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fatty86

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About fatty86

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  1. Hi guys, Let me first explain what I am trying to do. I want a multiplayer mission to scale difficulty based on what assets are occupied by human players. I have a group of playables in Charlie team, each with the following code in their init fields: c_grp = group this; c_grp setGroupId ["Charlie"]; In init.sqf, I have this: if (({isPlayer _x} count units c_grp) = 0) then { {deleteVehicle _x} forEach units group infreinf1; {deleteVehicle _x} forEach units group infreinf2; {deleteVehicle _x} forEach units group infreinf3; {deleteVehicle _x} forEach units group infreinf4; }; This works perfectly if the game is run with no players occupying those slots - the units are deleted as desired. It also works terrific if a player is in the group - the extra groups stay and the team encounters some extra resistance. The problem I am encountering, is that if the admin DISABLES the AI in those slots, the script will error out as "c_grp" is not an existing group, and the reinforcing units are not deleted. So, I tried a different approach: if any players are detected in the group, do nothing. Else, the default behaviour will be to delete the reinforcing units. if (({isPlayer _x} count units c_grp) >= 1) then {} else { {deleteVehicle _x} forEach units group infreinf1; {deleteVehicle _x} forEach units group infreinf2; {deleteVehicle _x} forEach units group infreinf3; {deleteVehicle _x} forEach units group infreinf4; }; Same result with the error. Any thoughts on how I can get this 'if' check to work even if the AI units are disabled and "c_grp" doesn't exist?
  2. http://forums.bistudio.com/showthread.php?t=113211
  3. I'd settle for any other way to get the trigger to fire when all units of a given side are within its area.
  4. I'm trying to set up a trigger to fire when all BLUFOR units are within the trigger area. Here's what I've got: Trigger BLUFOR PRESENT, condition: ((count thisList) == ({alive _x && side _x == west} count allUnits)) The trouble I'm having is this. It appears count thisList is counting all units in a BLUFOR helicopter as one single unit. So, say I have 10 guys on the ground, and 3 in a helicopter. It's treating the three helicopter guys as one unit, so 10+1=11. However, the count allUnits is returning EVERY BLUFOR man still alive, which is the full 13. The difference is that count allUnits treats each guy - including those in the helicopter - as an individual unit. How do I get the two to see 'eye to eye' and count each unit the same?
  5. Try experimenting with ppEffects. You might be able to set up a nice infrared view for the zombie players.
  6. Tasks are not completing properly because you used quote marks in the Mission diary, accidentally ending the string prematurely and breaking the rest of the script. Use double quote marks to embed a quote mark and have it show in your notes. Like this: player createDiaryRecord["Diary", ["Mission", "Your mission is to destroy the 3 AA sites <marker name = 'mkrTask1'>here</marker>, <marker name = 'mkrTask2'>here</marker> and <marker name = 'mkrTask3'>AA_site_1_1</marker>. Then destroy the AA radar <marker name = 'mkrTask4'>here</marker>, they can be blown up in any order. Expect at least 3 UAZs carrying MGs, about 40-50 infantry and MG nests (positions show in Intel) <br/> Each fire team has a medic. Bravo has 2 royal engineers with the satchels. We have also ""borrowed"" a SMAW from the yanks and given it to alpha. We have also raided the rest of the battlion for LSWs for this mission."]]; More info here: http://community.bistudio.com/wiki/Scripting_Grammar#Strings Also, a few of the variable names in there need to be updated. Check out under tasks 3 and 4 - you have objTask2 for task 2, and objTask3 for task 4. You already updated the other variables... just change those two to objTask3 and objTask4 (respectively) and you should be good.
  7. fatty86

    Add radar for BTR-90 gunner/driver

    Lots of interesting changes, unfortunately I don't see anything regarding azimution indicators.
  8. fatty86

    Add radar for BTR-90 gunner/driver

    Yeah, looks like the LAV-25 driver/gunner is missing it too. Other wheeled vehicles like the BRDM and the Strykers seem okay, probably because the gunner and commander are the same person. So far these vehicles/crew positions do not have radar: BTR-90: driver/gunner BTR-60: gunner LAV-25: driver/gunner
  9. Currently, most if not all OPFOR vehicles from both ArmA2 and OA have a radar display for the commander, the gunner, and the driver. In the Russian BTR-90, the commander has a radar, but the driver and gunner do not. Please add a radar for the driver and gunner. Even if it doesn't display enemy units, I'd like to be able to see turret and commander azimuth relative to the course of the vehicle.
  10. I don't think you can just addMagazine an entire group. I believe you need to specify a single object/character to receive the magazine. Try running a short loop like this instead: {_x addmagazine _magazine} foreach units group player; Edit: gah, beaten by mere seconds
  11. Exactly what you are looking for: http://forums.bistudio.com/showthread.php?t=113211
  12. It means yesterday. I have to say I'm not really interested in this game at all, but I'll probably pick it up to support BIS.
  13. Sounds to me like BIS is opening a branch office in Seattle.
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