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r.flagg

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Everything posted by r.flagg

  1. You're very close Light. But you're asking your guys to reinforce the area they were already patrolling. You need to change one of your marker names, or add a marker, or something. You have "test" in your leaders init line, so that means there should be a marker area around where he starts that is called "test". But you also have that as the area he is supposed to go reinforce. Does not compute. You need to have them start patrolling one marker area, and then go to reinforce a seperate one, like you were doing here: If you're trying to get them to go when the radar tower is destroyed, that's fine, but put a marker around it, and use that new marker name in your activation. So ... maybe put a marker around your radar called "radar", and change your activation line to; KRON_UPS_reinforcement = true; KRON_UPS_reinforcement_pos = getmarkerpos "radar"; Try it a bit more, but if you still can't get it, slap it on rapidshare, and I'll do a quick edit for you. Like, for example... do you do any solo and/or listen-server coop playing? Cause I have a reinforcement dealy in here; http://rapidshare.com/files/417357263/co05_Drugs_Are_Bad_MkayV2.Panthera2.pbo.7z You could play through it and see them paratroop in as reinforcements, tell me what you think? Maybe? ;) Or just de-pbo it and look at it. The "delete" bit is explained in first post; // delete:n = Delete dead units after 'n' seconds.
  2. @ F2F_BHO; Another example of how copy/paste is real fun, until somebody gets hurt! ;) If you look, you can find a few places here and there in the instructions for this tool, even on the wiki for it, where there are minor errors. You have; nul=[this,"town","random","randomdn"] execVM "ups.sqf" when it needs to be nul=[this,"town","random","randomdn"] execVM "scripts/upsmon.sqf"; Monsata was probably just trying to save time, so he copied/pasted from the Kronzky version that he built on top of, than you copied/pasted from him... and now your soldier dudes are paying the price.
  3. kylania - That's very clever. Ran a quick test and it seems to be working just fine. Will be playing more later tonight. Anyway, just wanted to say thanks again for being so helpful. Guys like yourself, and norrin, and so many others who share their time and skill with the forums really help to make this game stand out. :)
  4. Sorry about double posting, but I'm still scratching my head on this one. Re kylania, or whomever might be in the know; 1) Is it possible, when using trigger style of kylania's guided missile script, to limit it to only one player? Currently only my Forward Air Controller can actually target the missile, as he's the only one carrying the laser marker, but I can still see the radio options and try to call, I just get the 'no target found' reply. 2) If using that same missile script in the addaction option, ... does anyone know how to add an addaction to the user_code section of revive_init.sqf? After getting some help, I see now how to use that section to add an sqf script after being revived or respawned, but I still can't figure out how to add an addaction. For example, ... this seems to work; "nul = [player] exec 'legheal.sqs'; (for the legheal script by Celery) but you can't do the same with launchMissile.sqf, because it tries to just fire the missile, and of course there's no target yet, since you're just in the process of standing up after getting revived.. and not ready with your laser, and so on.
  5. I started a mission pre-1.54-patch, and have continued it since. But now I'm getting that old "you cannot play / edit this misison... " , and it says caweapons_baf. ? First of all, I'm confused because I really can't find where I've placed BAF specific weapon and/or vehicle or whatever. But I'm also confused, because since the BAF stuff was included in the patch, why should we care? Why the message? Both players have the patch, so we both have the BAF stuff, so why the message? Has anyone else seen this?
  6. Let me try to reword this. In the mission in question; http://rapidshare.com/files/416483605/PortoSweep2.Porto.pbo.7z There is no "base". I created a chopper in-flight, off of the island. That's how the mission starts. You are flying in the chopper, and approaching the island. And you get dropped off on the island, and you're off and Rambo-ing. Life is good. I can call for extraction, and once my squad and I get in the chopper, I can either choose another location to go to, OR, I can choose 'Return to Base'. If I choose another location, and we get dropped off again, than Yes, you are correct. The chopper goes off to "Base" (of which there isn't one), and waits for another command. BUT, if we are in the chopper, and I choose 'return to base', AND I have not completed the mission... than my end-mission trigger doesn't fire, and we end up hovering there, and I cannot then choose to go back and get whatever objective I may have forgotten. Now, there's only 3 objectives, and I don't expect to try to 'Return to Base' unless I have actually finished them. However, if for whatever reason, I (or someone who might decide to play the mission) hit 'Return to base' , they get stuck, and cannot finish the mission. Whether they hit it because they were on crack, and didn't pay attention to the objectives, or hit it on accident, whatever. I was simply trying to look for ways that the mission might "fail" to work correctly, and solve them. Having said that, I realize that my request is perhaps considered trivial, and I do not expect a busy person like Norrin to worry about it if he's not interested. I'll just consider it an issue with my mission, and deal with it.
  7. r.flagg

    Revive Script

    Thank you for responding. He still didn't get those scripts back after respawning or reviving, ... however, at the same time, I added your just re-released Aerial Taxi, and applied it to my character (squad leader), and after respawn that didn't return to me either. :confused: So, now I'm starting to think it's something that I have done wrong on my end. I think I'm using revive #48, with the init_revive from #46, and the latest 72967 beta. Somewhere along the line I may have botched a setting, or a descript.ext, or something. At this point, I just don't know. But thanks again, and I'll keep poking around.
  8. Thanks, but no, it wasn't a saved game. We've restarted it many times.
  9. Well, nearly everything about this game is a test in patience and perseverance, but stick with it, and it'll pay off. Click on Default Servers, you have CAA1 options, but I'd recommend the Full version. Life is short, go for it. Double click on the one titled CAA1 - Full - ClassicPlants - YASDLS Then click on "Check Addons" Then click on "Download Addons" Then launch game.... no splash, world empty, single player, yada yada (and if you actually get it running, I have a SP or MP-listen server-only mission in Sarahni that needs tested and retested and then checked out and then looked at you can pm me for)
  10. r.flagg

    Revive Script

    I have two scripts I'm trying to use, that are being called from the init line of players. I wish to have them reactivated after the players are revived, teamkilled, or if they have to respawn. The scripts are right in my main mission folder, not in a "scripts" folder. I believe I need to use the last section of the Revive menu options, called user code? Is that correct? And if so, what would be the right way to go about doing that? I'm trying various ways, and the last run through I did was NORRNCustomExec1 ="execvm ""launchMissile.sqf"",""legheal.sqs"";hint ""myoutput"";"; // Exec1 occurs following being revived NORRNCustomExec2 ="execvm ""launchMissile.sqf"",""legheal.sqs"";hint ""myoutput"";"; // Exec2 occurs when you team kill NORRNCustomExec3 ="execvm ""launchMissile.sqf"",""legheal.sqs"";hint ""myoutput"";"; // Exec3 occurs when you spawn at base but I'm not seeing the hint, and I don't seem to be getting my scripts back either. Any kind-hearted tips would be greatly appreciated.
  11. Hi. In your mission - the UPS debug messages indicate that they are not even placing the ambush in the first place. There should be a message that says something like "placing mines for ambush". 1) you have "ambush2" in the init line, I think it should just be "ambush". OR of course you can choose the option that tells them not to wait all day, but even that would be different. It would be somethinge like "ambush:",300 2) Also, you have the marker only covering the area where you want the mines to be placed. I think you need to have the marker covering the entire area... meaning the area the units are hiding, and the area they are to place the mine. 3) Then... one of the settings in Init_UPSMON is //Efective distance for doing perfect ambush (max distance is this x2) KRON_UPS_ambushdist = 50; yet, you have the guys only a few feet from the road. Try moving them back, and then changing that value to something closer to your situation (I noticed for example, they can go back something like 20, and still be somewhat behind that building). 4) And... while it may not help much, I think you can add the "combat" value to their init line, in an effort to get them to be more aggressive with the attack. 5) Having said all that, my experience is that this ambush feature is not perfect. Many times after placing the mines, they will not run back and hide, but they will simply lay down beside the mines they just placed. 6) Example REDO http://rapidshare.com/files/416092201/upsmon_ambush_testREDO.utes.7z Hope this reply isn't too late. I'm glad to take the time to help (with my limited understanding and experience), because of all the help I've gotten off of this forums. Pay it forward.
  12. Thanks! Trying it in the editor though, and now it says "Script not found" when I preview mission. I'll mess with things on my end see if I can't find an extra space or missing quotation mark or something. Pretty sure I haven't changed anything though, other than the addaction line you just gave me. EDIT: My apologies, I was wrong. The "Script not found" business was apparantly due to me not editing the Revive file correctly. So I removed those lines for now. Will try to figure that out later. However, if I copy/paste your line just as it is, the guy no longer has the fire missile addaction available to him. So I removed the "_caller == _target" part, and now it's back. Still testing. Thanks again for your generosity, sorry for replying too quickly with an erroneous report.
  13. Thanks for sharing so many scripts kylania. I have bookmarked the web site in your sig. A friend and I were trying out your laser missile script last night, and we were able to call in a missile strike. Very satisfying. But we did have a few issues. I used the addaction method, and applied it to the character he was playing. I was 'team leader', but he was hosting mission on a listen server. We use norrin's revive, and my friend said that after respawning, he no longer had the addaction option to call in the laser strike. Also, when he (originally- first time) spawns, he has the addaction words "Fire Missile" appearing right in the middle of his screen. He can easily and quickly get rid of it, by scrolling through his action menu, but still... fyi. In addition to that.. even though his player is the one with the addaction in his init line, when I get close to him, the "Fire Missile" message appears in the middle of my screen as well.
  14. r.flagg

    Evil Dogs

    I just love having these dogs, and it would be even better if some day that part about teleporting could be fixed. So far I've been able to add an enemy guard who is patrolling with dogs. I could not get the trigger activated 'wild dogs' to work yet. And I haven't tested the part where I call my own dog. Thanks for the script! Hope it get's continued with further updates, 'cause it's way cool.
  15. Well, I had already tried to open the config.cpp, and add those lines, but I had failed. But... when you replied saying that was in fact the way to go, it game me inspiration to try again. And this time, success! :bounce3: Thank you Mr. Grimes. Turns out I just needed to pay a lot more attention to things like " and } and so on. And the stuff in the description file for the sample mission of the dogs didn't have some quotation marks, that were needed in the config.cpp. Whether that's a mistake on his part, or just some weird way these things work, I dunno. But anyway, even though your reply wasn't in detail, it was enough to encourage me towards success, so thanks again.
  16. I've tried to figure this out on my own, but so far with no luck. Let's say for example, I wanted to add the gaurd dogs script found in this thread http://forums.bistudio.com/showthread.php?t=87080&highlight=evil+dogs to a mission that already has norrin's revive. Page 3 in the Revive readme states; "If custom sounds are to be used in your mission a config file, config.cpp, for custom sounds is located in the dialogs subfolder of the revive_sqf folder and this will need to be changed." And I have tried to figure it out, but so far no luck. I can disable the calls sounds from Revive by following his instructions to delete or comment out this line #include "revive_sqf\dialogs\config.cpp" But I'd rather keep the call sounds, and add the dog sounds too. In the sample mission for the dogs I find this in the description.ext file class CfgSounds { sounds[] = { scream,dog_maul01,dog_yelp }; class scream {name="scream";sound[]={\sounds\scream.ogg, 0.5, 1.0};titles[] = {};}; class dog_maul01 {name="dog_maul01";sound[]={\sounds\dog_maul01.ogg,0.5,1};titles[] = {};}; class dog_yelp {name="dog_yelp01";sound[]={\sounds\dog_yelp,0.5,1};titles[] = {};}; }; And I see that "Cfg Sounds" are what's listed in the config.cpp for Revive, so I thought maybe I could just add those lines and get away with it. But that didn't work, or I did it wrong. The dogs script is just an example. I'm sure there are more. Plus I've seen other examples when I try to add revive to other missions I've downloaded (just for my own personal use - I wouldn't alter someones mission and release it). I'll keep trying to figure it out on my own, but at the same time I'm asking for help, in case it's not a big deal, and someone in the know doesn't mind sharing knowledge. Thanks!
  17. I am wondering the same thing (at least I think I am, if I understand correctly). I understand your point sir, and I respect your answer. And it was you who kindly showed me how to create a marker on the fly in another thread. It's just that I like having all the tasks listed, with marker links we can click on to see exactly where each objective is, and take a few mins to kind of talk about and review what it is we are going to do. I just don't want to have the "Set as Current Task" option available to anyone, because they all need to be completed in order. So yes, I can remove them from initial briefing, and that would solve problem. I'm just hoping there's a simple way to remove the option to 'set as current task'. I've searched forums and this thread, and trial 'n error'ed a few things (and it might be right in front of me), but I've had no luck yet.
  18. Works like a charm! Thank you F2k Sel :D
  19. I was proud of myself for making progress (using search function and help from this forum) on a rescue hostage mission. I got everything working fairly well, hostage joins my group, I take him to a waiting chopper, he gets in and flys off into the sunset, etc etc Anyway, one of my main triggers/tasks was being updated based on the POW entering my vehicle (ya know, after I rescued him, and he joined my group, and so forth). But then it hit me... that's not going to work if at some point during the mission - prior to me rescuing the POW - that particular vehicle gets destroyed or damaged. :eek: Oops. So now I figure I can still make this work, if I can check to see when the POW has joined my group. I already have him doing that, based on script I found on this forum.. he joins my group and I see his icon in lower left, and I can command him around. But despite my searching, I can't figure out how to make a trigger that checks to see when he has joined my group. I keep trying things in the On Condition field like vip in grpHeroes vip join Heroes etc but so far no luck. Help would be appreciated.
  20. That tip (combined with your previous help to the other poster) was all I needed to make it work. Yes, I see what you mean. I guess I was just plain confused, and I have removed that part. Thank you for being so generous with your time/talent. :cheers:
  21. Well, Ok. I tried to use the position that the GPS gave me, and I put something like 007,023. But those are always just two 3 digit numbers, and you guys keep having these numbers that have all those digits. Plus the z axis. Just couldn't understand where you're getting it from. Well sir, no I don't. I have a game logic named tfive, that I was trying to refer to, to place my marker. I thought I was creating a marker named Take Five (that does not yet exist, until my trigger is activated).
  22. Can someone please help me to understand where this string of numbers is coming from? Where do I get them? (from the example above)
  23. r.flagg

    Car Radio

    This sounds awesome, and I'm going to try to add it to a co-op mission real soon. What about possibility of someday being able to tune in to a streaming internet radio station like RadioIO or something? Or tying the controls into your winamp controls or something. So we can have lots of tunes, w/o the need to include a large file of songs with our mission. Either way, thanks for your mod, going to try it today!
  24. These are (still) awesome, thanks! I don't yet have OA, but I would like to add the ReduceFatigue one to my A2 game. Does anyone have a link to a A2 version of that? Unless I'm just overlooking it, I don't see it on this page http://dev-heaven.net/wiki/proper-projects/PROPER_projects#Unsorted-releases
  25. Got it working yet? When you say 'staying on the mine', it sounds to me like you are placing your ambush guys on the street. You want to place them off to the side somewhere, where you want them to hide. They will go run over to the street on their own, and then return to hide. If you still need one, I could send you this thing I've been screwing with in the OA demo. PM me your email addy, and I'll use that "send by email" thingy under Save in the editor. It's not (yet) a mission so much as it's me screwing around with the demo and a few scripts, just seeing what I can get to work, and hoping for inspiration for an eventual mission. Currently it's just a convoy cruising around, and a couple of ambushes. But you're welcome to look at it.
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