strike0277
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Posts posted by strike0277
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Any Idea when the updated versiom will available again?
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Ahh, okay thanks.
so if I understand the instructions correctly, by using the script suite niether the client or the server needs the mod for this to function. Is that correct?As minimum, RscTitles section is defined twice.Move #include "mando_missiles\mando_missiletitles.h" into to the other RscTitles section, or move that one into the first one.
class RscTitles
{
#include "R3F_ARTY_AND_LOG\desc_rsct_include.h"
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Looks like OFPEC is down. is there another way to get this? The link from Armaholic is non responsive as well.
I down loaded the Arma 2 version on the last page. Using the script suite when I go to preview it in the editor the game shuts doen with an error in the description.ext RscTitles:Member already defined. Here is the Description.ext
onLoadMission= [ TFKW ] WWW.TFKWOA.COM;
loadScreen = "ca\Missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa";
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 32;
playerCountMultipleOf = 1;
};
#include "evoUI.hpp"
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"
// End of Needed for Mando Missile ArmA
class RscTitles
{
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA
};
class CfgSounds
{
sounds[] = {};
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
// End of Needed for Mando Missile ArmA
};
class CfgRadio
{
};
class CfgSounds
{
sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old,
Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,
Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here};
class none
{
name = "none";
sound[] = {"none.ogg", db-5, 1.0};
titles[] = {};
};
class Incoming
{
name = "Incoming";
sound[] = {"Sound\incoming.ogg", db-5, 1.0};
titles[] = {};
};
class rocketaway
{
name = "rocketaway";
sound[] = {"Sound\rocket_away.ogg", 1, 1.0};
titles[] = {};
};
class r_incoming
{
name = "r_incoming";
sound[] = {"Sound\r_incoming.ogg", 1, 1.0};
titles[] = {};
};
class explo_large
{
name = "explo_large";
sound[] = {"Sound\explo_large.ogg", 1, 1.0};
titles[] = {};
};
class Paycall
{
name = "Paycall";
sound[] = {"Sound\Paycall.ogg", db-1, 1.0};
titles[] = {};
};
class Recall
{
name = "Recall";
sound[] = {"Sound\Fanfare.ogg", db-1, 1.0};
titles[] = {};
};
class Goodjob
{
name = "Goodjob";
sound[] = {"Sound\goodjob.ogg", db-1, 1.0};
titles[] = {};
};
class Jay
{
name = "Jay";
sound[] = {"Sound\aawar.ogg", db+5, 1.18};
titles[] = {};
};
class Disco
{
name = "Discos";
sound[] = {"Sound\Disco.ogg", db-11, 1.0};
titles[] = {};
};
class Brian_Im_hit
{
name="Brian_Im_hit";
sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};
titles[]={};
};
class Brian_Im_bleeding
{
name="Brian_Im_bleeding";
sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0};
titles[]={};
};
class Brian_Medic
{
name="Brian_Medic";
sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0};
titles[]={};
};
class Brian_Bastards
{
name="Brian_Bastards";
sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit_Man_down
{
name="Brian_Shit_Man_down";
sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0};
titles[]={};
};
class Brian_Oh_no
{
name="Brian_Oh_no";
sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck
{
name="Brian_Fuck";
sound[]={"sound\UNIV_v24.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck_it
{
name="Brian_Fuck_it";
sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit
{
name="Brian_Shit";
sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0};
titles[]={};
};
class Brian_Need_help
{
name="Brian_Need_help";
sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0};
titles[]={};
};
class Brian_A_little_help_here
{
name="Brian_A_little_help_here";
sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0};
titles[]={};
};
};
class CfgIdentities
{
class thedood
{
name = "thedood";
face = "Face20";
glasses = "None";
speaker = "Dan";
pitch = 1.1;
};
};
class Border
{
idc = -1;
type = 0;
style = 0;
colorBackground[] = {0.00, 0.00, 0.00, 0.20};
colorText[] = {0.00, 0.00, 0.00, 1.00};
font = "TahomaB";
sizeEx = 0.023;
h = 0.02;
};
class Border2
{
idc = -1;
type = 0;
style = 0;
colorBackground[] = {0.00, 0.00, 0.00, 0.50};
colorText[] = {0.00, 0.00, 0.00, 1.00};
font = "TahomaB";
sizeEx = 0.023;
h = 0.02;
};
class Border3
{
idc = -1;
type = 0;
style = 0;
colorBackground[] = {0.00, 0.00, 0.00, 0.00};
colorText[] = {1.00, 1.00, 1.00, 1.00};
font = "TahomaB";
sizeEx = 0.023;
h = 0.02;
};
class RscTitles
{
#include "R3F_ARTY_AND_LOG\desc_rsct_include.h"
titles[] =
{
"Evo","Evoadd","screen"
};
class Evo
{
idd=-1;
movingEnable = true;
duration=6;
fadein=5;
fadeout=0;
name = "Evo";
controls[]=
{
Picture
};
class Picture : RscPicture
{
x = 0.25;
y = 0;
w = 0.4;
h = 0.4;//0.05
text = "data\evo.paa";
sizeEx = 0.04;
style=48;
};
};
class Backpacks
{
class US_Patrol_Pack_EP1 {count = 4; };
class US_Assault_Pack_EP1 {count = 4; };
};
class Evoadd
{
idd=-2;
movingEnable = true;
duration=5;
fadein=0;
name = "Evoadd";
controls[]=
{
Picture
};
class Picture : RscPicture
{
x = 0.25;
y = 0;
w = 0.4;
h = 0.4;//0.05
text = "data\evo_blue.paa";
sizeEx = 0.04;
style=48;
};
};
class screen
{
idd=-1;
movingEnable=1;
duration=10e10;
fadein=0;
fadeout=1;
name="Screen";
onload = "uinamespace setvariable ['str_screen',_this select 0];";
class controlsbackground
{
class vignette: RscPicture
{
idc = -1;
text="ca\missions_ew\img\vignette_ca.paa";
x=safezoneX;
y=safezoneY;
w=safezoneW;
h=safezoneH;
colortext[] = {1,1,1,0.7};
};
};
class controls
{
class screen_0: RscPicture
{
idc = 1000;
text="ca\missions_ew\img\screen_dirt_ca.paa";
x=safezoneX;
y=safezoneY;
w=0;
h=0;
};
class screen_1: screen_0 {idc = 1001; text="ca\missions_ew\img\screen_blood_1_ca.paa";};
class screen_2: screen_0 {idc = 1002; text="ca\missions_ew\img\screen_blood_2_ca.paa";};
class screen_3: screen_0 {idc = 1003; text="ca\missions_ew\img\screen_blood_3_ca.paa";};
class screen_4: screen_0 {idc = 1004; text="ca\missions_ew\img\screen_blood_1_ca.paa";};
class screen_5: screen_0 {idc = 1005; text="ca\missions_ew\img\screen_blood_2_ca.paa";};
class screen_6: screen_0 {idc = 1006; text="ca\missions_ew\img\screen_blood_3_ca.paa";};
};
};
};
titleParam1="Respawn type";
valuesParam1[]={1,0,2};
defvalueParam1=1;
textsParam1[]={"Revive/Base","Revive only","Base only"};
titleParam2 = "Number of Revives";
valuesParam2[] = {2000,1000,20,10,7,5,4,3,2,1};
defValueParam2 = 1000;
textsParam2[] = {"No Revive","Unlimited","20","10","7","5","4","3","2","1"};
class Params
{
class Missiontime
{
//paramsArray[2]
title="Time Of Day";
values[]={3,5,7,9,12,15,18,21,0};
texts[]={"04:00","06:00","08:00","10:00","13:00","16:00","19:00","22:00","01:00"};
default = 5;
};
class Grass
{
//paramsArray[3]
title = "Grass";
values[] = {0,1,2,3,4};
texts[] = {"No Grass", "Default MP", "Default SP", "More", "Max"};
default = 1;
};
class View
{
//paramsArray[4]
title = "View distance";
values[] = {500,800,1000,1300,1500,1800,2000,2300,2500,2800,3000,3300,3500,3800,4000,4300,4500,4800,5000,6000,7000,8000,9000,10000};
texts[] = {"500 m","800 m","1000 m","1300 m","1500 m","1800 m","2000 m","2300 m","2500 m","2800 m","3000 m","3300 m","3500 m","3800 m","4000 m","4300 m","4500 m","4800 m","5000 m","6000 m","7000 m","8000 m","9000 m","10000 m"};
default = 5000;
};
class Mhqbeam
{
//paramsArray[5]
title = "Base to MHQ teleport";
values[] = {0,1};
texts[] = {"Disabled", "Enabled"};
default = 0;
};
class Basebeam
{
//paramsArray[6]
title = "MHQ to base teleport";
values[] = {0,1};
texts[] = {"Disabled", "Enabled"};
default = 0;
};
class Farpbeam
{
//paramsArray[7]
title = "Base to FARP teleport";
values[] = {0,1};
texts[] = {"Disabled", "Enabled"};
default = 0;
};
class Vehiclelock
{
//paramsArray[8]
title = "Rank version";
values[] = {0,1,2,3};
texts[] = {"Locked", "Unlocked", "Vehicles Locked Only", "Equipment Locked Only"};
default = 1;
};
class Difficulty
{
//paramsArray[9]
title = "Troop Size Defense";
values[] = {60,30,10,5};
texts[] = {"Minimum", "Normal", "Hard", "Extreme"};
default = 5;
};
class Loadout
{
//paramsArray[10]
title = "Weapon Loadout";
values[] = {0,1};
texts[] = {"Original ArmA II", "Evolution"};
default = 1;
};
class Town
{
//paramsArray[11]
title = "Start at Town";
values[] = {1,2,3,4,5,6,7,8,9,10};
texts[] = {"Nagara", "Nur", "Bastam", "Zavarak", "Garmsar", "Timurkalay", "Feruz Abad", "Shukuralay", "Chak Chak", "Loy Manara"};
default = 1;
};
class Performance
{
//paramsArray[12]
title = "Performance";
values[] = {1,2};
texts[] = {"Sky + Environment ON", "Original EVO"};
default = 1;
};
class weathersystem
{
//paramsArray[13]
title = "Sandstorm";
values[] = {1,2};
texts[] = {"ON", "OFF"};
default = 1;
};
class contermeassure
{
//paramsArray[14]
title = "Conterattacks";
values[] = {1,2};
texts[] = {"enemy attacks base", "no Conterattacks"};
default = 2;
};
/*
class enemyairsupport
{
//paramsArray[16]
title = "Enemy Air Support";
values[] = {1,2,3};
texts[] = {"OFF", "ON", "Extreme"};
default = 1;
};
class ranksystem
{
//paramsArray[17]
title = "Ranksystem";
values[] = {1,2,3};
texts[] = {"Easy", "Normal", "Hard"};
default = 1;
};
*/
};
estimatedTimeLeft = 600;
respawn = "BASE";
respawndelay = 4;
debriefing =1;
disabledAI=1;
showGPS=1;
showRadio=1;
briefing=1;
// #include "revive_sqf\dialogs\config.cpp"
#include "revive_sqf\dialogs\define.hpp"
#include "revive_sqf\dialogs\rev_cam_dialog.hpp"
#include "revive_sqf\dialogs\respawn_button_1.hpp"
#include "revive_sqf\dialogs\respawn_button_2.hpp"
#include "revive_sqf\dialogs\respawn_button_3.hpp"
#include "revive_sqf\dialogs\respawn_button_4.hpp"
#include "revive_sqf\dialogs\respawn_button_1b.hpp"
#include "revive_sqf\dialogs\respawn_button_1c.hpp"
#include "revive_sqf\dialogs\respawn_button_2b.hpp"
#include "revive_sqf\dialogs\respawn_button_3b.hpp"
#include "revive_sqf\dialogs\respawn_button_4b.hpp"
#include "revive_sqf\dialogs\respawn_button_1map.hpp"
#include "revive_sqf\dialogs\respawn_button_2map.hpp"
#include "revive_sqf\dialogs\respawn_button_3map.hpp"
#include "revive_sqf\dialogs\respawn_button_4map.hpp"
#include "revive_sqf\dialogs\OK_map.hpp"
#include "revive_sqf\dialogs\dead_cam_dialog.hpp"
#include "R3F_ARTY_AND_LOG\desc_include.h"
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Okay, so there was a comma where it should'nt have been. Working wonderful now.
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Yes, I was having another issue. It didn't work when they were active.
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Could it be conflicting with the locking code for the ranks?
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Well here is the init. I'm not sure how to use the -showscripterrors
---------- Post added at 11:22 PM ---------- Previous post was at 11:22 PM ----------
diag_log format ["########################## %1 ################################", missionName];
//////////////////////////////////////////
//////////////////////////////////////////
// TFKW Unit Meber U.I.D's for coppers
//masterUIDArray = ["UID","UID","UID",];
//masterClassArray = ["AH64D_EP1","C130J_US_EP1","UH60M_EP1","MH60S","C130J","UH60M_MEV_EP1","AH1Z"];
////////////////////////////////////////
//Enemy accuracy
//{
// if (side _x == east) then {
// _x setskill ["aimingAccuracy",0.15];
// _x setskill ["spotDistance",0.85];
// _x setskill ["spotTime",0.85];
// _x setskill ["courage",0.85];
// _x setskill ["commanding",0.85];
// _x setskill ["aimingShake",0.15];
_x setskill ["aimingSpeed",0.65];
// };
///////////////////////////////////////
spawntype = param1;
EVOhour = paramsArray select 2;
grasslevel = paramsArray select 3;
if (grasslevel == 0) then {setTerrainGrid 50};
if (grasslevel == 1) then {setTerrainGrid 25};
if (grasslevel == 2) then {setTerrainGrid 12.5};
if (grasslevel == 3) then {setTerrainGrid 6.25};
if (grasslevel == 4) then {setTerrainGrid 3.125};
viewparam = paramsArray select 4;
ranklock = paramsArray select 8;
diffparam = paramsArray select 9;
loadoutparam = paramsArray select 10;
townparam = paramsArray select 11;
performanceparam = paramsArray select 12;
EVO_weathersystem = paramsArray select 13;
EVO_contermeassures = paramsArray select 14;
enemyairsupport = paramsArray select 16;
ranksystem = paramsArray select 17;
enableSaving [false, false];
enableEnvironment false;
// Respawn settings
publicVariable "spawntype";
if (spawntype == 0 or spawntype == 1) then {server execVM "revive_init.sqf"};
if (spawntype == 2) then {"Respawn_west" setMarkerPos [(getMarkerPos "base" select 0),(getMarkerPos "base" select 1)]};
//debug=true
if (performanceparam == 1) then {enableEnvironment true};
if (performanceparam == 2) then {enableEnvironment false};
[] execVM "Briefing.sqf";
// Score required to attain each rank.
BIS_EVO_rank1 = 1;
BIS_EVO_rank2 = 2;
BIS_EVO_rank3 = 3;
BIS_EVO_rank4 = 4;
BIS_EVO_rank5 = 5;
BIS_EVO_rank6 = 6;
BIS_EVO_GlobalSleep = 0.1; // Global sleep is used after spawning a unit.
if (townparam == 1) then { BIS_EVO_MissionProgress = 0;};
if (townparam == 2) then { BIS_EVO_MissionProgress = 1;};
if (townparam == 3) then { BIS_EVO_MissionProgress = 2;};
if (townparam == 4) then { BIS_EVO_MissionProgress = 3;};
if (townparam == 5) then { BIS_EVO_MissionProgress = 4;};
if (townparam == 6) then { BIS_EVO_MissionProgress = 5;};
if (townparam == 7) then { BIS_EVO_MissionProgress = 6;};
if (townparam == 8) then { BIS_EVO_MissionProgress = 7;};
if (townparam == 9) then { BIS_EVO_MissionProgress = 8;};
if (townparam == 10) then { BIS_EVO_MissionProgress = 9;};
BIS_EVO_MissionProgress = 0;
// Sub mission conditions
BIS_EVO_Onmission=false;
BIS_EVO_sobj1=false;
BIS_EVO_radios = [city1,city2,city3,city4,city5,city6,city7,city8,city9,city10]; // Each radio in each town
BIS_EVO_MissionTowns = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10"];// Each mission objectives town marker.
// Set difficulty
// Easy
if (diffparam == 60) then
{
BIS_EVO_Infantry = [[4,8],[5,10],[6,12],[7,14],[7,14],[8,16],[8,16],[9,18],[10,20],[10,20]];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[4,5],[4,5],[6,7],[6,7],[6,7],[7,7],[7,8],[7,8],[8,9],[8,10]];//[Actual number of groups,Base number of groups]
};
// Normal
if (diffparam == 30) then
{
BIS_EVO_Infantry = [[6,12],[6,12],[8,16],[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[20,40]];//[Actual number of groups,Base number of groups]//Razor
BIS_EVO_Mechanized = [[4,5],[5,6],[5,6],[6,8],[6,8],[8,10],[10,12],[15,16],[16,18],[16,18]];//[Actual number of groups,Base number of groups]//Razor
};
// Hard
if (diffparam == 10) then
{
BIS_EVO_Infantry = [[15,30],[20,40],[25,50],[25,50],[30,60],[35,70],[40,80],[40,80],[45,90],[45,90]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[10,12],[12,14],[12,14],[14,16],[14,16],[18,20],[20,22],[20,22],[22,24],[22,24]];//[Actual number of groups,Base number of groups]
};
// Extreme
if (diffparam == 5) then
{
BIS_EVO_Infantry = [[20,40],[25,50],[25,50],[30,60],[35,70],[40,80],[45,90],[50,100],[55,110],[55,110]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[22,44],[22,44],[24,48],[24,48]];//[Actual number of groups,Base number of groups]
};
// The actual amount of infantry and mechanized enemy groups in a city.|When this number falls lower the the base amount, reinforcements are sent.
// The base amount of infantry and mechanized enemy groups in a city|If all of a group die the number is decremented.
BIS_EVO_CivCount = 0; // Number of civilians spawned
#include "R3F_ARTY_AND_LOG\init.sqf";
BIS_EVO_vdist=viewparam; // clients saved view distance
BIS_EVO_avdist=viewparam+1000; // clients saved air vehicle view distance
BIS_EVO_gdate = [2007,7,4,EVOhour,59]; // Current date and time
BIS_EVO_Playerlist = []; // List of player names.
BIS_EVO_Playercount = 0; // Amount of players in the game
BIS_EVO_lives=500; // Amount of deaths allowed in a game before it ends when paarm is active
BIS_EVO_PlayerSkill = 0.0;
BIS_EVO_allvar_packed = ""; // String transmitted to JIP clients containing all vars.
BIS_EVO_end=false; // Used to trigger the end of the game
BIS_EVO_sop=objNull; // Sub objective player
BIS_EVO_sot=objNull; // Sub objective target (radio or officer)
BIS_EVO_sor=0; // Sub objective reward
BIS_EVO_sup=objNull; // Player calling support
CB_sup=objNull; // by psycho
BIS_EVO_sut=""; // Type of support called
BIS_EVO_sur="";
BIS_EVO_fattack=false; // detects if the player was attacked by the enemy for medic rewards.
BIS_EVO_mpoint=objNull; // Player eligible for a medic reward.
BIS_EVO_epoint=objNull; // Player eligible for a repair reward.
BIS_EVO_dunit="none"; // Name of disconnection player.
BIS_EVO_runit=objNull; // Player who requires an AI recruit
BIS_EVO_rtype="none"; // Type of AI to be delivered
BIS_EVO_tunit=objNull; // Target player for a join group request
BIS_EVO_junit = objNull; // Player who wishes to join the group
BIS_EVO_jgroup=grpNull; // group junit wants to join
BIS_EVO_lunit = objNull; // Laser target near the bomb site for shared point laser designation
BIS_EVO_lpoint = 2; // Points the designator will receive.
BIS_EVO_punit=objNull; // Player requesting submission.
BIS_EVO_prew=0; // reward score for mission.
BIS_EVO_aunit=objNull; // Player who will be promoted
BIS_EVO_arank="NULL"; // New rank the player will get
BIS_EVO_EngZone = objNull; //Engineer zone
BIS_EVO_elock = 0; // Remembers if the engineer has his truck locked
BIS_EVO_ltrk = objNull; // The truck that is locked
BIS_EVO_mtar=objNull; // the target that the missile is attacking in AA warning
BIS_EVO_fmission=false; // Limits support to one request at a time.
BIS_EVO_latk=objNull; // Person attacking a radio tower
10 setRadioMsg "NULL";
BIS_EVO_Objective0 = taskNull; // Idle objective
BIS_EVO_Objective1 = taskNull; //City 1 to
BIS_EVO_Objective2 = taskNull;
BIS_EVO_Objective3 = taskNull;
BIS_EVO_Objective4 = taskNull;
BIS_EVO_Objective5 = taskNull;
BIS_EVO_Objective6 = taskNull;
BIS_EVO_Objective7 = taskNull;
BIS_EVO_Objective8 = taskNull;
BIS_EVO_Objective9 = taskNull;
BIS_EVO_Objective10 = taskNull; // City10
BIS_EVO_Objective11 = taskNull;
// Common function to lock vehicles.
//BIS_EVO_Lock =
//{
// _vec = _this select 0;
// if(Param1 == 7) then {_vec lock true} else {_vec lock false};
//};
// Detects empty enemy vehicles and deletes them.
BIS_EVO_IdelSVEC =
{
_svec = _this select 0;
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
if(not alive _svec or count units _svec == 0) then {_loop=1};
Sleep 4.0;
};
sleep 2.0;
if(not alive _svec) exitWith {};
sleep 300;
if(count units _svec == 0) then
{
{_x setpos position _svec} forEach crew _svec;
sleep 1.0;
deletevehicle _svec
};
};
BIS_EVO_aaweapons = ["M_Sidewinder_AA","M_R73_AA","M_Strela_AA","M_Stinger_AA"]; // All ammo that will set off a missile warning
BIS_EVO_pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","Laserbatteries","MAAWS_HEAT","MAAWS_HEAT","MAAWS_HEAT","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17"];// The players default load out
BIS_EVO_pweapons = ["SCAR_L_STD_HOLO","MAAWS","glock17_EP1","Binocular_Vector","Laserdesignator"]; // The players default load out
BIS_EVO_PlayerModel = "US_Soldier_EP1"; // The players default Model
"0" objstatus "Active";
"1" objstatus "Active";
"2" objstatus "Active";
"3" objstatus "Active";
"4" objstatus "Active";
"5" objstatus "Active";
"6" objstatus "Active";
"7" objstatus "Active";
"8" objstatus "Active";
"9" objstatus "Active";
"10" objstatus "Active";
"11" objstatus "Active";
setDate BIS_EVO_gdate;
_base = [] execVM "data\scripts\BIS_EVO_GetRelDir.sqf";
_spawnv = [] execVM "data\scripts\BIS_EVO_CreateVehicle.sqf";
if (isServer) then
{
{_x addEventHandler ["hit", {if((_this select 1) != BIS_EVO_latk) then {(_this select 0) setdamage 0}}]} forEach BIS_EVO_radios;
onplayerconnected "[server] exec ""data\scripts\update.sqf"";if(BIS_EVO_dunit == _name) then {BIS_EVO_dunit = ""none""}";
onPlayerDisconnected "
BIS_EVO_dunit = _name;
_mark = format[""%1mash"",BIS_EVO_dunit];
deleteMarker _mark;
_mark = format[""%1farp"",BIS_EVO_dunit];
deleteMarker _mark;
[] execVM ""data\scripts\noplayermove.sqf"";
";
};
XGreyText = {"<t color='#f0bfbfbf'>" + _this + "</t>"};
XRedText = {"<t color='#f0ff0000'>" + _this + "</t>"};
XYellowText = {"<t color='#fcf304'>" + _this + "</t"}; //added Razor
if (isServer and not (local player)) exitWith {};
// Large marker seen over occupied cites
BIS_EVO_MainObjective = createMarkerLocal ["MainObj", getMarkerPos "mobj1"];
BIS_EVO_MainObjective setMarkerColorLocal "ColorBlack";
BIS_EVO_MainObjective setMarkerShapeLocal "ELLIPSE";
BIS_EVO_MainObjective setMarkerSizeLocal [500, 500];
// For jip, client waits for server to run update.sqf
waitUntil {BIS_EVO_allvar_packed != ""};
_temp = compile BIS_EVO_allvar_packed;
_vars = call _temp;
BIS_EVO_end = _vars select 0;
BIS_EVO_MissionProgress = _vars select 1;
BIS_EVO_lives = _vars select 2;
// ----------below this line edit by psycho----------
setfire = true;
//CB_uav_ready = true;
conter_hint = false;
publicVariable "conter_hint";
titleCut ["","black faded", 0];
//code original from doolitle - matched by psycho
if (local player) then
{
_myIn =
{
private ["_return"];
_return = false;
{
if (_x == _this select 0) exitWith {_return = true};
}
forEach (_this select 1);
_return;
};
_cfg = configFile/"CfgPatches";
for [{_i = 0}, {_i < count _cfg}, {_i = _i + 1}] do
{
if (isClass (_cfg select _i) and [configName (_cfg select _i), ["ACE_Main"]] call _myIn) then
{
diag_log format ["Initialisation for %1 stoped! ---- Reason: ACE-Mod is not allowed in this Mission. Please disable this Mod for playing %1. --------------------------", missionName];
_trg = createTrigger ["EmptyDetector", [0,0]];
_trg setTriggerStatements ["true", "", ""];
_trg setTriggerType "END6";
};
};
Mod_Check_done = true;
};
waitUntil {not isNil "Mod_check_done"};
if (local player) then {[] spawn {sleep 10; hintSilent "Modcheck Succeeded --- all your Mods are allowed...";}};
---------- Post added at 11:24 PM ---------- Previous post was at 11:22 PM ----------
Now I did rem out the code, but that was after I tried it. I couldn't get evo the throw up it's first task with the AI Skill in the init.sqf so I remed out everything to fix it.
-
Yes. I am entering in to the pilot pos. and it allowes me to do so with out my uid number in the init.sqf
-
@ ChacneJust put that code in the init.sqf
I currently use this code:
{ if (side _x == east) then { _x setskill ["aimingAccuracy",0.15]; _x setskill ["spotDistance",0.85]; _x setskill ["spotTime",0.85]; _x setskill ["courage",0.85]; _x setskill ["commanding",0.85]; _x setskill ["aimingShake",0.15]; _x setskill ["aimingSpeed",0.65]; }; } foreach allunits;That makes the enemy AI spot you easier, attack you faster and with more courage but makes them bad shooters...i like this "Shooter-Feeling" !
Will this work in Evo, Warfare or Domination?
-
While others have had good luck getting this to work, I have not. I've added this to my init.sqf:
masterUIDArray = ["UID","UID","UID",];
masterClassArray = ["AH64D_EP1","C130J_US_EP1","UH60M_EP1","MH60S","C130J","UH60M_MEV_EP1","AH1Z"];
And have added to a repeatedly activated trigger:
Condition field: vehicle player != player (This is verbatim.)
Activation Field: if (typeOf (vehicle player) in masterClassArray) then {if ((vehicle player emptyPositions "driver" == 0) && (player != driver vehicle player)) exitWith {};if (getPlayerUID player in masterUIDArray) then {hint "TFKW member confirmed -- Good Hunting!"} else {player action ["getOut",(vehicle player)];hint "Only TFKW members are authorized to use this vehicle!"}}
I've tested it on my dedicated server with out my UID added to the Init.sqf and it still allows me to get in the chopper.
I know I've mucked something up, but no idea where.
Thanks for any help guys.
-
Awesome, thank you.
-
An alternative would be to use an event handler, for example:this addEventHandler ["GetIn", { if ((_this select 1 == "driver") && (_this select 2 != pilot1)) then { (_this select 2) action ["EJECT", _this select 0] }; }]That would check if the driver is pilot1 else eject him, also it would only run when someone gets in so you dont have to keep track of lots of spawned code.
Could you also do this using player UID numbers?
-
Okay, thank you so much. I'll try it out.
-
Okay, my next question would be do I have to put the max amount of enemy ai on the map, then use the param to scale them back?
-
-
How do I go about setting up AI difficulty to be selectable in mission params? I understand the titles and such go into the Description.ext but I'm confused.
Do I set the max number of AI available on the map so the parameters can scale them back based on the settings?
Better yet this is what I'm looking to do. Every mission I build I would like to have the ability to set the AI strength and difficulty at the start of the mission as It would depend on how many of my members have shown up for that OP.
Thanks for any and all help guys.
-
Is it possible, and if so, to lock Choppers out (Or any vehicle for that matter) for all but certain players?
Example: Attack Choppers for specific players, and pilot positions for transport by player UID but allows passengers to get in the back. OR can I do it by player slot when they first join?
Thanks for any and all help guys.
-
Thanks. I need to work it quick though. I have a unit op tonight at 7pm est but I'm working till 5 today..lol
I was thinking about the functions module as I'd read some where it could be done with that on the map and a trigger.
-
Simple. In the editor, double click on the unit you want to spawn as, and in the unit box find the "Control" option. Click on it, and set the unit as "playable". Then while ingame, press "T" to bring up the team switch window, and then click on the AI unit's name to spawn as him.Or... have I missinterpreted your question?
I was referring to spawing in enemy ai groups.
Kylania is there any way you can clarify how to use what you put down? I'm not sure how to make it work. Do I put down a trigger and the commands in it's init line? And how do I put in the center?
-
I have several questions;
-How do I spawn in AI? (I know there are scripts, but thought I read somewhere there is a bis function I could throw in to a trigger)
-Is there any way I can set up the SpecOp with a trigger?
I have more, but I can't think of them now. thanks for any help guys.
-
Just add playable slots and turn off the AI.Cool, didn't realize it was that easy. Thanks a bunch Kylania !
-
I've searched to forums and am unable to find a straight forward answer as to how to implement Join in progress into my MP missions. What I would like to do is the following:
Have players beable to join in progress like in the Evo maps. where you don't have a bunch of AI bodies standing around waiting to be filled. They'll have a list of options to take as far as unit is concerned, IE Rifleman, Medic ect..ect.
If any one could please help.
Thanks
-
I'd like to create a dynamic mp mission by having us contacted while on patrol to take part in missions. I DL a mission a long time ago and had an hd crash and lost it, but it showed how to implement it. I think it was done with modules.
If any one could help I'd really appreciate it.
Never mind. It's the SpecOps module. DUH !!!
-
www.tfkwoa.com We are recruiting. We are a mature group of players that are looking for like minded people. We are a realism unit but our emphasis is on team work and fun. We have plenty of room for any of our members to grow with us. We are playing Combined Ops so we have the best of both worlds. If you're interested check us out.
TS IP ts45.clanservers.com port 9152
In your filter put in TFKW to find our 32 slot game server .
We look forward to seeing you there !
Mando Missile ArmA for ArmA 2
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Thank you so much for your time. I'm having a heck of a time though. I'm not sure where to include this to my Description.ext
sounds[] = {};
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
// End of Needed for Mando Missile ArmA
};
Now mind you I'm trying to add this to an evo Desription.ext file. I'm assuming it should go in here somewhere, but no matter what I try it crashes my game when I include it in.
class CfgSounds
{
sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old,
Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,
Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here};
class none
{
name = "none";
sound[] = {"none.ogg", db-5, 1.0};
titles[] = {};
};
class Incoming
{
name = "Incoming";
sound[] = {"Sound\incoming.ogg", db-5, 1.0};
titles[] = {};
};
class rocketaway
{
name = "rocketaway";
sound[] = {"Sound\rocket_away.ogg", 1, 1.0};
titles[] = {};
};
class r_incoming
{
name = "r_incoming";
sound[] = {"Sound\r_incoming.ogg", 1, 1.0};
titles[] = {};
};
class explo_large
{
name = "explo_large";
sound[] = {"Sound\explo_large.ogg", 1, 1.0};
titles[] = {};
};
class Paycall
{
name = "Paycall";
sound[] = {"Sound\Paycall.ogg", db-1, 1.0};
titles[] = {};
};
class Recall
{
name = "Recall";
sound[] = {"Sound\Fanfare.ogg", db-1, 1.0};
titles[] = {};
};
class Goodjob
{
name = "Goodjob";
sound[] = {"Sound\goodjob.ogg", db-1, 1.0};
titles[] = {};
};
class Jay
{
name = "Jay";
sound[] = {"Sound\aawar.ogg", db+5, 1.18};
titles[] = {};
};
class Disco
{
name = "Discos";
sound[] = {"Sound\Disco.ogg", db-11, 1.0};
titles[] = {};
};
class Brian_Im_hit
{
name="Brian_Im_hit";
sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};
titles[]={};
};
class Brian_Im_bleeding
{
name="Brian_Im_bleeding";
sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0};
titles[]={};
};
class Brian_Medic
{
name="Brian_Medic";
sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0};
titles[]={};
};
class Brian_Bastards
{
name="Brian_Bastards";
sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit_Man_down
{
name="Brian_Shit_Man_down";
sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0};
titles[]={};
};
class Brian_Oh_no
{
name="Brian_Oh_no";
sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck
{
name="Brian_Fuck";
sound[]={"sound\UNIV_v24.ogg",0.05,1.0};
titles[]={};
};
class Brian_Fuck_it
{
name="Brian_Fuck_it";
sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0};
titles[]={};
};
class Brian_Shit
{
name="Brian_Shit";
sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0};
titles[]={};
};
class Brian_Need_help
{
name="Brian_Need_help";
sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0};
titles[]={};
};
class Brian_A_little_help_here
{
name="Brian_A_little_help_here";
sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0};
titles[]={};
};
};