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

satory

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

Everything posted by satory

  1. I've had a look around on here and on Armaholic, but I cant seem to find out, How do you go about creating a campaign. Lets say I have 3 mission already created where do I go from there?
  2. Hey everyone, I have a script which I made, with help from a previous thread on this board. But I have a problem with it its grand when I preview a mission, but once I upload the mission onto a server it doesn't work at all. The script is called on every playable characters init box like so, nul=[this] execVM "ChangeW.sqf" And the script itself is: _punit = _this select 0; _unittype=typeof _punit; removeAllWeapons _punit; _punit addWeapon "Binocular"; _punit addWeapon "NVGoggles"; switch (_unittype) do { case "USMC_Soldier_AT": { _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addWeapon "M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "SMAW_HEAA"; _punit addWeapon "SMAW"; _punit addMagazine "SMAW_HEAA"; _punit addMagazine "SMAW_HEDP"; _punit addMagazine "HandGrenade"; _punit addMagazine "HandGrenade"; }; case "USMC_Soldier_SL": { _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addWeapon "M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "SmokeShell"; _punit addMagazine "SmokeShell"; _punit addMagazine "SmokeShellGreen"; _punit addMagazine "SmokeShellRed"; }; case "FR_Sapper": { _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addWeapon "M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "Pipebomb"; _punit addMagazine "Pipebomb"; _punit addMagazine "Pipebomb"; }; case "USMC_Soldier": { _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addWeapon "M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "HandGrenade"; _punit addMagazine "HandGrenade"; }; default { _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addWeapon "M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "15Rnd_9x19_M9SD"; _punit addMagazine "HandGrenade"; _punit addMagazine "HandGrenade"; }; } What do I need to change to make it work for MP?
  3. so would a "sleep 1" command be better than something like this "waituntil (alive _this select 0)" encompassing the existing code?
  4. how do you mean? Surely if I extract it as a multiplayer map, the script should be put in the pbo? I'll have a look at the rpt file in the morning and see if that shows any problems
  5. I usually put the script file in the Twin_Towns.Utes folder. I only have 2 scripts running, this and the UPS one I found on armaholic? I'll add this now and try and upload it to a server. ---------- Post added at 08:14 PM ---------- Previous post was at 07:53 PM ---------- No it didn't seem to work, just tried it there and I start off with the default weapons.
  6. First off I'm probably blind, and its been looking back at me all this time, but I cant see what Im looking for... My plan is to write a script that will change the teams weapons to silenced ones. I want to write a case statement that checks a players class/role on the team, so for example Switch(class/role) { "USMC_Soldier_AA": blah blah "USMC_Soldier_Medic": blah blah } I'd like to run the case statement against the names in this thread I have been using this page here and staring at it for ages but I cant see what I'm looking for, any suggestions?
  7. Yeah cheers, I noticed that while I was testing this out. Lets just say I died a few times in working out where my ammo had gone, and if I had actually in fact added the correct sort of ammo :rolleyes:
  8. Ok I'm going to assume that since there is no mention of my script in the RPT file its not actually being run? Here is my RPT file, If that is so the case, and the script is not being run can some one point me in the right direction? Here is the players init field: this moveincargo boat1; nul=[this] execVM "ChangeWeapon.sqf" note the playable unit starts off in a boat. And here is a copy of the script, its called ChangeWeapon.sqf _punit = _this select 0; _unittype=typeof _punit; removeAllWeapons _punit; switch (_unittype) do { case "USMC_Soldier_AT": { _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; }; case "USMC_Soldier_SL": { _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; }; case "FR_Sapper": { _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; }; case "USMC_Soldier": { _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; }; default { _punit addWeapon "M4A1_AIM_SD_camo"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; _punit addMagazine "30Rnd_556x45_StanagSD"; }; } Oh, one question, do scripts have an 8.3 filename limit? ---------- Post added at 11:14 PM ---------- Previous post was at 11:06 PM ---------- :(:(:( I think this has solved my problem... Thanks all who helped!!!!
  9. Yeah dropping the "" on the player classes in the switch statement didnt do anything. Just before I do anything else, this is the right code iin the units init? nul=[this] execVM "ChangeWeapon.sqf" With ChangeWeapon.sdf being the name of the script? and this being the first argument. ---------- Post added at 12:24 PM ---------- Previous post was at 10:25 AM ---------- Okay, typeof definitely works as I've used it to return a string to the screen. So somewhere along the line of my unit entering the script it falls apart, since it doesn't actually remove all weapons before entering the switch/case statement.
  10. That didn't work :(
  11. Cheers Ghost, I have that link up in one of my tabs all ready, what I'm looking for is the condition for the case statement? The code in the OP was just written quickly to try and give people an idea of what I'm looking to do. I'm at work at the moment so I don't have everything with me, but here is a more syntax proper example _pUnit = _this select 0; removeAllWeapons _pUnit; switch (CONDITION?) do { case "USMC_Soldier_AA" : { _pUnit addWeapon "M4A1_AIM_SD_camo"; _pUnit addMagazine "30Rnd_556x45_StanagSD"; }; case "USMC_Soldier_Medic" : { _pUnit addWeapon "M4A1_HWS_GL_SD_Camo"; _pUnit addMagazine "30Rnd_556x45_StanagSD"; }; };
  12. This is probably a simple question, but I couldn't find what I was looking for so... One of the objectives in my map is a ambush a convoy, I'd like to make it that once this objective becomes the main one, basically after the trigger before it sets the convoy to move, I'd like the convoy to show on the map permenantly, until it reaches its destination. How would I go about doing this?
  13. Thanks very much, I'll give it a go.
  14. Im looking at setting up a Convoy mission, basically the USMC team has to stop a convoy from reaching, for this example Gorka. I've created a trigger around Gorka and called it trigger1, and set it to presence and the condition has been set to the name of the unit, for example Jim. I think im mission something here, rather than in the next bit. I have create a second trigger and made it emcompass the entire route of the convoy, I have set the condition to: !(triggger1) && !(alive Jim) From my basic understanding since trigger1 hasn't activated and if Jim gets killed this should be set off but for some reason it is not doing that. Where am I going wrong?
  15. Yeah that makes sense, so if Jim is killed and not in the Trigger area then it would fire. this addEventHandler ["killed", "if (!(Jim in (list trigger1))) then {"1" objStatus "DONE"} else {"1" objStatus "FAILED"};"]; I've added in the objective status like I would of had in the trigger and Im getting an error, it says its mission a "]" Any ideas?
  16. Yeah thats what I had at first, though the problem is that if the player kills "Jim" when he's at his destination then the trigger is activated. Im hoping to make sure that even if they kill "Jim" when he's at his destination then its too late and they wont complete the objective?
  17. Hi, I recently with the help of a forumite got a trigger to work and help start to move a convoy. Now the convoy is set to move down the east hand side of Cheranrus? along the main road. Is it possible to grab the current game time, and add, for example 2 hours to it and push that into a trigger, so that one trigger makes sure that the convoy didn't reach destination and that a bigger trigger makes sure that after the time, plus 2 hours that the convoy is not alive? This will help push the attacking team into destroying the convoy, rather than picking a spot and setting up an ambush in their own time, so long as the first trigger isn't meet?
  18. Hey Rommel using that script now with the position variable set to "getpos _this select 0" Please bare in mind that im new to this game series, and to creating missions in general, but The issue I'm having is the Humvee still existing? and so a new one doesn't seem to appear. For example I laid down a sachel charge and blew it up, then after a while decided to lay another, but still it exists, though its wrecked? Should your script still respawn a Humvee in this case?
  19. Thanks for you reply, Its got a bit late now but after work tomorrow I give it a go.
  20. Hi, I would like to ask how would I go about triggering a convoy to start moving when another objective has been completed. So after a team completes the first objective they can make their way to the second objective which couldnt of begun until the first is done?
×