doomanchu
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Everything posted by doomanchu
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Is there a way to delay a hint message in the "On Act" of a trigger? Trying to get a hint to show up 60 seconds after the trigger has fired.
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Not sure what I'm doing wrong here. I've got a script to spawn a group from a trigger. I have an invisible helicopter pad named (obj01) where I want them to spawn, but nothing is happening. Spawn Script: (westobj01.sqf) WestGrp01 = Creategroup WEST; _Leader="USMC_Soldier_SL" createUnit [getPos "obj01", WestGrp01, "nul=[this,"obj01","NOFOLLOW"] execVM "ups.sqf"; WestGrp01=this", 0.5, "Sergeant"]; _Unit2="USMC_Soldier_AR" createUnit [getPos "obj01", WestGrp01, "", 0.5, "Corporal"]; _Unit3="USMC_Soldier" createUnit [getPos "obj01", WestGrp01, "", 0.5, "Private"]; _Unit4="USMC_Soldier_LAT" createUnit [getPos "obj01", WestGrp01, "", 0.5, "Private"]; exit Trigger On Act: null = execVM "westobj01.sqf"; Also, how do I go about getting them to parachute into the area when they spawn? Thanks for any help... this has been driving me crazy for the last few days.
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Set Damage on all East Units
doomanchu posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looking for a way to kill all the East units (setDamage 1) globably (not just within the trigger). -
I have a mission where I have an alarm that turns on by one trigger, then have another trigger that moves the one with the alarm off the playable area of the map when I want to turn off the alarm sound without deleting anything. This way if you have another objective in your mission that needs an alarm, you can simply have another trigger set up to move the alarm in place again. alarm setPos (getMarkerPos 'alarmoff'); alarm = the name of your alarm trigger alarmoff = a marker on the map where you want the alarm trigger to move
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Stop vehicle being blown up
doomanchu replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're welcome. Good luck with your mission! -
Gossamer's Warfare --- Variant of Warfare BE
doomanchu replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
I really hope someone helps figure that out! I've been looking for a way to do this too. -
Stop vehicle being blown up
doomanchu replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place the following in your vehicle's init line: this addEventHandler ["HandleDamage",{(_this select 4) == "PipeBomb"}]; -
Disabling new repair action?
doomanchu replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would love to know how to get engineers to repair to 100% also! Been wanting this for a mission I'm working on... -
Respawn Ammo Crate
doomanchu replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This should do the trick. Just put this in the vehicle's (ammo crate) init line: this allowDamage false; -
UPSMON - Urban Patrol Script Mon
doomanchu replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone have a "working" example mission on how to get the artillery to work? The example mission on the wiki doesn't seem to work at all. -
Execute Script When Player Joins and Respawns
doomanchu posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What's the best way to have a script run when a player joins a server and then each time they respawn, run that same script again? My mission has 4 playable units, when each one joins/respawns they have scripts that need to be run. Example: When "west01" joins/respawns then "west01.sqf" needs to be run. When "west02" joins/respawns then "west02.sqf" needs to be run. ect... I've tried using a trigger with "alive west01" in the condition, however it doesn't always run the script when that player respawns. -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Got the EH working, my script for spawning units had "if (!isServer) exitWith {};" at the top. It seems event handlers are run on the server and not the client, which was causing my units not to spawn. Without that "if (!isServer) exitWith {};" I'm worried that depending on how many people are connected, the script will run that many times. For example, my script spawns 3 AI on a player. If 2 players are connected, then the script will run twice giving each player 6 AI... or is that not the case anymore? -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there another way to run a script when a player respawns? The respawn event handler just isn't working for me. -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Spawning AI squad members for that player. -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, the above worked when testing on a lan but not on a dedicated server. What's the best way to get the eventhandler to work on a server? -
UPSMON - Urban Patrol Script Mon
doomanchu replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Open the Init_UPSMON.sqf and change the unit surrenders to 0. //Percentage of units to surrender. KRON_UPS_EAST_SURRENDER = 0; KRON_UPS_WEST_SURRENDER = 0; KRON_UPS_GUER_SURRENDER = 0; -
UPSMON - Urban Patrol Script Mon
doomanchu replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I haven't been able to get the artillery to work. I've followed the instructions posted on the wiki and have yet to see it work. I'm at a lose, I have everything else working great, just not the artillery. I even downloaded the sample mission on the wiki and it's not working on that either! -
Delete Vehicle When Destroyed
doomanchu posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wanting to clean up specific vehicles by running a script in their int line. I'm trying to use the following, but don't think I'm executing it correctly (or maybe the script itself is wrong?). Vehicle int line: [] execVM "delete.sqf"; delete.sqf _vehicle = _this select 0; waitUntil {!alive _vehicle}; sleep 30; deleteVehicle _vehicle; EDIT: Maybe I need to use an event handler? delete = this addEventHandler ["Dammaged", {_this execvm 'delete.sqf'}] or delete = this addEventHandler ["Killed", {_this execvm 'delete.sqf'}] -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Figured it out. I'm just running my init lines like this for each of my playable units and it seems to be working great so far! null = execVM "west01.sqf"; this addeventhandler ["respawn","_this execvm 'west01.sqf'"]; That seems to run my script when players join and also when they respawn! Thank you again. -
Delete Vehicle When Destroyed
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, this solved my problem! this addEventHandler ["Killed",{(_this select 0) spawn {sleep 30; deleteVehicle _this}}] -
Execute Script When Player Joins and Respawns
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you, this does help. Going to use this for when players respawn. For example, when the unit named "west01" respawns: this addeventhandler ["respawn","_this execvm 'west01.sqf'"]; Now, I just need to run the scripts for when players join, or will the event handler consider that as a "respawn"? Also, what's the difference between the event handlers "respawn" and "MPRespawn"? -
UPSMON - Urban Patrol Script Mon
doomanchu replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A bit confused on the artillery system. If I want East units to fire artillery on West units, should I use this: KRON_UPS_ARTILLERY_EAST_FIRE = true; or this: KRON_UPS_ARTILLERY_WEST_FIRE = true; -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
doomanchu replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Got the ambient civilian vehicles to delete when destroyed with the following: BIS_silvie_mainscope setvariable ["vehicleInit",{_this addEventHandler ['Killed',{(_this select 0) spawn {sleep 300; deleteVehicle _this}}]}]; That'll delete them after 5 min of being destroyed. -
Limit Driver of Vehicle to Specific Unit Name
doomanchu replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found this here, but not sure how to use it... any ideas? array = _this; _vehicle = _this select 0; _position = _this select 1; _man = _this select 2; if (!(_man in [p1,p2,p3]) && _position != "cargo") then { hint format ["Hey %1, you asshat, only engineers can drive vehicles.",name _man]; _man action ["eject",_vehicle]; }; -
Limit Driver of Vehicle to Specific Unit Name
doomanchu posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm wanting to limit the driver (pilot) position of a helicopter to only be used by a unit named "pilot". If it's not "pilot" eject him and send him a message that he doesn't have permission to fly that vehicle. Any help would be great.