Starlight
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Posts posted by Starlight
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Are you talking about this script or do you talk about something built ingame?And if you know stuff, please do let us know how and what you are doing.
Ok well I will add this to help.
I have highlighted in Red the two factors relating to my previous post.
The first one is where if set to 0 "zero" you disable the respawn ability and just leave the revive ability.
The second set of highlights at the end show which bits need to be activated for the Mobile HQ that Norrin built into the script. It switches between a Vehicle HQ or a Tent deployed by the Leader.
Hope that helps
Read the PDF support document for further info
// ==================================================================// RESPAWN OPTIONS
_no_respawn_points = 0; //array no.12 - no of respawn points (Max number 4)
_Base_1 = "Mobile HQ"; //array no.13 - spawn position names
_Base_2 = "Insertion"; //array no.14
_Base_3 = "Chopper"; //array no.15
_Base_4 = "USS Khe Sanh"; //array no.16
_Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1)
_respawn_at_base_addWeapons = 1; //array no.11 - unit respawns with waepons it commenced the mission with
_respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon
_respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start
_respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies
_respawnAtBaseWait = [0,10]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings
_objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED
// Mobile Spawn Settings
_mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn
_mobile_base_start = "Base"; //array no.52
_mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED
_mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man
_mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull otherwise s1 etc.
_mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED
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- Making a script that will force you to pick weapons appropriate for your side. Currently it is impossible to prevent USMC from taking RU weapons and vice-versa, so the idea is to have a script that will run over all USMC carrying RU gear and swap it with the matching USMC gear, and vice-versa. Not sure if I can pull that kind of script off, though.Ummm why do you need this?
Script ammo crates at the start of the mission which are either RU or US specific and specify their actual contents to control the weapons.
No reason that they cannot pick up weapons from dead people during the mission if they want opposing forces equipment :confused:
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You could look at and use Norrin's revive script which includes a Helicopter respawn point which allows you to jump out and Halo (fall to ground) / parachute. It does not have the proper Halo animation if I remember correctly
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"creatunit" and use the class names as listed in the sticky thread above.
Search for the numerous creatunit threads for the script to creat soldiers, then just change the class name to the animal.
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You would have to have an external script called for each vehicle which generates the waypoints / opponents, etc. this script would be called from the vehicles On Act box
Then in each vehicle you would need a detect player script in its Condition Box to detect the presence of the player an so trigger the script in the On Act box.
You will now need to search the threads for "Spawn units on trigger" and do a search for detect units condition but that should give you some place to start.
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Ok finally figured out how to make it only revive and its so simple I could kick myself :o just make the number of available respawn points =0 in the config
Also there is a Mobile HQ Respawn built into the script, actually reading the PDF in more detail explained how to set it up as a replacement for the mobile mash tent deployed from the squad leader.
The only thing is does is leave a dead wreck on the map from when its destroyed. Not sure what the best way is to police these, will the garbage module delete these? Previously I used the rather nice simple vehicle respawn script that removed the wreck when the vehicle respawned, not seen that option in the revive script yet unless I missed it :confused:
By the way what a fantastic bit of scripting

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Have to say I like the intro in "Behind Enemy Lines" :icon_eek:
And I think that any single mission long or short can be enhanced with a nice intro.
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I have to say I think using the Revive part only from Norrin's Revive Script is great for this type of mission. Respawning reduces the sense of realism where as reviving increases the tension of securing the area and reviving a team mate before he dies.
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Not sure how to help you, but check you have copied all the files and folders that came in the revive test mission.
If that fails, copy and paste the contents from the test mission into your own mission.
On a side note, I have been able to utilize the "USS Khe Sanh" respawn to make it a mobile HQ respawn point.
You can change the vehicle that you spawn into, just it must have internal cargo spaces, so the normal HQ vehicles will not work. If you then use the latest vehicle respawn script that is in one of the threads here, then it will respawn when destroyed and still work as the mobiel HQ.
I know its probably not the best way to get a mobile respawn, but it worked for me :D
Just need to work out how to get the marker to attach to the vehicle now?
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Also I still do not know how to make it so that only the revive option is available, with no respawning :confused: any help appreciated
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Perhaps the game deletes the rabbits when they are suitably out of sight to save tracking them all over the map?
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See this thread more details on Activating a trigger causes a unit to appear
With some searching of the threads you should also find the additional script content for specifying their equipment.
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is there a spawn script for flying jets ? If yes, please share :)See the following thread titled - Spawning an active flying aircraft with a trigger and check out the code for calling in a flying A10
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A far better way to control the defending AI would be to use Kronzky's UPS script to give the AI small patrol zones in the base / or just to cover the whole base, then use the "nofollow" switch so they will not leave the confines of the patrol zone, but still engage any enemy.
Otherwise I believe the Guard waypoint will force a defensive posture for the AI
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This is why I love the UPD script, you can set the behaviour for each Patrol unit to either as standard to chase enemy when spotted, or to not follow outside of their patrol zone. So if they are guarding a high value asset they will not leave their zone to chase you.
Also the AI should utilize any cover they have nearby or go prone should none be available.
You only need a marker covering the patrol area and a single call script in the patrol units init box as
nul=[this,"town"] execVM "ups.sqf"
You then do not need any of the waypoints or the trigger!, just the patrol unit and a marker zone
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The Urban Patrol Script UPS is great for some of the stuff you are talking about, automatically created random patrol routes for any units assigned to the marker zone.
See -kronzky's ups script
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Ok I am struggling with this. There are so many switch options in the revive_init file :o
What i want is just the revive option to be available with the limited number of times as provided.
I cannot work out how to stop re-spawning :o
Can somebody help this noob out with what I need to do to disable the re-spawn option :D
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Looking very nice.
Keep up the good work.
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I found that by using just a few markers, 1 per town and using these as waypoints, the AI was better at following the road / driving than using direct waypoints which tended to cause a lot of stops and minor adjustments back onto the road.
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Sort of on topic :)
What you need in the new German :
from Wikipedia (also seen on Future Wepaons Show) The Panzerhaubitze 2000 ("Armoured howitzer 2000"), abbreviated PzH 2000, is a German 155 mm self-propelled howitzer developed by Krauss-Maffei Wegmann (KMW) and Rheinmetall for the German Army. The PzH 2000 is one of the most powerful conventional artillery systems currently deployed. It is particularly notable for a very high rate of fire; in burst mode it can fire three rounds in 9 seconds, ten rounds in 56 seconds, and can fire between 10 and 13 rounds per minute continuously, depending on barrel heating.Its been in service since 2006 and since then it has been used regularly in support of coalition troops in Uruzgan province in Afghanistan.
Now that is some rapid fire :D
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I'm actually suprised that the SA80 Series hasn't been adpoted by any other nation other than the UK, it's odd...
Not surprising. Almost every major military nations uses its own sourced weapon systems to ensure no loss of supply should currently friendly nations become hostile or sever a current supply chain.
Has nothing to do with our kit is better than your kit, just our kit is made by us so not going to be a supply issue.
Shame as there are some dam good weapon systems out there which would be good to see in many forces.
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How do you add a unit in the editor.....without a pilot or operator? I cant figure it out. It always adds it to a groupAlmost any unit (soldier / vehicle) you spawn in the editor will automatically group to a nearby existing unit. Just select the "Group" button on right hand side and left click drag the newly spawned unit to deselect its group line.
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Are you running this as a coop where your PC hosts or via a dedicated server?
I have seen threads discussing the "isServer" requirement for dedicated servers to make sure players sync with triggered / called scripts.
If its your own PC, then I am not sure, I cannot test at the moment, my PC has gone off for a new motherboard, back at the start of next week :(
Camera script problem
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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You could download the "Behind Enemy Lines" mission in the User Missions Forum and unpbo it, it has an intro, so would have a camera script.
I am sure a search of this forum will provide more camera script info