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fortun

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Everything posted by fortun

  1. In the comments of this one http://www.youtube.com/all_comments?v=ryB20wQhSr0 " For fire data in the record trigger: rec = [Heli1,200] spawn BIS_fnc_UnitCapture; rec = [Heli1,200] spawn BIS_fnc_UnitCaptureFiring; Path.sqf need to be : Path1 =; Fire1 =; [Heli1, Path1] spawn BIS_fnc_UnitPlay; [Heli1, Fire1] spawn BIS_fnc_UnitPlayFiring; Thats it!! Just missed a few lines. "
  2. Am i able to have triggers for map static related things like buildings and towers or such? Think i saw a thread about this, but im unable to find it. Like if i destroy lighthouse (small) or Transmitter tower (big) 1 then mission complete and so? Know how to end mission, but can you do it on buildings and so like that? And also, if i can, is it this command to have it already destroyed: name setdamage 1?
  3. Got it working with firing now. After some lookaround on internet i found one guide and combined it with some testing. Now, theres some more testing! ;)
  4. One thing that you should notice tho is that i found out that the id on objects changes very often, atleast it did in the alpa/beta. So if it stops working, look up if the ID has changed on the building
  5. Good. Sometimes it can just be irritating when every AI lays down and you can't see them in the grass, and they start to camp. Will vote it up
  6. How am i able to achive so that my Blufor can walk near enemys (setcaptive) and when he fires the weapon, they start shoting him (eventhandler). Was looking at this script but it did not work http://forums.bistudio.com/showthread.php?138644-setcaptive-true-shoot-people-in-the-face-without-consequences&p=2206601&viewfull=1#post2206601 The thing that im trying to create is that when enemy player fires on you, they get backup from a nearby village. Its a stealth mission im doing thats why i want it so.
  7. Found out how to do it, seems there must be something wrong in the code you put in the init. Here is a working this addEventHandler ["fired",{_this exec "fired.sqs"}] Now, i have placed it in some of the enemys init, but then, everytime each one of them are shooting, it activates again. How can i just do the script to only run ONCE _u=_this select 0 _u removeEventHandler ["fired",0] _u setCaptive false exit *Edit Was able to fix that too, used typed all their names in the sqs file instead of _u. Like this (Names of them is ffs and so on) _u=_this select 0 ffs,ffs1,ffs2,ffs3,ffs4 removeEventHandler ["fired",0] ffs dofire p1 exit If someone has any better way to do or want to add something then please do it! :) Like how am i able to do it in a trigger for multiple soldiers?
  8. Hello! Got stuck on a thing. In my mission, i want to get a hint when the enemy called Enemy1 Is within 30 meters (or something) from me (Player). I want this to happen so you get alerted that he is near you and that you should be cautious. The enemy player (Enemy1) is moving, so i can't use a trigger that detects when im in its radius, it need to feel somehow the length between me (player) and Enemy1 and then give me hint "Be cautious". How am i able to achive that?
  9. Thanks for great support! Works perfectly! :)
  10. Thanks for the info! :) Could you also be able to do so it captures when im firing rockets and so?
  11. I have a mission where i want the player to use a Long range scope to do a kill, then after the kill remove it so he can't use it after he have done the kill. But how am i able to do that? Have tested several things like this unassignitem "optic_Arco"; this removeprimaryweaponitem "optic_Arco"; and such. Nothing seems to work, any idea? I think it would probably need to unassign the optic via code, then i can do this removeitem "optic_arco" but whats the code to unassign optics then?
  12. BUMP Any new idea on this how to do so the player can't pick up gear on dead people? I want my mission to be self-found in boxes and cargos only.
  13. fortun

    =BTC= Revive

    Just tested it out, seems to work fine, except one little bug i found. Okey. Lets say we are two players. Me (Server) and Friend Both are BLUFOR units placed with CIVILIAN clothes, using shorts and tshirt, all works fine here. But, if my friend goes down, and i revive him, i (Me) are seeing him in military clothes. Likes hes respawning with it when i revives him. But for himself, he still has Civilian clothes. And the same thing is if i die (Server) and he revives me. Then i see myself in CIVILIAN clothes, but for him (Friend) are seeing me in Military clothes. Almost like in this picture http://www.arma3.fr/files/media/user/1338_3ca0c383.png
  14. fortun

    FHQ TaskTracker

    Thanks, now were on the right track i think ;) It seems to work fine alone atleast, will test it tomorrow with my friend and see so its working. Many many thanks!
  15. fortun

    FHQ TaskTracker

    Thanks for still helping me! The thing i meant is http://i440.photobucket.com/albums/qq126/kiory/2013-03-09_00001_zps552ad369.jpg the waypoint marker saying "Find first aid kit 16m" to the left. I don't want to get the waypoint marker in the mission, thats why i thought that "getmarkerpos markernull" would do that waypoint thing invisible. I don't want the players to be able to know where they should go exactly. I tried this Original (Thinking that "markernull" did so the waypoint thing does not show up since im not good at scripting, but still testing things i see in forums) "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", [b]getmarkerpos Markernum[/b], "assigned" ] ] call FHQ_TT_addTasks;" Tested but then the task wont worke "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", [b]"Leaving this area empty so they don't get the waypoint, just having the quotes"[/b], "assigned" ] ] call FHQ_TT_addTasks;" So the thing is, i don't want to have players see the waypoint where to go, so i guess the "getmarkerpos" probably isn't even the right command for that, but i got to try some things on my own hehe
  16. fortun

    FHQ TaskTracker

    Please, is a sitting duck until someone helps here. In short, How do i get the Markerposition to not be displayed so you can't see really where to go? The one "Objective 258m".
  17. fortun

    FHQ TaskTracker

    Hmm i think your right. The markernull thing, is because i don't want the location to show up where to go exactly, and that i want them to find it for them self, so they can't follow any marker. When i put markernull in quotes "markernull" then it will show a position in the sea. But i don't want any position to be shown up, how can i do then?
  18. fortun

    FHQ TaskTracker

    Was trying it out Multiplayer. For me it worked fine (Server), but for my friend, he got this error when a task should start http://fuskbugg.se/file/QehxXD/2013-06-30_00002.jpg Any idea? It seems to happen to all tasks that starts with a trigger for him, but not for them that i have in a script file in mission folder. For just this task, the code i have in Trigger field is this "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", getmarkerpos Markernum, "assigned" ] ] call FHQ_TT_addTasks;"
  19. In other thread about the Task Module, the big one, i read that its not working properly in multiplayer. The easiest thing i found out was to use FHQ_TT you can find out more about it here. In the beginning the first minutes, it seems hard, but it aint as hard as you may think http://forums.bistudio.com/showthread.php?151680-FHQ-TaskTracker
  20. I found out how to get it by using "Player in Vehicle" command. But since im doing a Multiplayer mission (CO2) i need to have both players in the vehicle. But if one is dead ofcourse, it should just go with one player. I tested to put their name like "Player1 and Player2 in Vehicle" But it does not work. I also tested with their group name "Group in Vehicle" But that does not work either. Also, as i said, if one of the players is dead, it should still work with one player. Anyone?
  21. Working on my mission, and was planing to setup a raid where my friendly heli came in and shoot down some enemy forces (Or if he just could fire some missiles on a marker), and when flying over, i want him to crash (the crash script i have). But i need help how i can get the heli to always come in and launching some missiles towards enemys/marker that i've placed. I tried doing a marker and then putting into waypoint and trigger Heli commandfire marker and tried Heli commandfire Enemyleader but he will always fly over them then turn back and then spraying them with the gun that has 2000 in ammo, and never use rockets. I would like to have the chopper come in, and almost always from same position and do the same thing whenever you play the mission, then shooting at the enemys with the helis missile and when theyre dead and he are flying over them i want him to crash. The other thing if that doesen't work, can i then get artillery to shot without doing any noise like its far away? I've placed the artillery on the other side of island, but i can still hear him when he is shooting, and i don't want that. So can i somehow turn of the sound that artillery does when they are fireing rounds? Cause then i could just have artillery shooting down the enemys, and then have the heli flying in and when hes over the dead enemy he crashes.
  22. Remember on Arma 2 where i had that, but cant remember the code for it. I want the Car that is driven by AI to be on its way when im entering the mission, so it dont need to start up the engine and all that. But whats the code for it?
  23. Working on my mission, where i want a blufor friendly helicopter to get shootdown by opfor (think this is harder so maybe skip this) or if just maybe get a rotor error or enginehit, and then crash on a specific marker or make a marker where it crashed. Would be nice to learn both ways hehe The mission is setup like that i want to run on a road, suddenly, a friendly helicopter flies over you and you can see it have some error/burning and then crash some hundred meters/specific point away from the player. Then i want to go there and loot for weapons and such. But in order to loot the area where it crashed, i think i need s specific point so i can put some ammoboxes where it crashes. So in short Help me with how i can get a chopper to fly over me and crash on a specific point where i will go and loot for some weapons. (Some nice effects like burning and cool crash is just a plus if i can get provided with hehe)
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