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frosties

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Everything posted by frosties

  1. Well i might be a novice then :) Im gonna try all advice as soon as i can, but it all sounds awesome! Never liked to play missions where you Could learn enemy placement and never got surprised. An enemy patrol that comes out of nowhere and forces the players to react is awesome to see.
  2. If Possible i would love total randomness so the patrols can be anywhere. Im not a total novice on missionmaking so i can manage the script. Really appreciate you making examples and nice replys.
  3. Thanks guys. The plan is to randomize as much as possible to re-playability and me as mission maker not knowing too much so random spawn would be awesome! Much appreciated... credits will be added to the mission when its done... :D
  4. Thanks! Will look over this in the morning!
  5. Well i had a script that spawned enemies by random, by randomizing a number like 1-8 .. and for each number i had a preset squad to be spawned when that number came up in the random number generator.. Hard to explain though. can you suggest any good spawning scripts, since there is a ton of them... :) The nice thing about the one i used back them was that i could setup the spawnable squads as i wanted, wich unit it should contain and even if there was any vehicles. And then i could put in a number of markers that the squad should spawn at.
  6. Hello, Been trying to add an init field to a unit that i spawn with a script but only get script errors and not the function im looking for. Can somebody help me to get the INIT field into this script: Where in this can i put in the things i want to be the INIT? (ive searched the forums, but i havent found anything. Maybe im using the wrong search criterias?)
  7. frosties

    Adding INIT field?

    On a related topic: Im trying to use this INIT thing with a random patrol script that ive put together. The vehicle spawns together with the soldiers but when i try to put the driver and gunner in they wont respond... Code: EDIT: Nevermind, i added this: technical = _unit7; and it worked !
  8. frosties

    Adding INIT field?

    Thank you! Work just like i wanted :D
  9. Im playing around with the idea of spawning enemy once entering an area, for the sake of not having everything place in the editor. im using: Trigger with this in on act: _h = []execVM "spawnai.sqf"; spawnai.swf _group1 = [getMarkerPos"spwn1", east, ["TK_Soldier_EP1","TK_Soldier_EP1","TK_Soldier_EP1"]] call BIS_fnc_spawnGroup; Is there a way for me to put something in the soldiers init file through this way of doing it? The soldiers are spawning alright, but i need them to have a patrolscript called from the INIT field.
  10. frosties

    USEC Revolution Persistent World

    Any progress? Would there be some files availible for use modders and server admins to try?
  11. Hello, Been searching and trying different ways, but i cant seem to be able to remove the circle and markers that shows where i am on my map, or even my teammates. I would like to be gone for the map to force us to use the GPS to get our location. But when we show on the map its a bit of a buzz kill... :)
  12. Okej, but if you can modify the amount in a crate via a form that would be enough for my idea.. i think. Would that be the same as with vehicles for example? If there is list of vehicles in the database, and some are listed with "amount: 0" they wont spawn? but when the amount is changed they will spawn?
  13. Nice job JMan! Would it be possible to use these functions to have ammo and supplies listed in a database? Say for example number of weapons in a crate? And when for example you fill out a form in a webbased form it get re-supplied?
  14. frosties

    USEC Revolution Persistent World

    Is there a Alpha/Beta version we mission makers can get a hold of to play around with on our own servers?
  15. frosties

    EOD Mod

    Roger! Then i know what to do with it at least :) Thanks for your reply!
  16. frosties

    EOD Mod

    only way to disarm IEDs in the EDO MOD is shooting it then? or will there be a possibilty to disarm in the future? Thanks for a great MOD!
  17. Hello, Im sitting here and trying to get some random placement of vehicles in my missions. I have a shilka that is grouped to several markers on the map so the placement is working fine. But when i try to use the same markers for another shilka they sometimes spawn in the same place. Is there a way to spawn them in a different place if there already is one at one marker? additionaly: How can i make it so that the shilka gets some support personell deployed wherever the shilka spawns? ive tried to group them but that only makes the infantry start running to the location of the shilka... Appreciate any help, thank you
  18. frosties

    EOD Mod

    Just noticed this. Ive used your 'SR5 Tactical IED Detection and Ordnance Disposal Script' in my missions. is there a function to detect these bombs? Do they work with the Tactical IED detection script? Or do i have to use one or the other? I like the idea with this EOD MOD that its a bit more random then the other script.
  19. Havent been able to play more then 15 min each time. My computer freezes and i have to force a reboot.. happens everytime i play RO2 and always after 15-20 min gameplay. Nothing else causes this, just this game. Anybody experienced the same?
  20. Follow up question: Whenever i try o attach a trigger or something to a unit that have been moved it keeps getting turned down. Do i have to put the INIT line of the vehicle somewhere in the script? Maybe the INIT line i put in the editor gets overlooked when moving the vehicle to the new location.
  21. @twirly: Thank you very much, works like a charm Really appreciate you taking your time!
  22. Great! Worked awesome!! If i would like to build it so that there is something else that spawns with the shilka, say a radar, tents and stuff (a small camp so to speak) would that be something i could use this script for? EDIT. Found out how to add more units to the script. But how can i put in some offset? when i put in vehicles they keeps crashing in to each other when spawned... _grp = [getMarkerPos _mkr, WEST, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup; _grp = [getMarkerPos _mkr, WEST, ["USMC_WarfareBAntiAirRadar"],[],[],[],[],[],180] call BIS_fnc_spawnGroup;
  23. Hello, In one of my missions i have our team spawning on a carrier. However, when i spawn i is on the carrier deck, but the others with start up in the air and drop to the ground. i have the height set to 16 to land on the deck, but the others start far up and drop down and die... Anybody else experienced this?
  24. frosties

    Spawn on a carrier

    Im not using norrins script so thats no use. Everything works except jip players. Have choppers, ammo boxes and so on that spawns where they should, but JIP doesnt work, they spawn up in the air and plummet to their death..
  25. frosties

    Chat system - killing reports reposition

    Why is it interesting to see who got killed by who and with wich weapon? i like that this is not a CS style game where it says: "Player got killed by a headshot from Player2s M4A1 fully customized weapon ... "! if someone gets killed it shouldnt say anything.. you should be watching the terrain and try and figure it out for yourself :p
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