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10 GoodAbout twiggy158
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Spawn AI Module for Syndikat Units?
twiggy158 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to find a way to use the Spawn AI module with the Apex Syndicat units. Is there a way to spawn actual Syndikat units? I found a way to give the AAF units one particular uniform from the Syndikat group with the following code in the expression: Synd = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> "I_C_Soldier_Bandit_1_F"] call BIS_fnc_loadinventory; } forEach units Synd; This only spawns units with one gear type however. Is there a way to set what units can spawn through the mission.sqm? Any help would be much appreciated. Thanks, Twiggy -
Hello, I am trying to find a way to use the Spawn AI module with the Apex Syndicat units. Is there a way to spawn actual Syndikat units? I found a way to give the AAF units one particular uniform from the Syndikat group with the following code in the expression: Synd = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> "I_C_Soldier_Bandit_1_F"] call BIS_fnc_loadinventory; } forEach units Synd; This only spawns units with one gear type however. Is there a way to set what units can spawn through the mission.sqm? Any help would be much appreciated. Thanks, Twiggy
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Need help with a Ready Up script.
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you so much! I didn't realize you need to declare it as a publicVariable each time. And thank you for cleaning up the code and adding the wait timer! Much appreciated! -
I'm having trouble getting this script to work. I'm fairly new at scripting in ArmA 3 so I'm not entirely sure if I have everything setup right. Here's what it looks like: publicVariable "bluReady"; publicVariable "opReady"; // ignore this bit flag_op addAction ["<t color='#ff1111'>Teleport</t>", "Scripts\teleport.sqf" ]; flag_us addAction ["<t color='#ff1111'>Teleport</t>", "Scripts\teleport.sqf" ]; // *************************************** flag_us addAction ["<t color='#ff1111'>Team Ready</t>", { bluReady = true } ]; flag_op addAction ["<t color='#ff1111'>Team Ready</t>", { opReady = true } ]; if (bluReady) then { MessageText = "Blufor is Ready."; [MessageText,"hint",nil,true] call BIS_fnc_MP; }; if (opReady) then { MessageText = "Opfor is Ready."; [MessageText,"hint",nil,true] call BIS_fnc_MP; }; if (bluReady && opReady) then { MessageText = "Both teams ready. Beginning match in 5 seconds."; [MessageText,"hint",nil,true] call BIS_fnc_MP; sleep 5; execVM "Scripts\teleportBlufor.sqf"; execVM "Scripts\teleportOpfor.sqf"; }; The main issue lies with the boolean in the addAction lines. They don't work, and for the life of me I can't figure it out. I've searched up and down for a similar issue and haven't had much luck.
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How Do You Respawn Units Once A Side is Dead?
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do I tell the script to revive the units elsewhere? This is my biggest problem with what I'm trying to do because I can't find anywhere how to respawn / revive though a command in a script. -
How Do You Respawn Units Once A Side is Dead?
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hah yeah probably. I will give that a go and see how it works. Thanks for the help. -
How Do You Respawn Units Once A Side is Dead?
twiggy158 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been trying to find a way to respawn players once a side is killed, but not before the entire side is dead, for a PvP. Say if Blufor kills all of Opfor, I want it to respawn all players back into their starting locations. I can't find anything about getting the respawns to trigger only if an entire side is dead. Here is the script so far: // Declare Variables private ["_playerList", "_playerCount", "_westPlayers", "_eastPlayers"]; _playerList = playableUnits; _playerCount = count _playerList; _westPlayers = west countSide _playerList; _eastPlayers = east countSide _playerList; // Display total amount of players in game. As well as on each side. if (_playerCount > 0) then { gamelogic1 globalChat format["%1 player(s) in this match", _playerCount]; sleep 1; gamelogic1 globalChat format["%1 player(s) are BLUFOR", _westPlayers]; sleep 1; gamelogic1 globalChat format["%1 player(s) are OPFOR", _eastPlayers]; }; // Check if West score is higher than East Players. If not, check if East score is higher than West Players while{true}do { if ( ({(side _x) == east} count allUnits) == 0 ) then { gamelogic1 globalChat "BLUFOR wins the round!"; sleep 5; gamelogic1 globalChat "Respawning players..."; sleep 3; {if (side _x == west) then {_x setDamage 1};} foreach allunits; westFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; eastFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; } else { if ( ({(side _x) == west} count allUnits) == 0 ) then { gamelogic1 globalChat "OPFOR wins the round!"; sleep 5; gamelogic1 globalChat "Respawning players..."; sleep 3; {if (side _x == east) then {_x setDamage 1};} foreach allunits; westFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; eastFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; }; }; }; Right after where it kills the units is where I would want the players to respawn at their original starting locations. I'm still fairly new at scripting in ArmA so for all I know this script is horribly done for what I want it to do. Just to clarify what I mean by respawning once a side is dead; once the round begins, you basically have one life that round, when you die, you turn into a seagull or whatever, but once either your team wins or loses by killing or losing all the players on the team then you respawn into a new round. Thank you guys in advance. -
Need Help Getting this Script to Work
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump. Any help would be great. -
Need Help Getting this Script to Work
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah thank you for that! But how would I go about making the chat work properly? And as far as splitting the scripts what would I have to split from this script? Sorry for the obvious questions but I have very little experience with being this in depth with scripting in Arma. -
Need Help Getting this Script to Work
twiggy158 replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried that and it doesn't seem to be looping. I have to manually start the script again to get it to execute that part. I also noticed that the chat messages aren't appearing to everyone in the server. only to whoever started the script. Also, the score doesn't seem to reset either, but I have no idea how to go about resetting the side scores. Also on a side note, are there any good debugging tools to see if something is going wrong in the script? -
Need Help Getting this Script to Work
twiggy158 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Basically what I want this script to do is check and see how many players are in the server, as well as on each side. It then needs to monitor the score to see if the opposing teams score reaches or passes the player amount on that team (Such as OPFOR having two people, and BLUFOR's score is 2, it will set #West section of the script to true). When it becomes true, the "round" will end and kill the winning players so they re-spawn. It doesn't seem to be happening though. It will correctly give me the amount of players on the server as well as per team, but when the score reaches the amount of players on the opposing team, nothing happens. This is my first time really attempting to script so I realize this may not be the most effective way of achieving this, but any advice would be great. I can't seem to find a decent way to debug this even with using the UODebugger. Thanks in advance! I also realize that there may be some redundant variables in there, but i was my first time using them so I wanted to make sure I knew how to get them to work. // Declare Variables private ["_playerList", "_playerCount", "_westPlayers", "_eastPlayers", "_scoreWest", "_scoreEast"]; _playerList = playableUnits; _playerCount = count _playerList; _westPlayers = west countSide _playerList; _eastPlayers = east countSide _playerList; _scoreWest = scoreSide west; _scoreEast = scoreSide east; // Display total amount of players in game. As well as on each side. if (_playerCount > 0) then { gamelogic1 globalChat format["%1 player(s) in this match", _playerCount]; sleep 1; gamelogic1 globalChat format["%1 player(s) are BLUFOR", _westPlayers]; sleep 1; gamelogic1 globalChat format["%1 player(s) are OPFOR", _eastPlayers]; }; // Check if West score is higher than East Players. If not, check if East score is higher than West Players #West if (_scoreWest >= _eastPlayers) then { gamelogic1 globalChat "BLUFOR wins the round!"; sleep 5; gamelogic1 globalChat "Respawning players..."; sleep 3; {if (side _x == west) then {_x setDamage 1};} foreach allunits; _scoreWest = 0; westFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; eastFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; } else { if (_scoreEast >= _westPlayers) then { gamelogic1 globalChat "OPFOR wins the round!"; sleep 5; gamelogic1 globalChat "Respawning players..."; sleep 3; {if (side _x == east) then {_x setDamage 1};} foreach allunits; _scoreEast = 0; westFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; eastFlag addAction ["Ready","Scripts\spawnBarrier.sqf"]; } else { goto "West"; }; }; TL;DR: Something is wrong with the section under #West. Can't figure out what though. -
Can No Longer Lock onto Targets with Gamepad
twiggy158 posted a topic in ARMA 2 & OA - TROUBLESHOOTING
For flying I've always used an Xbox 360 controller, and I would use the X button to lock onto target. Now as of recently, I can no longer lock on to targets using my controller. I have to press TAB on my keyboard to lock on, even though both TAB and X on my controller are bound to the same action. I have even tried different buttons on the controller with no luck. Anyone else having this problem? -
Adding AI Recruiting to Revive Domination
twiggy158 replied to twiggy158's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah thanks. I'll try that now. -
Adding AI Recruiting to Revive Domination
twiggy158 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was editing a 7th Cav Domination West Revive mission and was wanting to add the AI recruiting part from the West AI Domi. When in the editor, I see an invisible H with the name AISPAWN where I'm guessing the AI Barracks spawns. Does this mean that the mission had AI in it and it's just disabled somehow? Any help would be much appreciated. -
I am currently editing a version of Domination that is already been modified by 7th Calvary and TAW. The mission is built off the West Revive version of Domination. My question is how would I combine this mission with the West AI version to where I could recruit AI in this mission and yet still have all the edited things done by TAW, 7th Calvary and I? I see a spot in the base where an invisible H is places called AISPAWN and I'm guessing that's where the barracks is supposed to be, but it isn't in game.