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Deathcon5

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Everything posted by Deathcon5

  1. Yeah I thought of that but I was trying to do it with a script so it only checks the number every 10 seconds instead of how many ever times per second. Trying to save resources... and learn more scripting :) Triggers should have a "check condition timer" that allows you to set how often the trigger checks for the condition.
  2. Deadfast, that looks great. I want to take another step and use the counter to end the mission (as losing) if a certain number of friendlies die. I'm new to scripting but here is what I tried and it's not working. I made a script called CheckCasualtyCounter.sqf and have it run in all playable units init line _side = _this; while {(alive player)} do { if ((ALLEY_deadcount select _side) > 5) then { endMission "loser"; } else { sleep 10; }; }; if (true) exitWith {}; If anyone could correct this it would be greatly appreciated along with any other info to help implement this. Thanks.
  3. Deathcon5

    Crash landing

    you might look into setting a waypoint with never fire for the AA, and then set a trigger or a waypoint that the chopper flies through that changes the waypoint the AA guy is at to "open fire". Also you might have to combo that with setDamage to make sure he doesn't get away.
  4. I am working on a mission that has a cruise missile strike.. about 15 of them. I am wanting to attach a flare to each LGB that I have coming in at a high rate of speed to simulate a cruise missile. It should look the same, at least at night anyway. But I wanted to have a "flame" or light attached to it to give it that streak across the sky before it hits the target. Anyway, I can't get the flare to attach to the bomb. I am a newb at scripting so can someone check this for some simple mistake, or will the flares just not attach? _bomb3="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_13" select 0), (getmarkerPos "bombmkr_13" select 1), 200]; _bomb3 setDir 90; _bomb3 setVelocity [300,0,-200]; _misFlare3 = "F_40mm_white" createVehicle [(getmarkerPos "bombmkr_13" select 0), (getmarkerPos "bombmkr_13" select 1), 200]; _misFlare3 attachTo [_bomb3, [-10,0,0]] exit; Thanks, you guys are great!
  5. Deathcon5

    Searchlights

    Here is an example mission for the searchlight. There are 2 searchlights on the roof of the utes control tower. You will see how they only scan their respective sides. The delay seems to work in their "default" facing anyway. Not sure what that's about. But it looks much better than them doing nothing or pointing directions that don't make sense.
  6. I was actually just looking for the black scorch mark texture or whatever is when artillery his the ground but this is much better looking thanks, that works well.
  7. I had a chopper inserting AI but it was flying off if scared and the crew would not shoot, but if the LZ was very safe they would land and drop off the troops. So I changed the Chopper to a pilot, placed an empty chopper, put the pilot in it using "moveInDriver" and put in 2 gunners with a hold waypoint set to Engage At Will and put them in with MoveInTurret. I also used"this setCaptive true" in the pilot init field. Anyway, what happens now is the chopper just flies to the LZ and hovers there. I have the WP set to unload transport which is synched to the troops get out WP. I also have a "pilot land "get out"" command at the transport unload. All this worked fine until i switched it to the empty chopper with the pilot. I'm using the pilot's name in the chopper commands which seems logical. I have tinkered with this for hours and can't get anything to work. What am i missing here?
  8. ((!alive hero1) OR (hero1 in crrc)) AND ((!alive hero2) OR (hero2 in crrc)) AND and so on...
  9. I would post this in troubleshooting but it seems to only happen when i am hosting a custom mission so maybe i am doing something wrong in setting up the mission. The problem is that sometimes when I am hosting a multiplayer game and my friends are playing on my hosted server (not dedicated), i am having AI problems. The AI will often not follow the group leader even after being ordered to. Sometimes half will follow me as leader and half will start following my friend around. But when I give them a move to command they will listen, but they aren't regrouping to follow the right player. It's very frustrating to have an AI player botch a stealth mission. FYI I use the respawn "side" so we can switch to which player we need to use for a certain part of the mission, or if your player dies you can control one of the ones that is alive. Has anyone else had this issue? Is it a common bug or is it some setting I'm missing? Thanks.
  10. Let me make it very clear since it has been described various ways in many posts but not always clearly. What I have found to work best is to go into the editor and make a group of 2 men with different ranks. Position them next to the building. Make yourself the leader (highest rank). Preview the mission. hit F2 to select the group member and look around at the house. You will see pre programmed positions with lines pointing to them. Pick which number you want to use for your soldier. Exit the editor. Place your soldier next to the building and select "waypoints". select your man and mouse over the middle of the house and the word "house" should appear. DoubleClick to place the waypoint and you will get a new drop down menu with the pre programmed house positions. Pick the one you want. Start the mission and make sure it works. As mentioned above you can use the SetPos command alone or in combination with this method, but it can be time consuming to get each man where you want, but sometimes it's the only way you can get it to work. To do this you put this in the Init line of the unit: this setpos [(getpos this select 0), (getpos this select 1), 10.2]; You will need to change the last number "10.2" to whatever altitude you need for your man. Hope this helps. Have fun making your own missions.
  11. Deathcon5

    hanged civilians

    this setVectorUp [0,0,1]; putting that in the init line will straiten it out, but the rope is just made for a tree i suppose. It's hardly noticeable anyway, but I'm just a stickler for the details. thanks for the tips.
  12. I was setting up some hanging bodies and a mass grave in a mission. I want the body to be hung from the rafter of a barn. but when I put it in the rope is probably 10-15 meters high, sticking through the roof, and the body and rope are not hanging with gravity, they are hanging perpendicular with the slope of the ground. How can i make it hang strait and possibly shorten the rope?
  13. I am looking for a script to make an enemy AI on patrol fire when they detect Blufor. I guess I could just use their position and spawn a flare above them. But they have a HUGE patrol distance and the detect Blufor trigger would be a monster. If I group the trigger to that patrol only they should be able to activate it right? Anyone know a better way to get patrols to fire flares from any point, not just waypoints etc?
  14. F2k I modded your script for use with searchlights and added direction and timing options from the init line. Posted here: http://forums.bistudio.com/showthread.php?p=1547257#post1547257
  15. Deathcon5

    Searchlights

    I needed to have the search light aim only in a certain arc. (Imagine the man with the light standing in front of a wall and randomly turning and shining it into the wall, not very realistic looking) So, I came up with a script to overcome the whole mathematical issue of 90, 0, 270 etc.. All you have to do is pick 10 possible directions that you would like the searchlight to scan and the script randomly picks one to look at then randomly picks another and another, pausing between scans. It's great for focusing scans on likely avenues of attack, but occasionally scanning elsewhere. randomSearchlight.sqf // SEARCHLIGHT AIMING SCRIPT // this script picks at random 1 of 10 facings you want it to scan; // looks that direction for several seconds, then randomly picks another 1 of your 10, and so on; // obj, the unit searching, use <this> in editor or the unit name; // face1-10 are the 10 directions you select that the unit will randomly face; // randomdelay+6 is the random element of the delay; // between positions to which 6 seconds will be added; // put in unit init line:; // null=[obj,face1,face2,face3,face4,face5,face6,face7,face8,face9,face10,randomdelay+6] execVM "randomSearchlight.sqf"; // randomSearchlight.sqf; _unit = _this select 0; _deg1 = _this select 1; _deg2 = _this select 2; _deg3 = _this select 3; _deg4 = _this select 4; _deg5 = _this select 5; _deg6 = _this select 6; _deg7 = _this select 7; _deg8 = _this select 8; _deg9 = _this select 9; _deg10 = _this select 10; _delay = _this select 11; _list = [_deg1, _deg2, _deg3, _deg4, _deg5, _deg6, _deg7, _deg8, _deg9, _deg10]; _gman = (gunner (vehicle _unit)); while {(alive _gman) && (alive _unit)} do { _selectedface = _list select (floor(random(count _list))); _gman setformdir _selectedface; sleep (random _delay)+6; }; Enjoy! Thanks to F2k Sel for his rotating weapon script to which I added the randomization of the 10 facings, and a timing setting.
  16. how about spawning a new chopper, not a wreck, on the ground at a random marker. Set vehicle health set to 0 and it will explode about 5 seconds after the map loads. I have done it with other equipment to simulate the aftermath of a battle. OR you could get an empty chopper to spawn at a random location and use <this setpos [(getpos this select 0), (getpos this select 1), 200];> It falls out of the sky and splodes nicely :) good luck
  17. Yes i want it to check for "equal to". thanks, i will also enable the error message. thanks, I am learning. I will see if that fixes it.
  18. I'm a newb at scripting. Thanks in advance for the help. I was working on this script to simulate 15 cruise missiles. I got the script to drop the bombs and it was working fine. Then I needed to add some waypoint activation stuff into it and it broke the script again. If someone could take a look at this script and spot what I am not doing right it would be greatly appreciated. Everything should be fine until the bottom where I added the SetCurrentWaypoint commands. { if(isServer) then { sleep 60; ///delay before missiles/bombs get to target _bomb11="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_11" select 0), (getmarkerPos "bombmkr_11" select 1), 200]; _bomb11 setDir 90; _bomb11 setVelocity [300,0,-200]; _misFlare11 = "#lightpoint" createVehicle (position _bomb11); _misFlare11 setLightBrightness 0.3; _misFlare11 setLightAmbient[1.0, 1.0, 1.0]; _misFlare11 setLightColor[1.0, 0.2, 0.2]; _misFlare11 lightAttachObject [_bomb11, [-5,0,0]]; sleep 1; _bomb12="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_12" select 0), (getmarkerPos "bombmkr_12" select 1), 200]; _bomb12 setDir 90; _bomb12 setVelocity [300,0,-200]; _misFlare12 = "#lightpoint" createVehicle (position _bomb12); _misFlare12 setLightBrightness 0.3; _misFlare12 setLightAmbient[1.0, 1.0, 1.0]; _misFlare12 setLightColor[1.0, 0.2, 0.2]; _misFlare12 lightAttachObject [_bomb13, [-5,0,0]]; sleep 1; deleteVehicle _misFlare11; _bomb13="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_13" select 0), (getmarkerPos "bombmkr_13" select 1), 200]; _bomb13 setDir 90; _bomb13 setVelocity [300,0,-200]; _misFlare13 = "#lightpoint" createVehicle (position _bomb13); _misFlare13 setLightBrightness 0.3; _misFlare13 setLightAmbient[1.0, 1.0, 1.0]; _misFlare13 setLightColor[1.0, 0.2, 0.2]; _misFlare13 lightAttachObject [_bomb13, [-5,0,0]]; sleep 1; deleteVehicle _misFlare12; _bomb14="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_14" select 0), (getmarkerPos "bombmkr_14" select 1), 200]; _bomb14 setDir 90; _bomb14 setVelocity [300,0,-200]; _misFlare14 = "#lightpoint" createVehicle (position _bomb14); _misFlare14 setLightBrightness 0.3; _misFlare14 setLightAmbient[1.0, 1.0, 1.0]; _misFlare14 setLightColor[1.0, 0.2, 0.2]; _misFlare14 lightAttachObject [_bomb14, [-5,0,0]]; sleep 1; deleteVehicle _misFlare13; _bomb15="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_15" select 0), (getmarkerPos "bombmkr_15" select 1), 200]; _bomb15 setDir 90; _bomb15 setVelocity [300,0,-200]; _misFlare15 = "#lightpoint" createVehicle (position _bomb15); _misFlare15 setLightBrightness 0.3; _misFlare15 setLightAmbient[1.0, 1.0, 1.0]; _misFlare15 setLightColor[1.0, 0.2, 0.2]; _misFlare15 lightAttachObject [_bomb15, [-5,0,0]]; sleep 1; deleteVehicle _misFlare14; _bomb1="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_1" select 0), (getmarkerPos "bombmkr_1" select 1), 200]; _bomb1 setDir 90; _bomb1 setVelocity [300,0,-200]; _misFlare1 = "#lightpoint" createVehicle (position _bomb1); _misFlare1 setLightBrightness 0.3; _misFlare1 setLightAmbient[1.0, 1.0, 1.0]; _misFlare1 setLightColor[1.0, 0.2, 0.2]; _misFlare1 lightAttachObject [_bomb1, [-5,0,0]]; sleep 1; deleteVehicle _misFlare15; _bomb2="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_2" select 0), (getmarkerPos "bombmkr_2" select 1), 200]; _bomb2 setDir 90; _bomb2 setVelocity [300,0,-200]; _misFlare2 = "#lightpoint" createVehicle (position _bomb2); _misFlare2 setLightBrightness 0.3; _misFlare2 setLightAmbient[1.0, 1.0, 1.0]; _misFlare2 setLightColor[1.0, 0.2, 0.2]; _misFlare2 lightAttachObject [_bomb2, [-5,0,0]]; sleep 1; deleteVehicle _misFlare1; _bomb3="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_3" select 0), (getmarkerPos "bombmkr_3" select 1), 200]; _bomb3 setDir 90; _bomb3 setVelocity [300,0,-200]; _misFlare3 = "#lightpoint" createVehicle (position _bomb3); _misFlare3 setLightBrightness 0.3; _misFlare3 setLightAmbient[1.0, 1.0, 1.0]; _misFlare3 setLightColor[1.0, 0.2, 0.2]; _misFlare3 lightAttachObject [_bomb3, [-5,0,0]]; sleep 1; deleteVehicle _misFlare2; _bomb4="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_4" select 0), (getmarkerPos "bombmkr_4" select 1), 200]; _bomb4 setDir 90; _bomb4 setVelocity [300,0,-200]; _misFlare4 = "#lightpoint" createVehicle (position _bomb4); _misFlare4 setLightBrightness 0.3; _misFlare4 setLightAmbient[1.0, 1.0, 1.0]; _misFlare4 setLightColor[1.0, 0.2, 0.2]; _misFlare4 lightAttachObject [_bomb4, [-5,0,0]]; sleep 1; deleteVehicle _misFlare3; _bomb5="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_5" select 0), (getmarkerPos "bombmkr_5" select 1), 200]; _bomb5 setDir 90; _bomb5 setVelocity [300,0,-200]; _misFlare5 = "#lightpoint" createVehicle (position _bomb5); _misFlare5 setLightBrightness 0.3; _misFlare5 setLightAmbient[1.0, 1.0, 1.0]; _misFlare5 setLightColor[1.0, 0.2, 0.2]; _misFlare5 lightAttachObject [_bomb5, [-5,0,0]]; sleep 1; deleteVehicle _misFlare4; _bomb6="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_6" select 0), (getmarkerPos "bombmkr_6" select 1), 200]; _bomb6 setDir 90; _bomb6 setVelocity [300,0,-200]; _misFlare6 = "#lightpoint" createVehicle (position _bomb6); _misFlare6 setLightBrightness 0.3; _misFlare6 setLightAmbient[1.0, 1.0, 1.0]; _misFlare6 setLightColor[1.0, 0.2, 0.2]; _misFlare6 lightAttachObject [_bomb6, [-5,0,0]]; sleep 1; deleteVehicle _misFlare5; _bomb7="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_7" select 0), (getmarkerPos "bombmkr_7" select 1), 200]; _bomb7 setDir 90; _bomb7 setVelocity [300,0,-200]; _misFlare7 = "#lightpoint" createVehicle (position _bomb7); _misFlare7 setLightBrightness 0.3; _misFlare7 setLightAmbient[1.0, 1.0, 1.0]; _misFlare7 setLightColor[1.0, 0.2, 0.2]; _misFlare7 lightAttachObject [_bomb7, [-5,0,0]]; sleep 1; deleteVehicle _misFlare6; _bomb8="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_8" select 0), (getmarkerPos "bombmkr_8" select 1), 200]; _bomb8 setDir 90; _bomb8 setVelocity [300,0,-200]; _misFlare8 = "#lightpoint" createVehicle (position _bomb8); _misFlare8 setLightBrightness 0.3; _misFlare8 setLightAmbient[1.0, 1.0, 1.0]; _misFlare8 setLightColor[1.0, 0.2, 0.2]; _misFlare8 lightAttachObject [_bomb8, [-5,0,0]]; sleep 1; deleteVehicle _misFlare7; _bomb9="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_9" select 0), (getmarkerPos "bombmkr_9" select 1), 200]; _bomb9 setDir 90; _bomb9 setVelocity [300,0,-200]; _misFlare9 = "#lightpoint" createVehicle (position _bomb9); _misFlare9 setLightBrightness 0.3; _misFlare9 setLightAmbient[1.0, 1.0, 1.0]; _misFlare9 setLightColor[1.0, 0.2, 0.2]; _misFlare9 lightAttachObject [_bomb9, [-5,0,0]]; sleep 1; deleteVehicle _misFlare8; _bomb10="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_10" select 0), (getmarkerPos "bombmkr_10" select 1), 200]; _bomb10 setDir 90; _bomb10 setVelocity [300,0,-200]; _misFlare10 = "#lightpoint" createVehicle (position _bomb10); _misFlare10 setLightBrightness 0.3; _misFlare10 setLightAmbient[1.0, 1.0, 1.0]; _misFlare10 setLightColor[1.0, 0.2, 0.2]; _misFlare10 lightAttachObject [_bomb10, [-5,0,0]]; sleep 1; deleteVehicle _misFlare9; sleep 1; deleteVehicle _misFlare10; { if((currentWaypoint OpfChop1)=3) then { OpfChop1 SetCurrentWaypoint [OpfChop1,4]; sleep 0.5; }; }; { if((currentWaypoint RadarGuards)=1) then { RadarGuards SetCurrentWaypoint [RadarGuards,2]; sleep 0.5; }; }; { if((currentWaypoint t721)=5) then { t721 SetCurrentWaypoint [t721,6]; sleep 0.5; }; }; { if((currentWaypoint sideBaseGuards1)=1) then { sideBaseGuards1 SetCurrentWaypoint [sideBaseGuards1,2]; sleep 0.5; }; }; { if((currentWaypoint OpfAPbmp1)=1) then { OpfAPbmp1 SetCurrentWaypoint [OpfAPbmp1,2]; sleep 0.5; }; }; }; }; exit;
  19. I wouldn't call it synchronizing the unit to the trigger because you don't use the synchronize tool in the editor to do what you are describing. To get the the trigger to only work for one group/unit you group the trigger to the group/unit. I think I read that in the manual/wiki. Make sure you read it. Good info in there that will save you a lot of time.
  20. i got the script to drop the bombs with the isServer in there. Then I needed to add some waypoint activation stuff into it and it broke the script again. If someone could take a look at this script and spot what I am not doing right it would be greatly appreciated. Everything should be fine until the bottom where I added the SetCurrentWaypoint commands. { if(isServer) then { sleep 60; ///delay before missiles/bombs get to target _bomb11="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_11" select 0), (getmarkerPos "bombmkr_11" select 1), 200]; _bomb11 setDir 90; _bomb11 setVelocity [300,0,-200]; _misFlare11 = "#lightpoint" createVehicle (position _bomb11); _misFlare11 setLightBrightness 0.3; _misFlare11 setLightAmbient[1.0, 1.0, 1.0]; _misFlare11 setLightColor[1.0, 0.2, 0.2]; _misFlare11 lightAttachObject [_bomb11, [-5,0,0]]; sleep 1; _bomb12="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_12" select 0), (getmarkerPos "bombmkr_12" select 1), 200]; _bomb12 setDir 90; _bomb12 setVelocity [300,0,-200]; _misFlare12 = "#lightpoint" createVehicle (position _bomb12); _misFlare12 setLightBrightness 0.3; _misFlare12 setLightAmbient[1.0, 1.0, 1.0]; _misFlare12 setLightColor[1.0, 0.2, 0.2]; _misFlare12 lightAttachObject [_bomb13, [-5,0,0]]; sleep 1; deleteVehicle _misFlare11; _bomb13="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_13" select 0), (getmarkerPos "bombmkr_13" select 1), 200]; _bomb13 setDir 90; _bomb13 setVelocity [300,0,-200]; _misFlare13 = "#lightpoint" createVehicle (position _bomb13); _misFlare13 setLightBrightness 0.3; _misFlare13 setLightAmbient[1.0, 1.0, 1.0]; _misFlare13 setLightColor[1.0, 0.2, 0.2]; _misFlare13 lightAttachObject [_bomb13, [-5,0,0]]; sleep 1; deleteVehicle _misFlare12; _bomb14="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_14" select 0), (getmarkerPos "bombmkr_14" select 1), 200]; _bomb14 setDir 90; _bomb14 setVelocity [300,0,-200]; _misFlare14 = "#lightpoint" createVehicle (position _bomb14); _misFlare14 setLightBrightness 0.3; _misFlare14 setLightAmbient[1.0, 1.0, 1.0]; _misFlare14 setLightColor[1.0, 0.2, 0.2]; _misFlare14 lightAttachObject [_bomb14, [-5,0,0]]; sleep 1; deleteVehicle _misFlare13; _bomb15="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_15" select 0), (getmarkerPos "bombmkr_15" select 1), 200]; _bomb15 setDir 90; _bomb15 setVelocity [300,0,-200]; _misFlare15 = "#lightpoint" createVehicle (position _bomb15); _misFlare15 setLightBrightness 0.3; _misFlare15 setLightAmbient[1.0, 1.0, 1.0]; _misFlare15 setLightColor[1.0, 0.2, 0.2]; _misFlare15 lightAttachObject [_bomb15, [-5,0,0]]; sleep 1; deleteVehicle _misFlare14; _bomb1="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_1" select 0), (getmarkerPos "bombmkr_1" select 1), 200]; _bomb1 setDir 90; _bomb1 setVelocity [300,0,-200]; _misFlare1 = "#lightpoint" createVehicle (position _bomb1); _misFlare1 setLightBrightness 0.3; _misFlare1 setLightAmbient[1.0, 1.0, 1.0]; _misFlare1 setLightColor[1.0, 0.2, 0.2]; _misFlare1 lightAttachObject [_bomb1, [-5,0,0]]; sleep 1; deleteVehicle _misFlare15; _bomb2="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_2" select 0), (getmarkerPos "bombmkr_2" select 1), 200]; _bomb2 setDir 90; _bomb2 setVelocity [300,0,-200]; _misFlare2 = "#lightpoint" createVehicle (position _bomb2); _misFlare2 setLightBrightness 0.3; _misFlare2 setLightAmbient[1.0, 1.0, 1.0]; _misFlare2 setLightColor[1.0, 0.2, 0.2]; _misFlare2 lightAttachObject [_bomb2, [-5,0,0]]; sleep 1; deleteVehicle _misFlare1; _bomb3="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_3" select 0), (getmarkerPos "bombmkr_3" select 1), 200]; _bomb3 setDir 90; _bomb3 setVelocity [300,0,-200]; _misFlare3 = "#lightpoint" createVehicle (position _bomb3); _misFlare3 setLightBrightness 0.3; _misFlare3 setLightAmbient[1.0, 1.0, 1.0]; _misFlare3 setLightColor[1.0, 0.2, 0.2]; _misFlare3 lightAttachObject [_bomb3, [-5,0,0]]; sleep 1; deleteVehicle _misFlare2; _bomb4="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_4" select 0), (getmarkerPos "bombmkr_4" select 1), 200]; _bomb4 setDir 90; _bomb4 setVelocity [300,0,-200]; _misFlare4 = "#lightpoint" createVehicle (position _bomb4); _misFlare4 setLightBrightness 0.3; _misFlare4 setLightAmbient[1.0, 1.0, 1.0]; _misFlare4 setLightColor[1.0, 0.2, 0.2]; _misFlare4 lightAttachObject [_bomb4, [-5,0,0]]; sleep 1; deleteVehicle _misFlare3; _bomb5="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_5" select 0), (getmarkerPos "bombmkr_5" select 1), 200]; _bomb5 setDir 90; _bomb5 setVelocity [300,0,-200]; _misFlare5 = "#lightpoint" createVehicle (position _bomb5); _misFlare5 setLightBrightness 0.3; _misFlare5 setLightAmbient[1.0, 1.0, 1.0]; _misFlare5 setLightColor[1.0, 0.2, 0.2]; _misFlare5 lightAttachObject [_bomb5, [-5,0,0]]; sleep 1; deleteVehicle _misFlare4; _bomb6="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_6" select 0), (getmarkerPos "bombmkr_6" select 1), 200]; _bomb6 setDir 90; _bomb6 setVelocity [300,0,-200]; _misFlare6 = "#lightpoint" createVehicle (position _bomb6); _misFlare6 setLightBrightness 0.3; _misFlare6 setLightAmbient[1.0, 1.0, 1.0]; _misFlare6 setLightColor[1.0, 0.2, 0.2]; _misFlare6 lightAttachObject [_bomb6, [-5,0,0]]; sleep 1; deleteVehicle _misFlare5; _bomb7="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_7" select 0), (getmarkerPos "bombmkr_7" select 1), 200]; _bomb7 setDir 90; _bomb7 setVelocity [300,0,-200]; _misFlare7 = "#lightpoint" createVehicle (position _bomb7); _misFlare7 setLightBrightness 0.3; _misFlare7 setLightAmbient[1.0, 1.0, 1.0]; _misFlare7 setLightColor[1.0, 0.2, 0.2]; _misFlare7 lightAttachObject [_bomb7, [-5,0,0]]; sleep 1; deleteVehicle _misFlare6; _bomb8="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_8" select 0), (getmarkerPos "bombmkr_8" select 1), 200]; _bomb8 setDir 90; _bomb8 setVelocity [300,0,-200]; _misFlare8 = "#lightpoint" createVehicle (position _bomb8); _misFlare8 setLightBrightness 0.3; _misFlare8 setLightAmbient[1.0, 1.0, 1.0]; _misFlare8 setLightColor[1.0, 0.2, 0.2]; _misFlare8 lightAttachObject [_bomb8, [-5,0,0]]; sleep 1; deleteVehicle _misFlare7; _bomb9="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_9" select 0), (getmarkerPos "bombmkr_9" select 1), 200]; _bomb9 setDir 90; _bomb9 setVelocity [300,0,-200]; _misFlare9 = "#lightpoint" createVehicle (position _bomb9); _misFlare9 setLightBrightness 0.3; _misFlare9 setLightAmbient[1.0, 1.0, 1.0]; _misFlare9 setLightColor[1.0, 0.2, 0.2]; _misFlare9 lightAttachObject [_bomb9, [-5,0,0]]; sleep 1; deleteVehicle _misFlare8; _bomb10="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_10" select 0), (getmarkerPos "bombmkr_10" select 1), 200]; _bomb10 setDir 90; _bomb10 setVelocity [300,0,-200]; _misFlare10 = "#lightpoint" createVehicle (position _bomb10); _misFlare10 setLightBrightness 0.3; _misFlare10 setLightAmbient[1.0, 1.0, 1.0]; _misFlare10 setLightColor[1.0, 0.2, 0.2]; _misFlare10 lightAttachObject [_bomb10, [-5,0,0]]; sleep 1; deleteVehicle _misFlare9; sleep 1; deleteVehicle _misFlare10; { if((currentWaypoint OpfChop1)=3) then { OpfChop1 SetCurrentWaypoint [OpfChop1,4]; sleep 0.5; }; }; { if((currentWaypoint RadarGuards)=1) then { RadarGuards SetCurrentWaypoint [RadarGuards,2]; sleep 0.5; }; }; { if((currentWaypoint t721)=5) then { t721 SetCurrentWaypoint [t721,6]; sleep 0.5; }; }; { if((currentWaypoint sideBaseGuards1)=1) then { sideBaseGuards1 SetCurrentWaypoint [sideBaseGuards1,2]; sleep 0.5; }; }; { if((currentWaypoint OpfAPbmp1)=1) then { OpfAPbmp1 SetCurrentWaypoint [OpfAPbmp1,2]; sleep 0.5; }; }; }; }; exit;
  21. Deathcon5

    dedicated server 1.05

    want 128 AI? here's how. Seriously, try out the editor. It's easy. open Utes. place a BlueFor as PLAYER, put him on the hill south of the airstrip with a M107. Click groups on the right. double click the map and select Opfor, Infantry squad and then click waypoint double click again and set it to GUARD. Drag a box around the opfor and their waypoint. Hit CTRL C and then hit CTRL V about 10 times. hit Preview and play. You just made a mission.
  22. nice that's much more precise.. I have 1 new problem. I hosted a MP game so my friend and I could test out the mission and it spawned 2 bombs for each of the 15 markers. Which isn't that big of a deal but when 5 players are on that will mean 5 for each. I have had this problem before and looked it up and I tried using isServer and it just did nothing (0 bombs). Will that only work on dedicated servers? My syntax: if (isserver) then { CODE HERE };
  23. Thanks for the tip. I got a decent effect with the light. The only thing is that there isn't that bright point of light like you get with the flare. It still looks pretty nice. I had to delete the light or the light just sits on the ground after the explosion permanently. Here it is if anyone wants to play around with it. Just place your marker about 250 meters west of the target. Now to make it for 15 bombs... :) _bomb3="Bo_GBU12_LGB" createVehicle [(getmarkerPos "bombmkr_13" select 0), (getmarkerPos "bombmkr_13" select 1), 200]; _bomb3 setDir 90; _bomb3 setVelocity [300,0,-200]; _misFlare3 = "#lightpoint" createVehicle (position _bomb3); _misFlare3 setLightBrightness 0.3; _misFlare3 setLightAmbient[1.0, 1.0, 1.0]; _misFlare3 setLightColor[1.0, 0.2, 0.2]; _misFlare3 lightAttachObject [_bomb3, [-5,0,0]]; sleep 2; deleteVehicle _misFlare3; exit;
  24. OK, this makes no sense to me. Maybe you guys can figure this out. I searched and haven't found a reference to it. I have a OPFOR not present trigger over an enemy stronghold. If I take my team in and shoot everyone dead the trigger works fine. But, If I call in an airstrike through SOM and blow the whole building away, the OPFOR not present trigger will not activate even though there are no OPFOR present. Really weird.
  25. You could do something as simple as put setVelocity x,y,z command in a waypoint halfway down the runway in the on activation area. y is North south, x is east west, just use negative values for west and south. combine them for other vectors. For example MyC130 setVelocity [-150, 150, 10] would make the plane named MyC130 go NorthWest with a little bump up into the air too when it hits the waypoint. vehicle setVelocity [x, y, z] Its an instant JATO rocket :)
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