GuiPassword.Desert_E.pbo basic password system i wrote https://dl.dropbox.com/u/17725328/GUImenutrig.Desert_E.rar basic recruit system i wrote using GUI As for the advance tutorials, you really need to specify what you want. Chaps on this forum do know their stuff - break what you need down - search for it, and if you cant find it here or via a google search, then post. Best way to get to an advanced level of scripting is try it yourself and when you get stuff ask for guidance. Probably one of the most helpful forums ive ever been on. -
Dialog not appearing to player's screen
mikie boy replied to finguide's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you need to call, possibly from a script - something like _callGUI = createDialog "MyHelloWorldDialog" -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
The tasks system is only partly scripted in the game - unfortunately the smaller side missions/tasks were never completed - they were things like rescue the journalist, destroy heroin factories - all near the specific towns. Check the documentation that comes with it - alot of things are in the game but they do get over looked - like searching near by crates,bags etc - find documents inside linking to terrorist locations. I don't think i still have them but they are fairly easy to script. As for converting the maps - crack on. - so shout me if you need assistance. Just keep the [FOCK]ers tag if you dont mind :) I'm slowly upgrading the [FOCK]ers Most wanted game, but its slow due to the being busy on a unity project. -
Mp -[Fockers] Most Wanted co-op
mikie boy replied to mikie boy's topic in ARMA 2 & OA - USER MISSIONS
Cheers BlackSheep - much appreciated. I think I made it with the 2.61 patch - if that was the last but one patch. as for the first error - FOB related - no issues - its just checking for a specific vehicle - didnt get round to tidying it up - but it wont affect the game The second one - error because you have killed Boss dude 10, again it wont affect the game - ive tried removing the event handler killed but some reason it still calls that error - nothing to worry about As for the third error - possible the models have been updated - havent seen that error before. checked line 47 - all appears correct. If you have a server running I44 over the weekend ill try and jump on and see - If i get a chance ill download new I44 and check it on my dedi If you have any ideas for I44 upgrades to it let me know - Mike