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magicpanda

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About magicpanda

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  1. magicpanda

    CSAT won't engage NATO?

    Depending what you are doing look into the EOS (enemy occupation system) script pack.
  2. magicpanda

    UAV Waypoint Precision

    Will unitCapture and play work with UAVs?
  3. Ignore my final post in that thread. My nato version is missing loads and is bit buggy
  4. Here this may help. Larrow, as always, coming up trumps :) You can create custom Virtual Arsenals using Zeus then export to a normal mission really easily. https://forums.bistudio.com/topic/182817-how-to-limit-weapons-in-the-arsenal-of-a-box/
  5. Ok, copy the code you quoted in the OP and save it in your mission folder and call it emp.sqf. Create a radio trigger and in the onAct part of it type: null = [player] execVM "emp.sqf" The part in brackets will be where you want the centre of the emp blast to be. At the moment it will have to be an object like the player or named object like a satellite phone called blastCentre for example. null = [blastCentre] execVM "emp.sqf"
  6. magicpanda

    List of icons and paths?

    Not that I know of bar unpacking the PBOS and viewing the files . I've been using this page for markers, although it's out of date. https://community.bistudio.com/wiki/cfgMarkers Might be a better solution out there though.
  7. Tried createVehicle with the wreck names in your init file? https://community.bistudio.com/wiki/createVehicle _heli = "Heli_Light_01_wreck_F" createVehicle getMarkerPos "helispawn"; or could try this. http://killzonekid.com/arma-scripting-tutorials-how-to-make-a-wreck/ Along with the fire and smoke modules if you are just using the editor.
  8. I don't see how that wont work from a radio trigger as is. How is it called? The only thing I can see passed to it is the centre position of the radius you want the lights to go out. Stick this in the on act of the radio trigger null = [player] execVM "emp.sqf"
  9. magicpanda

    Rules for 'detected by' triggers

    Cracked it cheers Jshock, could be better. Might be better to pass the unit somehow so the mortar tracks and then make the gunner a bit less accurate. Trigger m1trg = createTrigger ["EmptyDetector", getMarkerPos "Artyspawn"]; m1trg setTriggerArea [1000, 1000, 0, false]; m1trg setTriggerActivation ["WEST", "EAST D", TRUE]; m1trg setTriggerStatements ["this && alive mortargunner1", "hint 'Incoming!'; 0 = getPosATL (thisList select 0) execVM 'mortargunner1Loop.sqf';", "detected_B = false; hint 'escaped detection';"]; while {detected_B} do { sleep 2; mortargunner1 commandArtilleryFire [_this, "8Rnd_82mm_Mo_shells", 2]; hint 'mortar round 1 Fired'; sleep 4; //increase to simulate enemy radioing position mortargunner1 commandArtilleryFire [_this, "8Rnd_82mm_Mo_shells", 2]; hint 'mortar round 2 Fired'; sleep 4; //increase to simulate enemy radioing position mortargunner1 commandArtilleryFire [_this, "8Rnd_82mm_Mo_shells", 2]; hint 'mortar round 3 Fired'; };
  10. magicpanda

    Rules for 'detected by' triggers

    Yeah needs some work :) concept seems sound though?
  11. magicpanda

    Rules for 'detected by' triggers

    Couldn't let this go... so I did some more testing, after about 30 seconds of hiding out of sight the trigger deactivates. I have a theory, just need some syntax help, to see if it's possible to pass a location from a trigger to a script or if there is a better way? Here is the vague plan/concept m1trg = createTrigger ["EmptyDetector", getMarkerPos "Artyspawn"]; m1trg setTriggerArea [1000, 1000, 0, false]; m1trg setTriggerActivation ["WEST", "EAST D", TRUE]; m1trg setTriggerStatements ["this && alive mortargunner1", //condition " hint 'Incoming!'; passedtriggerPostion = [getposatl (thislist select 0)]; 0 = execVM [passedtriggerPostion] mortargunner1Loop.sqf", //on Trigger Activation "detectedB = false; hint 'escaped detection"]; //deactivated. sqs... detectedB = true; while {detectedB = true && alive mortargunner1} do { mortargunner1 commandArtilleryFire [passedtriggerPostion], '8Rnd_82mm_Mo_shells', 2]; sleep 5; mortargunner1 commandArtilleryFire [passedtriggerPostion], '8Rnd_82mm_Mo_Flare_white', 1]; sleep 5; mortargunner1 commandArtilleryFire [passedtriggerPostion], '8Rnd_82mm_Mo_shells', 2]; };
  12. magicpanda

    Rules for 'detected by' triggers

    Welp after messing with Zeus, it seems the rules for repeating Detected by triggers are really messed up. Not touching this method with a bargepole.
  13. I'm having trouble getting this trigger to run repeatedly and wondered what the rules are governing the detected by condition. It seems to never fire more than once. I run into the trigger area with lots of separate groups (EOS). I'm detected once, get the shells and the hint. However if I move around being detected by different groups it never fires again. Am I missing something? m1trg = createTrigger ["EmptyDetector", getMarkerPos "Artyspawn"]; m1trg setTriggerArea [600, 600, 0, false]; m1trg setTriggerActivation ["WEST", "EAST D", true]; m1trg setTriggerStatements ["this", "mortargunner1 commandArtilleryFire [getposatl (thislist select 0), '8Rnd_82mm_Mo_shells', 2]; hint 'Incoming!'",""]; m1trg setTriggerTimeout [10, 10, 10, false];
  14. I copy and pasted the establishing shot function out of the functions viewer in the editor into a new sqf called MPBIS_fnc_establishingShot.sqf Comment out the cam destroy line. The call sqf looks like this MPBIS_fnc_establishingShot = compile preprocessFileLineNumbers "MPBIS_fnc_establishingShot.sqf"; // set side colors private ["_colorWest", "_colorEast"]; _uavtext = param [0,"OBJECTIVE COMPLETE",""]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.80]} forEach [_colorWest, _colorEast]; //true setCamUseTi 1; // Turns thermal vision on [ getPos player, // Target position (replace MARKERNAME) _uavtext, // SITREP text 120, // m altitude 20, // m radius 180, // degrees viewing angle 1, // Clockwise movement [ //add Icon at player's position ["\a3\ui_f\data\map\markers\flags\UK_ca.paa", _colorWest, getPos player, 1, 1, 0, "", 0] ] ] call MPBIS_fnc_establishingShot; //false setCamUseTi 1; // Turns thermal vision off
  15. Tested it with removing the cam create line in the function again and seems to work 10/10 times I tested. I'm clueless as to what, if any, overheads there are of not destroying the camera.
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