splatsh
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Everything posted by splatsh
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Ambient Combat Module
splatsh replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I Have ACM on my map.... and it works nice and so... But after 30-45 minutes or so... (Have not checked the time) It's all stops, and nothing more is spawned. How to setup it to keep it spawn? I want to play it for hours... -
I have this: SOM module, in init field: this setVariable ["settings", [[], true, nil, nil, false]]; Then I got triggers, in activationfield Alpha to Delta: Tactical Airstrike: [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc; Supply Drop [["supply_drop"], player] call BIS_SOM_addSupportRequestFunc; Transport: [["transport"], player] call BIS_SOM_addSupportRequestFunc; Arillery: [["artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; Now, all this is working fine, works perfect. Question: If you play map with a som module that are default and no code in init and so on, you get missions then and then, right. If one of your player get killed, you will get a reinforce to replace that killed man in your squad, right. Now, how to put out only that request? This is NOT working: [["reinforce"], player] call BIS_SOM_addSupportRequestFunc; Like the other this is not working, how do I get autoreinforce to work? Thanks
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ACE2 & HALO-script (Or some other parachute script)
splatsh replied to metsapeikkoo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I only got 1.22 with the downloaded ace. Downloaded today. -
ACE2 & HALO-script (Or some other parachute script)
splatsh replied to metsapeikkoo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where to download co@40 DomiA2! ACE West? -
Check if player, if not then remove.
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all. I wonder if I can make one code like they have in OFP Dragon Rising. Its checks if I am a player or a AI in my squad. Like this: I make a squad with 5 playable players. If I play mission alone, then this code removes the other 4 AI players. And if I am playing with one other friend of my, then the code is removing the other 3 AI players, and so on... So can it be done with one .sqf file? How? Thanks -
Check if player, if not then remove.
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have put that line in one init.sqf file, but it would not work. Do I need to do something else? Yes I do.... I need to start the mission in multiplayer mode. -
Arma 2 Addon request thread
splatsh replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
??? I dont understand your answer. -
Arma 2 Addon request thread
splatsh replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi all. What is the name of the addon that using here to get up the chat/message text to the middle of screen? http://www.armaholic.com/pfs.php?m=view&v=3-ghost1.jpg -
Weapon on back, and stamina (ACE)
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, I now got weapon on my back. But this stamina thing... I have try with and without staminamodule on my map. And it is the same =/ -
Please delete this post. Its in the wrong section. I created a new post in the right section. http://forums.bistudio.com/showthread.php?t=91729 Sorry.
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A.C.E. Advanced Combat Environment - Public Beta!
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If I download the SIX_Updater_setup.exe, do I need to download this 3 files?: @ACE.7z, @ACEX.7z and @CBA.7z And where do I put them? Do I need to unpack them, or do I just put them somewhere? -
How to synchronize by trigger or script?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a SOM module on my map, that SOM module is NOT synchronized to me from start, and I want it to be that way. Anyway, I want to synchronize that SOM module to me (player) later in game, by trigger or by script, how should I write that code? -
Can someone give me a bit of code to check if all in my Razor Team is alive, and if one of them is dead, then a replacement men (Of the same kind of the dead one) I have named them p0, p1, p2, p3, p4, p5. I could do this??? // check_squad.sqf if (!(alive p1)) then { //Create p1 men; server execVM "squad\create_p1.sqf" } else { // NOTHING; }; if (!(alive p2)) then { //Create p2 men; server execVM "squad\create_p2.sqf" } else { // NOTHING; }; if (!(alive p3)) then { //Create p3 men; server execVM "squad\create_p3.sqf" } else { // NOTHING; }; if (!(alive p4)) then { //Create p4 men; server execVM "squad\create_p4.sqf" } else { // NOTHING; }; if (!(alive p5)) then { //Create p5 men; server execVM "squad\create_p5.sqf" } else { // NOTHING; }; I dont have any check on p0, that is the player, and when he dies, the game is over... Then I run this code above once I have completed a task when completed, then run "check_squad.sqf" Or how can I do it in a better way?
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Activating SecOps by sqf file, how to
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have put a SecOps module on map, later on I sync it with player with this: SOM synchronizeobjectsadd [p0]; Then I want to get my tactical airstrike automatic, and not trough a trigger radio button. [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc; How to activate it in my .sqf file? I have try this: SOM synchronizeobjectsadd [p0]; [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc; and this SOM synchronizeobjectsadd [p0]; [[""tactical_airstrike""], player] call BIS_SOM_addSupportRequestFunc; nothing works ---------- Post added at 11:56 AM ---------- Previous post was at 10:50 AM ---------- Question 2, just in case of no one answer my first question why is not this working _trg = createTrigger["EmptyDetector",getPos player]; _trg setTriggerArea[0,0,0,false]; _trg setTriggerActivation["ALPHA","PRESENT",true]; _trg setTriggerStatements["this", "[""tactical_airstrike""], player] call BIS_SOM_addSupportRequestFunc;", ""]; If I create a trigger in editor with the same data it will work, why cant I create a trigger by code and get it to work?????????? Working: _trg setTriggerStatements["this", "[[""tactical_airstrike""], player] call BIS_SOM_addSupportRequestFunc;", ""]; I missed a "[" at the beginning. -
Respawn with default weapon loadout?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how, show me how, where do you put this code, I need to copy and paste, and get it to work.... I have spend 4 days on this shit now. -
Respawn with default weapon loadout?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Now, how do I respawn with the weapon I got when I start the game? Now when I respawn I loose lots of mags, and so... how do I respawn with the weapoon loadout that I am using when I am starting the game? I am using the game standard respawn, at base, no script. -
Thanks, this is the way, but need to check over it. When I run this code for testing with a trigger the whole game is freezing and then craching. I have copied your code. // check_squad.sqf _array = [P1, P2, P3, P4]; for [{_i=0}, {_i < count _array}, {_i=_i+1}] do { if (!(alive (_array select _i))) then { (_array select _i) execVM squad\create.sqf }; }; // create.sqf switch (_this) do { case "P1": {_UnitType = "FR_Cooper"}; case "P2": {_UnitType = "FR_Sykes"}; case "P3": {_UnitType = "FR_Rodriguez"}; case "P4": {_UnitType = "FR_OHara"}; }; _unit = _UnitType createUnit [getMarkerPos "spawn",group player]; I am going too look and try to get it to work, but I cant code this so good, so thanks I am going to need some help. ---------- Post added at 11:19 AM ---------- Previous post was at 10:03 AM ---------- I need more help with that... I need to name every unit to its name it have, and get the gear they have. for example: FR_cooper name: p1 init field: [this] exec "gear\p1.sqs" Then I need every unit to join player as soon as possible. If I do it manualy for one man it look like this: _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _this = _group_0 createUnit ["FR_Cooper", [(getMarkerPos "squad_spawn") select 0,(getMarkerPos "squad_spawn") select 1,10], [], 3, "FORM"]; _this setVehicleInit "[this] exec ""gear\p1.sqs"""; _this setVehicleVarName "p1"; p1 = _this; [p1] join player; So how to get in all that for every squad member (p1, p2, p3, p4) in this "case" thing you have, and if 2 squad members is dead, do I get 2 men then?
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Respawning with different loadout
splatsh replied to 2nd47's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it is later now :P -
If I have 2 squads, and one medic in each squad, do I need to sync this medic module to 1 or 2 squads? And how about thoes that is spawning in later ingame, do I need to sync them to this medic module?
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Mobile spawn + stay in group.
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am playing and make some small missions for my self. Now.... I have search and look for hours now. Spent entire night for this to work... But it does not work for me. I want: 1) To respawn. 2) Able to respawn at a vehicle, lets say a LAV25_HQ car. (That I or someone in my squad are moving around from time to time.) So a mobile respawn is what I need. 3) When I die, or someone in my squad (4-5 AI) I want to autojoin my group, and I, the player ar leader of team, then I want to respawn as a leader of my squad. Please give me some right stuff that works. I dont need to spend more hours on Bohemias forum on this spawn thing. Thanks :D -
secops support types
splatsh replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place a C-130 on map, name it C1. call this code [C1,"<Name on what you whant>"] call BIS_fnc_supplyDrop; Example: [C1,"HMMWV_Armored"] call BIS_fnc_supplyDrop; [C1,"AAV"] call BIS_fnc_supplyDrop; [C1,"LAV25"] call BIS_fnc_supplyDrop; [C1,"LAV25_HQ"] call BIS_fnc_supplyDrop; [C1,"M1A1"] call BIS_fnc_supplyDrop; [C1,"M1A2_TUSK_MG"] call BIS_fnc_supplyDrop; [C1,"USBasicAmmunitionBox"] call BIS_fnc_supplyDrop; And so on... When I did this I have a code for call out plane in air, and make pilots, and then a waypoint, then in activation on waypoint I use code for call my drop with what I wanted. Oh, here is all my code... I was using marker at this one to... see code. _this = createCenter west; _center_0 = _this; _this = createVehicle ["C130J", [18337.4, 11268.2,150.6127], [], 0, "FLY"]; _vehicle_1 = _this; _this setVehicleVarName "C1"; C1 = _this; _group_1 = createGroup _center_0; _this = _group_1 createUnit ["USMC_Soldier_Pilot", [18337.4, 11268.2,150.6127], [], 0, "FORM"]; _unit_1 = _this; if (true) then {_group_1 selectLeader _this;}; _this moveInDriver _vehicle_1; _this flyInHeight 250; C1 move (markerPos "M1"); C1 flyInHeight 250; C1 setspeedmode "FULL"; _this = createTrigger ["EmptyDetector", [0,0,0]]; _this setTriggerArea [0, 0, 0, true]; _this setTriggerActivation ["NONE", "PRESENT", false]; _this setTriggerStatements ["C1 distance (markerPos ""M1"")<= 275;", "[C1,""HMMWV_Armored""] call BIS_fnc_supplyDrop;", ""]; _trigger_0 = _this; // Supply drop # 2 sleep 5; _this = createVehicle ["C130J", [18337.4, 11268.2,150.6127], [], 0, "FLY"]; _vehicle_2 = _this; _this setVehicleVarName "C2"; C2 = _this; _group_2 = createGroup _center_0; _this = _group_2 createUnit ["USMC_Soldier_Pilot", [18337.4, 11268.2,150.6127], [], 0, "FORM"]; _unit_2 = _this; if (true) then {_group_2 selectLeader _this;}; _this moveInDriver _vehicle_2; _this flyInHeight 250; C2 move (markerPos "M1"); C2 setspeedmode "FULL"; C2 flyInHeight 250; _this = createTrigger ["EmptyDetector", [0,0,0]]; _this setTriggerArea [0, 0, 0, true]; _this setTriggerActivation ["NONE", "PRESENT", false]; _this setTriggerStatements ["C2 distance (markerPos ""M1"")<= 275;", "[C2,""USOrdnanceBox""] call BIS_fnc_supplyDrop;", ""]; _trigger_1 = _this; (driver _vehicle_1) sideChat "This is eagle one, we are inbound with your supply drop, please stand by at the new base"; //// Then make a final waypoint with delet all plane and pilots in activation. -
Auto Reinforce - SOM
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, someone that works with arma2, this is there own forum. Maybe they could tell us how to make reinforce when one in my squad get killed, just like when you play SecOp missions. -
Auto Reinforce - SOM
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
SOM = SecOp Manager. ---------- Post added at 01:26 PM ---------- Previous post was at 01:22 PM ---------- And this is found in secops folder inside mission.pbo "missions\som\data\scripts\secops": Foldername: aerial_reconnaissance artillery_barrage reinforce supply_drop tactical_airstrike transport So how to get it to work? -
Ok, I got this revive to work now. And I am using default settings right now. So how can I get revive to work with one edited map with one player (me) And later I get my squad by script: _pos = position player; ////////////////////////////////////////////////////////////////////////////////////////////////////// // Create _group_3 _group_3 = createGroup _center_0; _this = _group_3 createUnit ["FR_OHara", _pos, [], 0, "FORM"]; _unit_5 = _this; _this setVehicleVarName "s2"; s2 = _unit_5; _this setUnitAbility 0.60000002; _this = _group_3 createUnit ["FR_Miles", _pos, [], 0, "FORM"]; _unit_6 = _this; _this setVehicleVarName "s3"; s3 = _unit_6; _this setUnitAbility 0.60000002; _this = _group_3 createUnit ["FR_Rodriguez", _pos, [], 0, "FORM"]; _unit_7 = _this; _this setVehicleVarName "s4"; s4 = _unit_7; _this setUnitAbility 0.60000002; [s2,s3,s4] join player; Now, how to setup "revive_init.sqf" and "description.ext" to get rivive function to work. Now it does not working with default settings. I need to get revive to working on singleplayer. And work with my team that is spawning later in game. How to?
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Are you talking about this script or do you talk about something built ingame? And if you know stuff, please do let us know how and what you are doing. ---------- Post added at 10:37 PM ---------- Previous post was at 10:32 PM ---------- This script only works in multiplayer mode?