tyrspawn
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Posts posted by tyrspawn
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If you want to run something for all players but not for a dedicated server just use if (!isDedicated)It has to work for both... or at least for dedicated.
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1. All players are supposed to spawn in their respective bradleys, as per their initialization line
2. All players are supposed to respawn in the cargo of their respective bradleys when they die
3. Each player is added to their respective team on the init line
4. The script is called with:
init.sqf:
//script to move respawns into IFVs //non-JIP player if (!(isNull player)) then { waitUntil { alive player }; [] execVM "scripts\movetoIFV.sqf"; }; // JIP player if (!isServer && isNull player) then { waitUntil { alive player }; [] execVM "scripts\movetoIFV.sqf"; };movetoIFV.sqf:
// Checking if player has successfully synchronized (for JIPs) if (!isDedicated && isNull player) then { waitUntil {!isNull player}; }; while {true} do { if (!alive player) then { // Wait until player respawns waitUntil {alive player}; // delay ensures client is synced with server before doing stuff. sleep 0.1; // Make sure player isn't at the lobby screen? if (player != player) exitWith {}; switch (group player) do { case team1: { player moveInCargo brad1; }; case team2: { player moveInCargo brad2; }; case team3: { player moveInCargo brad3; }; case team4: { player moveInCargo brad4; }; }; }; };I think it's a problem with how the script is being called... I have also tried execVM. With execVM JIP players will spawn in the bradley, as designed, but the move to bradley script upon respawn does not work. With the current init they will JIP at respawn_west (not the bradley) and the respawn script does not work either. If they respawn they go right back to respawn_west. Both ways it works fine for non-JIP players.
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Found a bug.. this part of the init file has a localization issue:
//### Specify classes artillery should be restricted to, or leave the array empty
_arti_cond_classes = ["USMC_Soldier_SL","USMC_Soldier_TL","RU_Soldier_SL"];
If i'm the only one on my dedicated server i will have the call artillery command in my action menu, once someone JIPs, I still have it, but the JIP wont. If I respawn I won't have it. if he disconnects I will get it back as soon as he leaves (assuming i'm slotted as FTL or SL)
Is that part of the script supposed to give the arty commands to all players of that class? If not, am I supposed to add something to my init?
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is there no help for the widow's son?
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Hey guys, I know how to:
1. Make it so units only spawn if another unit spawns, i.e. alive unitname in the probability of presence.
2. Randomize starting location by grouping units to markers
But:
How do I make the waypoints bound to a unit relative to where it starts?
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My TS frequently crashes when ingame and using this plugin (5.1 update). Zipped folder containing TS crash dmps:
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To follow up with what cheese is saying, the developers of this mod should hop on the tacticalgamer.com forums and check out the posts. The system is standard there now, and hundreds of people have used it so far, 30+ during evenings. There is a lot of feedback on the forum.
P.S. I still want a dead man's switch.
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Hi fellas,@CombatComm: Really
, forgot about your post.Fact is, I have nothing to do with Domination, doesn't play it (that often), neither will I ever modify it. You have to ask the Domi Heroes in the Domination thread for this script to be integrated. Same story with Evolution.
@tyrspawn: imo this script is far far away of perfection, but
, was really happy when I read your post.- Just to make that clear first: The whole radio message stuff happens only on your own machine, no other player should be able to read it (would indeed be really annoying, and it would mean unnecessary network traffic).
To have an option to turn all the chatter on and off might be a good point. But then somehow feedback of what you did would be missing. So best would be to cut only particular messages out, but that leads into too much variety for me to extract it to adjustable options.
My suggestion just for you: The whole chatter stuff takes place in the bon_arti_request.sqf, just go through the script looking for each line that contains the word "sideChat", and comment it out if you want (by adding two slashes at the beginning of the line). - A "round complete" message is missing, because it is a bit complicated to implement in the current script: All the shell-creating / shooting stuff is relocated to the server machine. You setup your fire mission, press Execute, then the radio messages take place in a script running on your own machine, the firing stuff takes place in a script running on the server machine. This architecture has its reasons. ;)
Now for such "round complete" message I'd need to detect when the server finishes firing, then make only the arty system user show a message that it is finished. Too much effort and too much unnecessary network traffic for this purpose.
There are lot of such small aspects that might be nice to have, but aren't worth the possible performance decrease it could cause. Hope you all agree with that. :cool:
Hf.
I think this is an easier "trick" way of doing rounds complete rather than calculating it mathematically... the variable for round delay can be multipled x the number of shells fired for an approximate "rounds complete", and then a sleep equal to that number of seconds could be put in to create the delay. That would just be a single calculation, no "server tracking." I know some things about scripting, just can't script heh.
- Just to make that clear first: The whole radio message stuff happens only on your own machine, no other player should be able to read it (would indeed be really annoying, and it would mean unnecessary network traffic).
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As per my friend Beta's suggestion:
Please add a "dead man's switch" to the key down ability - after 30 seconds of hot micing it would automatically cut out.
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I love the new version of your script, it is perhaps the greatest script I have used. The init file is extremely useful. Some suggestions that would make it perfect:
1. A "Rounds complete" message when the fire mission is done.
2. The ability to toggle the flavor text off, make it viewable to the observer only or to put it on the command channel instead of side
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Has anyone reported an issue like this using your system?
http://dev-heaven.net/issues/9072
Trying to isolate the issue. Does your script have anything to do with LASERDESIGNATOR?
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Why doesn't this work?
I am almost sure the addaction line is wrong... but i wasn't sure how to format it. I read the wiki, but still don't really understand it. It should add the action only when the player has a laser designator.
if (((isserver) && (local player)) || !(isserver)) then { waitUntil {player==player}; player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf",","player hasWeapon 'LASERDESIGNATOR'"]; };This other script works off the same principle and works fine:
note: from advanced artillery module thread.
if (((isserver) && (local player)) || !(isserver)) then { waitUntil {player==player}; player addAction ["Request Fire Mission","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"","player hasWeapon 'LASERDESIGNATOR'"]; }; -
What is the proper way to use this on a dedicated server mission?
I wanted to assign the script to a bunch of different personnel... it seemed to be causing a crash.
//air support
ASfirstrun = true;
nul = [sL1,"lgb"] execVM "airSup\airSupInit.sqf";
nul = [sL2,"lgb"] execVM "airSup\airSupInit.sqf";
nul = [CO,"lgb"] execVM "airSup\airSupInit.sqf";
nul = [RTO,"lgb"] execVM "airSup\airSupInit.sqf";
nul = [FTL1,"lgb"] execVM "airSup\airSupInit.sqf";
nul = [FTL2,"lgb"] execVM "airSup\airSupInit.sqf";
if(true)exitWith{};
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So if I understand you correctly, when your in single player and you save a mission mid way through, the action menus don't work when you load it up again?Or are you talking about saving in the mission editor? How you preview a mission and then go back to the editor and then continue where you left off?
And are you sure "lgb" is in the script calling for the player with air support? Because just saying have 5 lgb supports without "lgb" in the calling arguments would give exactly what I think your describing.
Try to explain clearly what goes wrong and what you tried to edit.
I am trying to make a multiplayer mission where players can have access of up to 5 times use of LGBs (note: I have not edited the "times" something is available yet)
As far as the editor goes, I think it worked the first time I tried to preview it, but subsequent previews had the following issues.
I followed your instructions exactly and attached this to a test dummy named "testguy":
nul = [testguy,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM "airSup\airSupInit.sqf"; this addMagazine "LASERBATTERIES"; this removeWeapon "Binocular"; this addWeapon "LASERDESIGNATOR";
If I export the mission as a multiplayer mission and run it.. it will work for the 1st time (and 1st time only), showing all the different all air support assets in the action menu, that it is run. If I try to restart the mission, even if I exit completely out of arma and come back in and reload it, there will be nothing under "air support" but "go back."
The only way around this... AFAIK is to resave the mission (in the editor), it will then work for 1 time only. And what I mean by 1 time is... you can call in tons of different air support, but as soon as you exit/restart, the air support menu becomes blank.
My hope is that it will be usable so that certain players will be able to use the air support menu.. use LGB 5 times, then it will go away.
init:
//loads briefing execVM "briefing.sqf"; //spawns in building troops + HQ cosmetics [] execVM "spawndudes.sqf"; //air support ASfirstrun = true; //artillery stuff HW_Arti_CannonNumber = 5; // Number cannons HW_number_artilleryshells_per_hour = 50; // Number rounds per hour [] execVM "bon_artillery\bon_arti_init.sqf";
There is an invisible helipad named "ASpad" on my mission.
I have not edited airSupInit.sqf at all yet.
---------- Post added at 11:42 PM ---------- Previous post was at 10:45 PM ----------
Finally figured it out. Contrary to the instructions, you CANNOT place the action on the init line of a unit - it must be in the init.sqf.
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can't get this script to work...
followed the instructions exactly, the "air support" option is on the action menu, but if i click it, it just says "go back" and the (presumed) options for air support are missing.
Argh!
I can manually call the scripts and the planes come in, but I cant get the action menu to work. I want to limit the players to have 4-5 LGBs.. and I can't do this if there is no way to limit it.
>_<
It worked once when I previewed it subsequent attempts don't work.
After much hair pulling I have realized that when you first save a mission it will work, but only that one time you load it. In order for it to work again, you have to resave the mission, as restarting it won't even fix it. What the hell?
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Couldn't you have it so when players enter the vehicles, they are set captive, and when they exit, captive is removed.
Anyone willing to script that for me? You'd be cited in the credits! ^_^
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I have a truck. I want the players to be able to go into it and effectively not be detected as being OPFOR, so they will not be fired upon by BLUFOR, and equally important will not execute the trigger which goes off when OPFOR enter it.
Any ideas?
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That doesn't answer my question... I don't mean to be a dick but the script is already done, I need to know why the init line is not firing.
Nevermind... I got it fixed.
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Tried placing units in a building in the 3d editor and exporting it to the 2d editor. The units spawn in the right place and on the right side and everything, but their init lines do not fire, resulting in them walking off the top of the building to their deaths and not spawning with weapons. Any help would be appreciated.
Does it have something to do with the placement of processInitCommands?
if (isServer) then { _this = createCenter west; _center_0 = _this; _group_4 = createGroup _center_0; _unit_9 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [806.24329, 1502.8911, 9.7129869], [], 0, "CAN_COLLIDE"]; _unit_9 = _this; _this setDir 149.98962; _this setVehicleVarName "sniper1"; sniper1 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (true) then {_group_4 selectLeader _this;}; }; _unit_10 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [766.80493, 1507.1449, 10.007389], [], 0, "CAN_COLLIDE"]; _unit_10 = _this; _this setDir 154.65845; _this setVehicleVarName "sniper2"; sniper2 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_15 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [713.19763, 1494.6589, 11.116978], [], 0, "CAN_COLLIDE"]; _unit_15 = _this; _this setDir 151.97563; _this setVehicleVarName "sniper3"; sniper3 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_18 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [729.4209, 1533.5596, 9.8696165], [], 0, "CAN_COLLIDE"]; _unit_18 = _this; _this setVehicleVarName "sniper4"; sniper4 = _this; _this setVehicleInit "this disableAI ""MOVE""; ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR"";this addMagazine ""5x_22_LR_17_HMR""; this AddWeapon ""Huntingrifle"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_19 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [710.26019, 1507.7249, 1.6662545], [], 0, "CAN_COLLIDE"]; _unit_19 = _this; _this setDir 237.55219; _this setVehicleVarName "house1"; house1 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_20 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [715.26038, 1505.2896, 1.6655554], [], 0, "CAN_COLLIDE"]; _unit_20 = _this; _this setDir -106.90154; _this setVehicleVarName "house2"; house2 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_21 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [711.45392, 1500.6912, 5.3767385], [], 0, "CAN_COLLIDE"]; _unit_21 = _this; _this setDir -109.07395; _this setVehicleVarName "house3"; house3 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_23 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [704.34637, 1527.0453, 4.2943792], [], 0, "CAN_COLLIDE"]; _unit_23 = _this; _this setDir -121.1869; _this setVehicleVarName "house4"; house4 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_25 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [722.49701, 1509.1615, 6.9475555], [], 0, "CAN_COLLIDE"]; _unit_25 = _this; _this setDir -109.75833; _this setVehicleVarName "house5"; house5 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_27 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [743.37921, 1524.7914, 1.3313073], [], 0, "CAN_COLLIDE"]; _unit_27 = _this; _this setDir 149.29239; _this setVehicleVarName "house6"; house6 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_28 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [734.39709, 1526.4968, 1.3450067], [], 0, "CAN_COLLIDE"]; _unit_28 = _this; _this setDir 106.97971; _this setVehicleVarName "house7"; house7 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_29 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [736.49963, 1522.7855, 1.4906502], [], 0, "CAN_COLLIDE"]; _unit_29 = _this; _this setDir 148.92776; _this setVehicleVarName "house8"; house8 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_30 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [744.00177, 1530.5344, 1.2993642], [], 0, "CAN_COLLIDE"]; _unit_30 = _this; _this setDir -69.482994; _this setVehicleVarName "house9"; house9 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_31 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary1", [743.87579, 1528.9165, 1.3864279], [], 0, "CAN_COLLIDE"]; _unit_31 = _this; _this setDir -52.333511; _this setVehicleVarName "house10"; house10 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_32 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [731.5202, 1525.6107, 1.3361759], [], 0, "CAN_COLLIDE"]; _unit_32 = _this; _this setDir -28.110834; _this setVehicleVarName "house11"; house11 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_33 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [732.4422, 1526.5171, 1.3261436], [], 0, "CAN_COLLIDE"]; _unit_33 = _this; _this setDir -64.935188; _this setVehicleVarName "house12"; house12 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_34 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [729.02832, 1532.4406, 4.3025808], [], 0, "CAN_COLLIDE"]; _unit_34 = _this; _this setDir 157.92094; _this setVehicleVarName "house13"; house13 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_35 = objNull; if (true) then { _this = _group_4 createUnit ["Functionary2", [736.89142, 1529.6194, 4.2740579], [], 0, "CAN_COLLIDE"]; _unit_35 = _this; _this setDir -52.884941; _this setVehicleVarName "house14"; house14 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_36 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [734.52289, 1524.5345, 4.3241501], [], 0, "CAN_COLLIDE"]; _unit_36 = _this; _this setDir -12.353668; _this setVehicleVarName "house15"; house15 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_37 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [732.95953, 1529.8547, 4.2665911], [], 0, "CAN_COLLIDE"]; _unit_37 = _this; _this setDir -10.682727; _this setVehicleVarName "house16"; house16 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_39 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Doctor", [740.87573, 1532.8203, 4.4148793], [], 0, "CAN_COLLIDE"]; _unit_39 = _this; _this setDir -22.355717; _this setVehicleVarName "sovdoc1"; sovdoc1 = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_40 = objNull; if (true) then { _this = _group_4 createUnit ["Doctor", [743.91803, 1526.1947, 4.2682714], [], 0, "CAN_COLLIDE"]; _unit_40 = _this; _this setDir 23.105688; _this setVehicleVarName "sovdoc2"; sovdoc2 = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_59 = objNull; if (true) then { _this = _group_4 createUnit ["Citizen4", [744.92755, 1526.8561, 4.2815232], [], 0, "CAN_COLLIDE"]; _unit_59 = _this; _this setDir -105.52345; _this setVehicleVarName "Amin"; Amin = _this; _this setVehicleInit "this disableAI ""MOVE"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_70 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [762.77618, 1543.3823, 4.2963972], [], 0, "CAN_COLLIDE"]; _unit_70 = _this; _this setDir -2.422019; _this setVehicleVarName "house17"; house17 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_71 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [756.16974, 1534.1976, 1.4297204], [], 0, "CAN_COLLIDE"]; _unit_71 = _this; _this setDir 53.479782; _this setVehicleVarName "house18"; house18 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_72 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [705.84479, 1529.328, 1.311814], [], 0, "CAN_COLLIDE"]; _unit_72 = _this; _this setVehicleVarName "house19"; house19 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_73 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [767.70557, 1544.4154, 1.3139424], [], 0, "CAN_COLLIDE"]; _unit_73 = _this; _this setDir -8.3727093; _this setVehicleVarName "house20"; house20 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_74 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [775.05414, 1523.403, 1.3775566], [], 0, "CAN_COLLIDE"]; _unit_74 = _this; _this setDir 85.398056; _this setVehicleVarName "house21"; house21 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_75 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [777.43976, 1516.7864, 4.3003769], [], 0, "CAN_COLLIDE"]; _unit_75 = _this; _this setDir 52.143867; _this setVehicleVarName "house22"; house22 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_76 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [764.71674, 1511.7579, 1.3335474], [], 0, "CAN_COLLIDE"]; _unit_76 = _this; _this setDir 75.258873; _this setVehicleVarName "house23"; house23 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_77 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [754.1535, 1527.5583, 7.12428], [], 0, "CAN_COLLIDE"]; _unit_77 = _this; _this setDir 161.67201; _this setVehicleVarName "house24"; house24 = _this; _this setVehicleInit "this disableAI ""MOVE"";this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5""; this addMagazine ""30Rnd_9x19_MP5"";this addMagazine ""30Rnd_9x19_MP5"";this addWeaponddMagazine ""30Rnd_9x19_MP5""; this addWeapon ""MP5A5"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_78 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary1", [776.94336, 1509.2332, 7.0503693], [], 0, "CAN_COLLIDE"]; _unit_78 = _this; _this setDir 154.41805; _this setVehicleVarName "house25"; house25 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; _unit_80 = objNull; if (true) then { _this = _group_4 createUnit ["RU_Functionary2", [762.30768, 1520.3018, 7.2288818], [], 0, "CAN_COLLIDE"]; _unit_80 = _this; _this setDir -119.43955; _this setVehicleVarName "house26"; house26 = _this; _this setVehicleInit "this disableAI ""MOVE""; this addMagazine ""8Rnd_9x18_Makarov""; this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov"";this addMagazine ""8Rnd_9x18_Makarov""; this AddWeapon ""Makarov"";"; _this setUnitAbility 0.60000002; if (false) then {_group_4 selectLeader _this;}; }; processInitCommands; }; -
side="WEST";
On top of that it's in a western group.
Trust me, it works ;)
I changed all the side to WEST and they still don't really engage aggressively - are there some waypoint settings I should use? Like seek and destroy versus move? This is my first mission so I don't really know about the waypoint settings - there are no good descriptions of the move types on the wiki.
I also think they are being less aggressive because I set them to have pistols and MP5s... do they only engage at pistol range with these weapons or something? Guys with AKs are firing on them at distance and they just go prone and get shot up.
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I don't see anything about that which indicates "marineness"
How will the game know its a marine with civilian clothing? I think by changing the vehicle you change the AI, how else would the game know its a marine?
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Wouldn't that change the USMC guy to a civilian entirely, not just the cosmetics? I need it to be a USMC guy who LOOKS like a civilian, not a USMC who is a civilian.
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I am trying to use functionaries with MP5s as a palace guard for a mission im working on... but their battle AI appears questionable to say the least. Sometimes they dont fire at obvious targets, other times they will just prone on the ground, and they don't seem to use basic military tactics like the OPFOR and BLUFOR soldiers.
Does anyone know how to either use the OPFOR/BLUFOR AI scripts on the Civilians or to place a OPFOR/BLUFOR rifleman and change his model to a functionary? I really really don't want to use "CDF" or some other gimmick - the functionaries are perfect. I could use any/all advice on how to make them more aggressive and assertive.
This script won't work for JIPs, HALP
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
This does not work for JIPs. It works for regular players though.