Big_Daddy
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Posts posted by Big_Daddy
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hmm. likely a preplaced vehicle in the editor, prob of pres = 0. then a trigger to prob of pres = 100.
Nope.
too bad you can't undelete collection :)
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and always remember you have to at least save the mission every time you make a change to the description.ext or else the changes will not show.
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getmarkerpos/setmarkerpos are your friends. :)
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Yup. BIS's own supplydrop script does that. So they either delete the vehicle and respawn it in the same location, or just setpos it.
take a look at modules\functions\systems\fn_supplydrop.sqf
Here's the line from their script to tell when the vehicle gets to the ground.
WaitUntil ((((position _veh) select 2) < 0.6) || (isNil "_para"))};
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It's a nice mission. Let me know if there is anything else you need help with.
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Hmm. just a question. What are you planning on doing with this UAV?
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Do you know the AI's leader?
{_x action ["eject", vehicle _x];unassignVehicle _x;} forEach (units _leader);Or getout, or, or
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Is the player always a certain unit? Just make sure the unit is named.
condition:
this && unitname
as for the other.
ObjNameStr = call compile format["%1",ObjName];
deleteVehicle ObjNameStr;
heh shk beat me. :)
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I just threw that in so team leader/squad can see how far out they are.. it does nothing for the mission.
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Give this a try..
I added a couple of triggers, the triggers are bluefor, and in the condition is this && plane1 so it will only activate WHEN plane1 fly's (or drives, or falls or or :)) through it.
one is a hint, saying drop in 3..
The other calls a supply drop, using a modified BIS function supply drop (to add the call for ammo.sqf). The trigger also pushes everyone out at the same time. (so nobody is TOO far away from the ammo box)
I took a couple of liberties with the squad. I didn't think you needed the pilot as part of the squad, so I added the moveincargo into their init fields. You have the same thing you were looking for, but no unneeded waypoints, etc.
I see what you mean that you cannot access gear when you are on a dedicated server (just so happen to have one. :)) I'll continue to work on it, but you now atleast have a working supply drop.
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His script is looking for a postion. [232,23232]
either provide that manually, or use getpos object.. and place an object where you want. (invisible Heli?)
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player is player. everybody is player. so whomever is viewing it, (tree in the woods)
So yes, once the first player has started the mission, the timer will start.
Bluefor isn't an option, so no that won't work. What exactly are you trying to do?
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it's likely that the AI leader is over riding the command.
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which ever is easiest. Usually, you just 7zip the folder, and upload that. That way, we don't have to depbo it.
I'm assuming (by what you have posted) is you have a working script for the parachute. only problem is that it doesn't wait for the players, it runs from the start.
If you take what I wrote, it should wait until the players have control, then start the 120 countdown.
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Yes, that is a good respawn script. You'll want to use this as your init line of the vehicle.
veh = [this, 5, 10, 5, FALSE, TRUE] execVM "vehicle.sqf"
The True at the end tells the vehicle to respawn where it died.
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why don't you share what you have? There are several ways to do it. If you add that to the script before the paradrop, then it should wait until player is valid (after the briefing) then 120 seconds later.
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How are you setting up the UAV? Did you create it in the Editor, and sync it to the vehicle/UAV Mod?
Then in the INIT of the UAV place:
this disableAI "AUTOTARGET" ; this disableAI "TARGET" ; this setCombatMode "BLUE";this setBehaviour "careless";
That way the UAV will not try to divebomb it's targets.
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waituntil {!isnull player};
sleep 120;
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Functionality is limited to chopper based vehicles. Doesn't even work on the UAV which it is built into.
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hmm.. I'll have to take a look.
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Yeah, the west west.. just edit the blitzy.sqf I forgot to take out a test..
look for:
player sidechat format [... etc etc either place a // before it, or take out that line.
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ahh, locality strikes again..
The AI group isn't in your squad, so they arn't local to you.
Try adding and if isserver into your script. (ask if you don't know how)
That way the script runs on the server, which is likely where the AI squad is local.
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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)
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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.
Problem with attachTo
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yeah, you have to attach something to it that does effect physics. like a deletecollected book. :)