OzeRick
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Posts posted by OzeRick
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HI all
Sorry about all that.
What I am trying to do is
1. spawn a object in a random area with a name,that part works no problem.
2. have it so that if you put say "ammor" for _type it will pick the correct path and spawn the required vehicles.
3.I am runnig it from a trigger from radio just for testing.
4.Well I am really just trying to learn how scritping work
thanks
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I am trying my hand at some more scripting and have come to a holt and need help:o
Could some one have a look and tell me what I am doing wrong
thanks
if (!isServer) exitWith {}; _pos = _this select 0; _area = _this select 1; _Num = _this select 2; _dist = _this select 3; _side = _this select 4; _type = _this select 5; private ["_pos","_area","_Num","_dist","_side","_type"]; _skill = [0.6,1]; _a = "SkeetDisk";// obj to use as spawn place. for [{_i = 0},{_i < _Num},{_i = _i + 1}] do { _newpos = GetPos _pos; _posX = _newpos select 0; _posY = _newpos select 1; if ( isNil "ob_u" ) then { ob_u = 0 }; ob_u = ob_u+ 1; _mar = format["ob%1", ob_u ]; _mar = _a createVehicle[(_posX + random _area)-_area/2, (_posY + random _area)-_area/2,0]; switch (_side) do { case west: { switch (_type) do case ammor: { // spawn west ammor _units = ["HMMWV_Base","M1A1","APC"]; _grp = [getPos _mar,180,_units,_side] call bis_fnc_spawnVehicle; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; case air: { //spawn west air _units = ["A10","AV8B2","F35","AH1Z","AH64D","UH1Y","UH60"]; _grp = [getPos _mar,180,_units,_side] call bis_fnc_spawnVehicle; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; case man: { //spawn west men _units = 2 + random 20; _grp = [getPos _mar,180,_units,_side] call bis_fnc_spawnVehicle; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; case east: { switch (_type) do case ammor: { //spawn east ammor _units = ["BMP3","BTR90","T72_RU","T90","GAZ_Vodnik","GAZ_Vodnik_HMG"]; _grp = [getPos _mar,180,_units,_side] call bis_fnc_spawnVehicle; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; case air: { //spawn east air _units = ["Mi17","Mi24","Su25","su34"]; _grp = [getPos _mar,180,_units,_side] call bis_fnc_spawnVehicle; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; //spawn east men case man: { _units = 2 + random 20; _grp = [(getpos _mar),_side,_units, [], [], _skill] call bis_fnc_spawngroup; [_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol; sleep 0.8; }; }; -
Hi all
I thort that I would share this script that I have made.
I know that it may not be up to the high standards of some of the scripts on here :0
but if it helps some on with there missions all the better.
The reason that I made the script was that I could not find what I was after and I found it a good learning process.
Any how here it is have fun with it.
// /////////////////////////////////////////////////////////////////////////////
// / Random spawn Generator
// This SQF Function created using Script Edit v0.7 on 2010-01-18 17:35:20Z
//
// OzeRick
// RandomSpawnGen.sqf
// version 1.0.
//
// this script allows you to spawn any side and number of unit in a random area around a central point
// to use
//1.} place a Functions Module onto map
//2.) place a game logic/Objects/Game logic on map and name it i.e. t1
//3.) You can place the below in the logic or a trigger its up to you
//
// parameters
//nul = [position,area,Number,Distance,Side,] execvm"RandomSpawnGen.sqf";
//nul = [t1,500,20,150,east] execvm "RandomSpawnGen.sqf";
//
// you can change _units = ........
// to
// ["MOL_Officer","MOL_Rifleman","MOL_Medic","MOL_Soldeir_AA","MOL_Soldier_AT","MOL_Soldier_MG"];
// or any other units that you like
// ////////////////////////////////////////////////////////////////////////////////////////////////
_pos = _this select 0;
_area = _this select 1;
_Num = _this select 2;
_dist = _this select 3;
_side = _this select 4;;
_skill = [0.6,1];
_a = "SkeetDisk";// obj to use as spawn place.
for [{_i = 0},{_i < _Num},{_i = _i + 1}] do
{
_newpos = GetPos _pos;
_posX = _newpos select 0;
_posY = _newpos select 1;
if ( isNil "ob_u" ) then { ob_u = 0 };
ob_u = ob_u+ 1;
_mar = format["ob%1", ob_u ];
_mar = _a createVehicle[(_posX + random _area)-_area/2, (_posY + random _area)-_area/2,0];
_units = 2 + Random 10;// for a random number of unit's in each group
_grp = [(getpos _mar),_side,_units, [], [], _skill] call bis_fnc_spawngroup;
[_grp, ( getPos _mar), _dist] call BIS_fnc_taskPatrol;
sleep 0.8;
};
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HI All
After reading this thread, I went and looked for some old stuff that I had.
4 hours later a working head tracking system.
Thanks for the Info it makes the game a HOLE LOT MORE FUN :O
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HI all
The below works well and I have used it a lot.
if(!isServer) exitWith{};
waitUntil {!isNil "bis_fnc_init"};
_pos = _this select 0;
_x = _this select 1;
for "_i" from 1 to _x do {
_units = 2 + Random 10;
sleep 5;
_grp = [(getMarkerpos _pos),east,_units] call bis_fnc_spawngroup;
[_grp, ( getMarkerpos _pos), 250] call BIS_fnc_taskPatrol;
};
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Hi all
I have been playing around with the below script to get 2 planes to spawn and complete the run but I can only get one to spawn.
Could some please let me know if I am heading in the right direction or if I am barking up the wrong tree with he way I am doing it
Thanks
Regards
OzeRick
setfire=true;
titleText ["Click on the map to set your firedirection","plain down"];
onMapSingleClick "ASTarget setPos _pos; setfire=false";
@!setfire;
"Firedirection" setmarkerpos getPos ASTarget;
onMapSingleClick "";
titleText ["", "plain down"];
;=========DEFINE=======================
_dropPosition = getpos ASTarget;
~0.5
_dropPosX = _dropPosition select 0;
_dropPosY = _dropPosition select 1;
_dropPosZ = _dropPosition select 2;
~0.1
_planespawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350];
_pilotspawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350];
;=========CREATE=======================
_PlaneG = creategroup WEST;
_plane = createVehicle ["AV8B",_planespawnpos,[], 0, "FLY"];
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),900];
_pilot = "Pilot" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"];
_Plane setVelocity [100,0,0];
_dropPosition = getpos ASTarget;
~0.4
P1 moveinDriver _plane;
P1 setDamage 0;
P1 action ["gear_up", vehicle P1];
_plane flyinHeight 100;
_plane setSpeedMode "full";
#CHECK
P1 doMove getPos ASTarget;
P1 doTarget ASTarget;
P1 doWatch ASTarget;
? (_plane distance ASTarget) < 2550 : goto "DROP"
goto "CHECK"
~0.5
;=========DEFINE=======================
_dropPosition = getpos ASTarget_1;
~0.5
_dropPosX = _dropPosition select 0;
_dropPosY = _dropPosition select 1;
_dropPosZ = _dropPosition select 2;
~0.1
_planespawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350];
_pilotspawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350];
;=========CREATE========================
_PlaneA = creategroup WEST;
_plane = createVehicle ["AV8B",_planespawnpos,[], 0, "FLY"];
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),910];
_pilot = "Pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "P2=this"];
_Plane setVelocity [100,0,0];
~0.4
P2 moveinDriver _plane;
P2 setDamage 0;
P2 action ["gear_up", vehicle P2];
_plane flyinHeight 100;
_plane setSpeedMode "full";
#CHECK1
P2 doMove getPos ASTarget;
P2 doTarget ASTarget;
P2 doWatch ASTarget;
? (_plane distance ASTarget) < 2550 : goto "DROP"
goto "CHECK1"
;=========FIRE=======================
#DROP
_i = 0;
_plane flyInHeight 100;
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),100];
~13
#FIRE
_i=_i+1;
_plane fire "BombLauncher";
~0.2
? _i <= 6 : goto "FIRE"
;=========FLY AWAY=======================
ASTarget setPos [0,0,0];
"Firedirection" setMarkerPos [0,0];
_plane setSpeedMode "Full";
~2
_plane flyInHeight 300;
P1 doMove getPos ASTarget;
#Check2
_plane setDamage 0;
P1 setDamage 0;
? (_plane distance Player) > 1000 : goto "ENDE";
goto "Check2"
ASTarget setPos [0,0,0];
"Firedirection" setMarkerPos [0,0];
_plane setSpeedMode "Full";
~2
_plane flyInHeight 300;
P2 doMove getPos ASTarget;
#Check3
_plane setDamage 0;
P2 setDamage 0;
? (_plane distance Player) > 1000 : goto "ENDE";
goto "Check3"
;=========DELETE========================
#ENDE;
deleteVehicle _plane;
deleteGroup _PlaneG
deleteVehicle P1;
deleteGroup _PlaneA
deleteVehicle P2;
exit
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Thanks for the Help
It helped out a lot and it is also helping me to understand the coding side of things
Once again thanks
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Hi all
I am very new to this and I have got the scrip to work and it great but for the life of me I can not work out how to get to to drop any were on the map that I want it to duing the game.
Just like you do for calling in Artilley
Could some please help with a bit of scriping advice' :D
Problem with script please help
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Well the problem is that it is not working :0
If I brake the script apart and run the single parts it work's, but as a hole it is not.
I think it is in the way I am useing the If, then, else, switch, but I have no idear.
thats way I am asking for help