Jump to content

Big_Daddy

Member
  • Content Count

    208
  • Joined

  • Last visited

  • Medals

Everything posted by Big_Daddy

  1. yup.. MP framework is your friend... First, make sure the MP framework is initialized. if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; PAPABEAR=[West,"HQ"]; _nic = [PAPABEAR,crew vehicleName ,"loc",rsideRadio,"radiomessage"] call RE; The say command was for your playsound problem (vehicle alarms)
  2. Big_Daddy

    Evil Dogs

    Ok. Here's an update.. guys thanks for testing these... Ok, I was able to figure out how to make the dog's be on a certain side. Apparently there is a limitation on createunit array. I used createunit (and through some pretty good trickery if I do say so myself) The dogs still follow orders. This works on all forms of the dogs (blitzy, guarddogs, wilddogs) an FYI on the wild dogs, set up the trigger to fire only on the side you want, or both. The first person to walk into the trigger, will get a group of enemy dogs spawn. doesn't matter which side. (well, east/west, didn't put resistance in there). Guarddogs can be called via an INIT string of a squad leader (useful if AI patrolling an area) or via addaction. If needed I can set up to delete current guarddogs, before spawning more. But I figured they are going to be used as cannon fodder anyway.. (poor dogs) :) And The "rogue" status should be fixed too. all via getfriend now.
  3. if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"} ; This initializes the MP framework provided by BIS if not already initialized. I use it to make the say command (dog barking/growling) MP friendly. Also, if your using blitzy, then he's part of your group. You can command him just like you command the AI (which is exactly what he is) select all your squad with the space bar, or f2-f8 (which ever number blitzy is) and tell him move, stop, regroup, etc etc. Once you have him selected, hit number 1 (not f1) and more commands come up. (same as number 2, 3, 4, etc) There are commands to make the dog do back flips, if you look hard enough. (joking, don't ask me where to look) My favorite is to tell the dog to advance, that way, he runs ahead of you. Even if the dog is currently tracking someone, enough regroup commands will bring the dog back to you.
  4. If your using my latest (call blitzy) from this thread.. Try this.. I added the addaction to the vehicle. Take a look. Add action to vehicle: nul = this addAction ["Load K-9 Into Vehicle", "scripts\loaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"]; loaddog.sqf: _veh = _this select 0; _leader = _this select 1; _id = _this select 2; _dog = _leader getvariable 'K-9Unit'; _dog domove position _veh; waituntil {_dog distance _veh <= 5}; _dog attachto [_veh,[0,-1.2,-1.6]]; _veh removeaction _id; _veh addaction ["UnLoad K-9", "scripts\unloaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"]; unloaddog.sqf: _veh = _this select 0; _leader = _this select 1; _id = _this select 2; _dog = _leader getvariable 'K-9Unit'; detach _dog; _dog setpos (getpos _leader); _veh removeaction _id; _veh addAction ["Load K-9 Into Vehicle", "scripts\loaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"];
  5. Ok, you should be able to have as many sounds as you like. It shouldn't cause lag, because the players have already downloaded the sounds. As far as only hearing inside the vehicle, use vehicleRadio. As far as playsound, you can try say. Play sound will always be heard by everyone. With say, you can only hear it if you are within hearing distance.
  6. Big_Daddy

    Evil Dogs

    Hmm.. thought I mentioned it. The Guard Dogs now run 30 meters ahead of their leader... Used part of the script CB posted. Here's how I changed it. _dog domove [(getpos _leader select 0) - ((random(10)+30)*sin(getdir _leader - 180)), (getpos _leader select 1) - ((random(10)+30)*cos(getdir _leader - 180))];
  7. well if creating a new "mod" isn't out of the question.. Here's an easy one.
  8. Big_Daddy

    Evil Dogs

    actually, it can be _supercalifragilisticespaladocious (yeah yeah I know) it doesn't really matter, as long as you use the same throughout. misspelling is great, when you do it consistently. :) when your talking about variables, BIS still hasn't perfected the you know what I meant script.
  9. Big_Daddy

    Evil Dogs

    Yeah, good catch..
  10. ahh, that would have helped.. :) You have to tell it what _vehicle is.. Heh, I thought you got the line from a working script.. errors, yes, I see where you'd get errors now. Fixed: _vehicle = _this select 0; while {alive _vehicle} do { if ((getDammage _vehicle >= 0.8) && (({alive _x} count crew _vehicle) > 0)) then {playSound "calarm";}; sleep 2; };
  11. Big_Daddy

    Faction re-file

    It's not removing his USMC, only making US Army first in the list.
  12. Big_Daddy

    Evil Dogs

    Well, sure there is.. And btw, The reason you can add more AI's to your group after the first Blitzy is cause in Xenos's script, it only stops adding AI's if it = 8. Once you add blitzy, then there are 9, and you can add as many as you want. So, if you have 8 in your squad, and you add one blitzy, you'll have 9 in your squad. Without changing Xeno's script there's nothing that can be done about it. (should be >= ) I showed you the script needed to be changed HERE if (_ai_counter == max_ai) exitWith { (format ["You allready have %1 AI soldiers under your control...", max_ai]) call XfHQChat; }; should be if (_ai_counter >= max_ai) exitWith { (format ["You allready have %1 AI soldiers under your control...", max_ai]) call XfHQChat; }; There are 2. One if you are using Ranked version, other is if your not. You can change both. But yes, checking can be added so that the player can only call one. There edited the map to include checking for one dog. Now when you call blitz, the first one will be deleted, and a new one will be spawned. This will work with others calling dogs as well. No public variables used. (using setvariable to store the dog created, then calling that variable to delete it)
  13. while while {alive _vehicle} do { if ((getDammage _vehicle ==> 0.8) and ({alive _x} count crew _unit > 0)) then playSound "calarm"; sleep 2; };
  14. Big_Daddy

    Faction re-file

    remove the mod? :)
  15. psst... no crew.. :) If you'd like, You can either use my script, or see how I spawn a MQ-9 with crew allready using BIS's spawn vehicle function.
  16. Big_Daddy

    Evil Dogs

    Ok, edited the map, combining some of the scripts, sounds, etc.. Same place What's in the map: Single dog via addaction, joins group and you can command him. Run several times have many dogs. Each player who runs the add action will have as many dogs as they need. Multiple guard dogs via add action. These just follow you around, and eat the enemy. :) Enemy soldier with guard dogs following him. They WILL eat you, if you don't kill them. Trigger area with wild dogs, they spawn when you enter, and eat everyone they find. You can select which side they do NOT eat.
  17. Big_Daddy

    Annoying Plane Crashes.

    Ground zero, the middle of the circle. in his example, the center of the 50m radius.
  18. I've run into this before.. I think it has to do with locality. Either the items needed to repair/rearm are local, and they need to be on the server, or they are on the server, and need to be local to each players machine.. The latter is likely true here. Since it works in sp mode. (or hosted locally) Items like that could either be placed via script local to everyone. (createVehicleLocal) or by just placing a marker/trigger to run a script that actually repairs/rearms/refuels.
  19. heh.. try (assuming _x is your vehicle) _x setfuel 0; or gunner _x disableAI "MOVE";
  20. Big_Daddy

    Evil Dogs

    hahahhaa.. yeah it will.. deletevehicle blitzy.. :) sheesh.. I guess I'll work on combining the dogs.sqf and blitzy.sqf All the answers are there. just have to combine them.. using the spawn code in the blitzy script. replace blitzy with _dog etc...
  21. Big_Daddy

    Evil Dogs

    Ok, updated test mission Now includes scripts for adding dogs to patrols. They are not part of enemy squad, just follow the leader around. If leader dies, then they just stay there. They will not follow new leader. You just add the command to the init of the person you want them to follow. Enemy or Friendly Also, added a trigger for Wild dogs, the dogs WILL go after everything except for the side you choose. Again, still cannot have the dogs move forward of the units, just follow them.
  22. Yes, but the age old question. WHO triggered the radio? Man, with that information, I could rule the world... well ok, my map.. anyway. :)
  23. Big_Daddy

    Evil Dogs

    yup.. the problem with addaction. it works better than the radio, but isn't uh, permanent. this addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false]; this addeventhandler ["killed", {_this execVM "scripts\blitzyaction.sqf"}]; blitzyaction.sqf waitUntil {alive player}; player addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false]; if (true) exitWith {};
  24. Kylania, did we discuss this same thing before? Did starting the objects higher and letting them drop to the ground help? even an extra .2 meter or so... Himmel, your useing setpos, maybe try setposATL?
  25. Big_Daddy

    Evil Dogs

    Nope... no where can you script those commands.
×