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lucilk

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Everything posted by lucilk

  1. SNKMAN are you sure the HQ reinforcements with the helicopter works, cuz i just tested your example mission (GL4_v-1-1-35_HC_Reinforcement.utes) and saw that only the 2 squads are coming to reinforce you but the helicpoter just hovers at a distance away and does nothing, can you chek that out please
  2. i need some help with a script please. The script is a dialog from here and its like a respawn menu. The dialog works fine but... it gives me a error when it starts this is from my arma.rpt and here is a download link for the dialog can anyone tell me how can i fix it, how can i fix the error, please aaaa, i forgot to mention this is a arma 1 script
  3. ok thanks i will fix that and i got another one.. Error in expression <his select 0; _b = _this select 1; if (local _a) then { if (typeName _b == "Arr> Error position: <local _a) then { if (typeName _b == "Arr> Error local: Type Number, expected Object File GL4_System\GL4\GL4_Features\GL4_HC_Reinforcement\GL4_HC_Reinforcement_Map.sqf, line 12 this is when i sync me and a squad with the Reinforcements Module, it stops here at this error
  4. SNKMAN can you please tell me a fix for this Error in expression <.35], "commanding", [0.75, 0.25] ] ] ["RU_Soldier_Sniper", ["aimingAccuracy",> Error position: <["RU_Soldier_Sniper", ["aimingAccuracy",> Error Missing ; i cant figure out wich file is... i get this everytime i start the editor and the game Thanks
  5. updated with a hotfix...
  6. :D, its not just a template, its a full script pack with a lot of new features, some new, some allready knowed, its light and practic
  7. lucilk

    Isla Duala

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> http://forums.bistudio.com/showthread.php?t=94702
  8. ""i am afraid withowt the map config for warfare mode is not posible, my version only works with BIS configs for towns, so if the map doesn't have the towns defined you can not use the warfare with your locations... The only custom map exept chernarus and utes that is posible what you want is Isla Duala, Icebreakr made those configs for the map that defines the cities, sorry man"" so that other knows whats going on
  9. lucilk

    Isla Duala

    File molatian__army\MolGroups.hpp, line 67: '/CfgGroups/East/MOL_army/Infantry/inf_squad.name': Missing ';' at the end of line in my RPT
  10. lucilk

    Isla Duala

    Damn that server you used is fast... i got like 2.5 Mb/s speed o.O
  11. lucilk

    Isla Duala

    I would like to do a pre made template for Isla Duala v0.4 [b][color="Blue"]A US base in Afrene Airport[/color][/b] -almost all vehicles available -most of the air assets -customised with ACE 2 vehicles or not -2-3 patrol teams and some static defense units -the training camp with all vehicles needed and practice targets -uav terminal for single player or multiplayer use, armed with maverick missiles -Real Artillery system implemented for single and multiplayer maps -US Army ambiance in the base with vehicles and air trafic -multiplayer compatible Helicopter extraction/insertion support [b][color="DarkOrange"]A Molatian base in Molatia region[/color][/b] -placed close to Molatia main Airport -static units for defenses -2-3 base patrols -some patrols on Molatian terittory -Border patrols -town militia in main cities -only official molatian army units used [b][color="Green"]A Afrene base in Afrene region[/color][/b] -official Afrene units used -1-2 patrols around the base -CDF vehicles for afrenian Army to use [b][color="Red"]Isla Duala Ambiance[/color][/b] -markers for capitals, bases and borders -the civilian and vehicles modules pre placed -customised civilian traffic -all civilians will be "black face" -ambient modules for better light and landscape effects -custom color corrections for island ambient Notes: *All this is executed by a single script in aprox 10 sec from mission beginging by a trigger or in the init.sqf* *The script will be tweaked for best FPS and no errors* *The script will have customized options for you to enable/disable* *Besides the 2 armies there will be no addon required* *Singleplayer and Multiplayer compatible* *Vanilla Version and Ace 2 Version separate* Now tell me what you think? Is this project worth it? What should i add?
  12. deadfast do you mean you can refer to the caller of the script inside a script with "this", like: this domove p1; ho is "this"? does he know that this is the unit that calls the script? sorry if said something wrong i just dint know you can do that ______________________________________________________________ :| i missed this
  13. ohh that is simple, do this: removeallweapons this ===== in unit init set your headbob and start fraps :D
  14. lucilk

    AI Group Script

    well you can do this: unit sidechat "Delta 2, this is Foxtrot 3 ETA to Airfield in 3 minutes, i repeat 3 minutes. Over"; put this in a trigger, change the "unit" with your unit name and you will see him saying... what you want him to say
  15. and... if you do what xpaveway said wich is correct in the script you need to do it like this: Team1a = group @unit name in editor@; nul=[Team1a,"Zone1", "move", "delete:",600] spawn PatrolScript; scripts dont like :D "this" you need to tell them what "this" is
  16. i think you need to build a script, in the init of a unit you wont do much, make a script that gives the loadout to the unit after everything is initialized. it should work.
  17. meatball if you want help you need to give us an example mission, i built something similiar but with an extra feauture for the choper to look for even and clear ground and then land , so if you need help put down a example mission
  18. ok i got another one, i want to add a action to the player inside a trigger so: //this "i" i will need it later i=1; //now the trigger _brig = createTrigger ["EmptyDetector", getpos _civvehicle]; _btrig setTriggerArea [100, 100, 0, false]; _btrig setTriggerActivation ["WEST", "present", false]; //now the part with the problem [b][php]_btrig setTriggerStatements ["this", "pac1 = player addAction [""Stop Vehicle """"format [""""%1"""",i]"""" for inspection"", ""civc\stop.sqf"",[], 0, true, true, """", """"]; i=i+1", ""];[/php][/b] the ideea was that Stop Vehicle for inspection should be: Stop Vehicle [b][color=Red]1[/color][/b] for inspection Stop vehicle [b][color=red]2[/color][/b] for inspection Stop Vehicle [b][color=red]3[/color][/b] for inspection .....etc any ideeas Thanks
  19. try this for camera man http://www.armaholic.com/page.php?id=6353 and for the animation try to find the ammo classnames for a small arm and i could help you out setting them up where you need them
  20. its not that is necessary, is that i know it can be done and i might need it later, this is how i learned to do everything, just trying to do stuff and eventualy remember something form another script and use it for my needs, i was just curios how its made, beacuse i learn a script command every day and now i bumped in to "format" command and i dont know how to use it
  21. i have a vehicle: _civvehicle and i have 2 actions assigned on him: _ac1 = _civvehicle addAction ["Continue to your destination", [], 0, true, true, "", ""]; _ac2 = _civvehicle addAction ["Get out for Inspection", ",[], 1, true, true, "", ""]; now in another script i want to remove bothe actions, i tried this: _id = _this select 2; _idp = id + 1; _civvehicle removeAction _id; _civvehicle removeAction _idp; and this : //after i renamed the actions above to public variables withouth the _ _civvehicle removeAction ac1; _civvehicle removeAction ac2; now how do you actualy remove multiple actions from an object when there is more than one objects executing this script, meaning this script is executed by 2 or more objects at the same time. Thanks
  22. :D thanks, yes it worked, for thos ho are want to know more, the thing is when you got more objects with 2 or more actions you cant name them localy so name them globaly like ac1,ac2 and then in another script extract the actions from the object and make them localy like: _ac1 = ac1 _ac2 = ac2 _object removeaction _ac1; _object removeaction _ac2; this way you wont interefere with others thats executing the script at the same time and you wont remove their actions Ghost thanks
  23. it worked ... awsome, thanks king
  24. so i have a group of 3 civilians. //i will extract the leader.... _civ = _this select 0; //i found the group _civgroup = group _civ; //and the vehicle he is in _civvehicle = vehicle _civ; ok, they are out of the vehicle and waiting, all i need is to get them back inside in this order: leader on driver seat, and all other group members in cargo seats. so i say this: _civ assignAsdriver _civvehicle; _cargounits = ((units _civgroup) - (leader _civgroup)); {_x assignAsCargo _civvehicle} forEach _cargounits; {[_x] orderGetIn true} forEach _cargounits; the problem is that i cant get the units exept leader from _cargounits. Any ideas? Thanks
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