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Bunny75

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Everything posted by Bunny75

  1. I got a player that has this in it's init: this exec "scene.sqf" I got A10 group flying and one of the planes is named "camplane" And the sqf is here: _cam = "camera" camcreate [0, 0, 0]; _cam camsettarget camplane; _cam cameraeffect ["internal", "back"]; _cam CamCommit 0.01; _cam attachTo [camplane, [-7,-40,10]]; _cam camSetFov 0.7; showcinemaborder False; Sleep 20; camdestroy _cam; exit; Testing this it goes to camera mode but shows just some bush and not follow the plane. The error has to be something really simple??? :confused:
  2. Says "Type Script, expected Nothing" Works with nul=[] execVM "scene.sqf" I SWEAR I tried that already!
  3. Is there a way to make trigger activated as you put a satchel charge on the ground? Not dropping it, but through the action menu; planting it.
  4. EDIT: you beat me :) I swear this place has the best support! So that would be in the init.sqf like: _expPlaced = player addEventHandler ["AnimDone", {exec "playRunMusic.sqf"}] ok, so I found here: http://forums.bistudio.com/showthread.php?t=80875&highlight=animation+list these that might be it: PutDown = ""; PutDownEnd = ""; and animDone should be done like this: [unit, anim] > [player, PutDownEnd] But how is this all combined? Like this: _expPlaced = player addEventHandler ["AnimDone", {exec [player, PutDownEnd]"playRunMusic.sqf"}]
  5. The list in here: http://www.armatechsquad.com/ArmA2Class/OA/Buildings/ only has few of the buildings used in the game. I dunno why. Does ARMAIIOA use same buildings as ARMAII and can I reference to them with the same name?
  6. I'm making a MP mission where players are respawned normally via the description.ext respawn=3; method, but I need to teleport them to different locations right after they respawn to the respawn_(side) marker according to the game status. So one method is to place trigger around the respawn marker and make it teleport everybody in it, but how exactly? How do I get the unit name respawning and exec it to a script that teleports that unit? Is there any other method? Thanks!
  7. The main idea is to spawn an ai plane, make it fly through a map and place markers on the map where it spots enemy units. So I guess this would be done with a trigger naturally. Somehow it should repeatedly pick a units the spy plane knowsAbout > 0.105 and pass them to a .sqf that would parese them with isKindOf "" method and place markers to them accordingly. So the Trig would be something like: OPFOR DETECTED by BLUFOR Repeated COND: this && {(spy_plane knowsAbout _x)} > 0.105 ACT: {[_x] execVM "mark_enemy.sqf"} foreach thislist I think I can manage the .sqf, but the conditions and actions on triggers are beyond me. Anyone have a clue what would they be?
  8. I'm in a dead end. I'm trying to do a coop MP which has teleporting system after respawn to two different places depending on a variable. I tested this on utes with a trigger around respawn_west marker. The trigger is: BLUFOR PRESENT REPEATEDLY COND this ACT:{[_x] execVM "respawn.sqf"} forEach list teleporter So it passes every units name to a script respawn.sqf: if (!isServer) exitWith{}; _unit = _this select 0; if(base_built) then { _unit setPos [getPos spawn_1 select 0, getPos spawn_1 select 1, getPos spawn_1 select 2]; } else { _unit setPos [getPos spawn_2 select 0, getPos spawn_2 select 1, getPos spawn_2 select 2]; }; Works like a charm I then brought it to the almost ready mission, placed my playable units in the marker/trigger area, tested it on mp and nothing happens. The units won't teleport? What could cause this? The mission has quite lot of scripts so I rather not post all of them here. I'm not a pro, but I can't understand what would block this trigger to function. Theres no script that erases it or moves it as I tested it by renaming the trigger. Halp!! ---------- Post added at 09:56 AM ---------- Previous post was at 09:46 AM ---------- Seems it works if I just start doing the mission from scratch and placing only the respawn needed objects on the map and only the scripts needed for respawn. :confused::confused::confused:
  9. Bunny75

    Spy plane

    Those delete commands are on the trigger which deletes the plane and it's pilot, nothing else. If you wan't to try to make the plane to be more aggressive change: //SET FIRST WAYPOINT TO MARKER RECON POINT _sp_wp_0 = _recon_grp addWaypoint [getMarkerPos "recon_point",50]; _sp_wp_0 setWaypointType "MOVE"; _sp_wp_0 setWaypointSpeed "FULL"; _sp_wp_0 setWaypointBehaviour "CARELESS"; _sp_wp_0 setWaypointCombatMode "BLUE"; to this: //SET FIRST WAYPOINT TO MARKER RECON POINT _sp_wp_0 = _recon_grp addWaypoint [getMarkerPos "recon_point",50]; _sp_wp_0 setWaypointType "SAD"; _sp_wp_0 setWaypointSpeed "FULL"; _sp_wp_0 setWaypointBehaviour "COMBAT"; _sp_wp_0 setWaypointCombatMode "RED"; But I think the whole thing must be thought again. Do search for SOM module and/or airstrikes.
  10. Bunny75

    Spy plane

    Nope, when it has done the sweep it's been deleted and the .sqf waits for 120 seconds. After that it comes available again. You can change the sleep time to make it available faster. You can change the sleep time in the end of recon_plane.sqf Nope. It's a recon plane :) If you wan't some sort of airstrike, the easiest way might be to use SOM module. Change: recon_plane = createVehicle ["F35B", getMarkerPos "air_spawn", [], 0, "FLY"]; to: recon_plane = createVehicle ["A10", getMarkerPos "air_spawn", [], 0, "FLY"]; You can never have enough. The trick is to understand that you already have everything you need ;)
  11. Does the init.sqf still need respawn and delay variables and the respawn_west or/and marker in the mission?
  12. Bunny75

    Spy plane

    Ok. I added the readMe and fixed the mission a bit.
  13. Bunny75

    Spy plane

    Ok... I guess I could make something. There is some notes in the recon_plane.sqf, but I could elaborate more.
  14. Bunny75

    Spy plane

    I'm not sure if this is directed to me, but I really don't understand. :confused: Sorry.
  15. Bunny75

    Spy plane

    Here ya go: http://www.geocities.com/ihanmitvaan/arma/recon_plane.zip I'm strugling to get a mapclick waypoint for the plane, but meanwhile it's just static sweep. ---------- Post added at 11:00 AM ---------- Previous post was at 09:18 AM ---------- UPDATED!! Managed to include a mapClick recon point feature.
  16. Bunny75

    Spy plane

    Of course not! I'll put up a link tomorrow. I only have these at work :)
  17. And that crashes the game :)
  18. These buggers give me the most problems. I've been looking for answers here, but maybe I just can't use the search properly. So what I'm missing is: - Is there a way to restrict a radio trigger for only one person? - How can I pass the name of the unit that has activated the radio trigger to a .sqf? - How can I detect if the unit that has entered a trigger is a man, helo, plane, tank or a car?
  19. This gives me "invalid number in expression" ?
  20. Bunny75

    Spy plane

    Cool! I'll give it a try... ---------- Post added at 10:59 AM ---------- Previous post was at 10:26 AM ---------- Brilliant! Here's the full code: if (!isServer) exitWith{}; _spyPlane = _this select 0; { _pos = _x select 0; _cost = _x select 3; _target = _x select 4; if ((_cost > 0) and !(_target in detectedUnits)) then { _type = "empty"; if (_target isKindOf "Plane") then {_type = "Plane"}; if (_target isKindOf "Helicopter") then {_type = "Helicopter"}; if (_target isKindOf "Tank") then {_type = "Tank"}; if (_target isKindOf "Car") then {_type = "Car"}; if (_target isKindOf "Man") then {_type = "Man"}; if (_target isKindOf "StaticAAWeapon") then {_type = "AntiAir"}; if (_target isKindOf "StaticCannon") then {_type = "Artillery"}; _markerName = str(_target); createMarker [_markerName, _pos]; _markerName setMarkerShape "ICON"; _markerName setMarkerType _type; _markerName setMarkerColor "ColorRed"; detectedUnits = detectedUnits + [_target]; sleep 30; deleteMarker _markerName; }; } forEach (_spyPlane nearTargets 2000); I delete them at the end so it'd be like a radar "blip". And in this case I use mil symbols module.
  21. Nada? Does anyone have any addaction to mapClick application?
  22. I have addAction added to unit that launches a sqf that creates a plane to drop supply crate where I've clicked on the map. I've used this with radio trigger, but I need to convert it to action menu because I wan't only one unit to use it, but I can't seem to understand how to fiddle it into there. I've tried all kinds of variations that I found here but just can't get it to work. So I have action in the menu that launches mapClick.sqf which is something like: hint"Click on map to mark the drop zone"; onMapSingleClick " //HERE WE CREATE MARKERS "cargo_drop_point" setMarkerPos _pos; "; onMapSingleClick ""; //HERE WE CREATE PLANE AND MAKE IT FLY TOWARDS THE MARKER... I don't quite get the onMapSingleClick syntax. How it is used in this kind of situation?
  23. I made it to radio trigger. Doesn't do anything. The thing is that I wan't only one player (in MP) to be able to use this action so it can't be a radio trigger.
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