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mjr.hassle

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Posts posted by mjr.hassle


  1. In your graphics settings there's an option to change the view distance of the AI traffic. It only goes as low as 100 though. Not sure how to remove it completely I'm afraid. Called traffic visibility I think.

    If you mean from the mission editor point of view, this page might be handy. http://community.bistudio.com/wiki/setTrafficGap

    Particularly this one at the bottom of that page. http://community.bistudio.com/wiki/enableTraffic


  2. Hi!

    Here's a small single player mission inspired by -but nothing like- PayDay: The Heist. :)

    The mission is two fold; an against the clock sling load and a tricky drop off. I've managed to complete it a few times on expert with no auto hover during testing, and so should hopefully be challenging at any level of difficulty.

    To attach the load, your altitude needs to be 20 or less as you fly over it. Keep an eye on the cargo. If it detaches due to a collision, I'm afraid you'll have to reload or restart.

    More info in the briefing. Hope you enjoy!

    Download link: http://www.multiupload.nl/25L9IDAR3X


  3. I've been looking for a way to spawn a windsock with the on map click command, but after several hours and many coffees I've found nothing apart from the name of the object (hsim_misc_h_windsock) :(

    I was wondering if anyone knows of any similar script they could point out? I didn't find anything in the A2 section. The closest scripts I found all spawned objects at pre determined markers etc.

    I'm at a loss to be honest. Any help or pointers would be greatly appreciated, and will save what little hair I have left. ;)


  4. Hi, just wondering. Would anyone know if I have to wait for Steam to update with noise controllers, or should I just download and install regardless of owning the Steam version?

    Usually I'd wait for Steam, but the download page doesn't mention needing to this time.


  5. Hi all.

    Here`s my first try at a mission of sorts. I say of sorts, as there aren`t actually any objectives.

    As the name says, this is a mp free flight mission for up to 10 players. (optimistic I know) ;)

    When you join the game, you will see three flagpoles. From left to right they will allow you to spawn a light, medium or heavy helo of your choice. (Although I left out combat helos.) Grab a chopper and enjoy the sites of Seattle with friends.

    Whilst I have tested this as much as I can on a dedi server with no problems, I don`t have any friends with TOH. As a result, I haven`t been able to fully test this in a way I would of liked. ie. More than one player.

    If you do get a chance to test this with others, I`d be eager to hear of any problems with the mission please. Whilst I`m hoping there won`t be any...well, its my first mish. :) Something has to be broken.

    Download link: MP Freeflight V5. Via Dropbox.


  6. Thanks for the info. :) To be honest, the scripts and bits I`'m using I pulled from the A2 editing thread. I`m clueless with scripting and coding tbh. Saying that, I`m learning bit by bit the does and dont`s thanks to posts like yours above. :)

    Again, thanks for taking the time to let me know, really do appreciated it. :)

    EDIT:

    Alrighty! The above works perfectly, thanks. Removing the airspawn reference from the init.sqf got rid of an error that was showing with _showscripterrors running.

    I`ve added 2 more flags to spawn medium and heavy helicopters.

    I`ve altered the aircrate.sqf which now looks like this:

    if (isServer) then {
       spawnFlag = "FlagCarrier_Larkin_H" createVehicle (getMarkerPos "AirObj"); spawnFlag2 = "FlagCarrier_Larkin_H" createvehicle (getmarkerpos "airobj2"); spawnFlag3 = "FlagCarrier_Larkin_H" createvehicle (getmarkerpos "airobj3");
       publicVariable "spawnFlag"; "spawnFlag2"; "spawnFlag3";
    };
    
    if (!isDedicated) then {
       waitUntil {!(isNil "spawnFlag")};
       _obj = spawnFlag;
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Light") +"</t>"), "Airspawn.sqf", ["Heli_Light01_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Vrana_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Wave_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: BlueLine") +"</t>"), "Airspawn.sqf", ["Heli_Light01_blueline_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Digital Times") +"</t>"), "Airspawn.sqf", ["Heli_Light01_digital_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Elliptical") +"</t>"), "Airspawn.sqf", ["Heli_Light01_elliptical_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Furious") +"</t>"), "Airspawn.sqf", ["Heli_Light01_furious_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Grey Watcher") +"</t>"), "Airspawn.sqf", ["Heli_Light01_graywatcher_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Jeans") +"</t>"), "Airspawn.sqf", ["Heli_Light01_jeans_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shadow") +"</t>"), "Airspawn.sqf", ["Heli_Light01_shadow_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sunset") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sunset_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_wasp_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sheriff_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Time Trial") +"</t>"), "Airspawn.sqf", ["Heli_Light01_TimeTrial_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn.sqf", ["Heli_Light01_ION_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION Tactical") +"</t>"), "Airspawn.sqf", ["CIV_Heli_Light01_ION_H"]];
    
    
       _obj = spawnFlag2;
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Civil") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Wave_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn2.sqf", ["IND_Heli_Medium01_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Flamingo") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Flamingo_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Frost Fire") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Frostfire_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Parrot") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Parrot_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Coastguard") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Coastguard_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Red") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Red_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Redlines") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Redlines_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shark") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Shark_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sun") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Sun_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Twilight") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Twilight_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Wasp_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Sheriff_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Medium FLIR") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_FLIR_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Luxury") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Luxury_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Luxury_Vrana_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Air Ambulance") +"</t>"), "Airspawn2.sqf", ["Heli_Medium01_Medic_H"]];
    
    
       _obj = spawnFlag3;
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Civil") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Vrana_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation Ind") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Wave_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn3.sqf", ["IND_Heli_Heavy01_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Luxury") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp Exec") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_Vrana_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION (VIP)") +"</t>"), "Airspawn3.sqf", ["Ind_Heli_Heavy01_Luxury_H"]];
       _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Marine One") +"</t>"), "Airspawn3.sqf", ["Heli_Heavy01_Luxury_President_H"]];
    
    };

    The part I changed still seems to work. The flags appear, but now I`m not sure how to go about giving the new flags the spawn ability. I was hoping you might be able to advise me please.


  7. Hi. I`m working on a MP Free Flight mission. Nothing fancy, three flagpoles that allow you to spawn a light, medium or heavy helicopter of your choice. I`ve included a vehicle cleanup script and respawn, as accidents do happen. :)

    So far its running ok as far as I can see, but for one problem: If I run the mission on a dedicated server (Set to persistant) then leave and rejoin, the flagpoles are spawned again, so instead of three I have six. If I leave and rejoin again, another 3 appear and so on.

    Would anyone be able to let me know what I`m doing wrong please? Here`s the scripts I`m using.

    Aircrate.sqf

    _obj =  "FlagCarrier_Larkin_H" createVehicle (getMarkerPos "AirObj");
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Light") +"</t>"), "Airspawn.sqf", ["Heli_Light01_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Vrana_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Wave_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: BlueLine") +"</t>"), "Airspawn.sqf", ["Heli_Light01_blueline_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Digital Times") +"</t>"), "Airspawn.sqf", ["Heli_Light01_digital_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Elliptical") +"</t>"), "Airspawn.sqf", ["Heli_Light01_elliptical_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Furious") +"</t>"), "Airspawn.sqf", ["Heli_Light01_furious_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Grey Watcher") +"</t>"), "Airspawn.sqf", ["Heli_Light01_graywatcher_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Jeans") +"</t>"), "Airspawn.sqf", ["Heli_Light01_jeans_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shadow") +"</t>"), "Airspawn.sqf", ["Heli_Light01_shadow_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sunset") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sunset_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_wasp_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sheriff_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Time Trial") +"</t>"), "Airspawn.sqf", ["Heli_Light01_TimeTrial_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn.sqf", ["Heli_Light01_ION_H"]];
    _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION Tactical") +"</t>"), "Airspawn.sqf", ["CIV_Heli_Light01_ION_H"]];

    Airspawn.sqf

    private ["_Air","_caller","_type","_pos","_list","_mDir"];
    _caller = (_this select 1);
    _type = (_this select 3) select 0;
    
    _pos = getMarkerPos "Airspawn_1";
    _list = nearestObjects [_pos, ["Air"], 10];
    {deleteVehicle _x} forEach _list;
    
    sleep 0.5;
    if (!(_type == "")) then 
    {
    {_Air = _type createVehicle (getMarkerPos "AirSpawn_1");
    hintSilent "Aircraft Selected. Previous Aircraft was removed.";
    } else 
    {
    hintSilent "Aircraft removed.";
    };
    
    switch (_type) do {
    case "Heli_Light01_H" : {_Air = "Heli_Light01_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_Vrana_H" : {_Air = "Heli_Light01_Vrana_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_Wave_H" : {_Air = "Heli_Light01_Wave_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_blueline_H" : {_Air = "Heli_Light01_blueline_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_digital_H" : {_Air = "Heli_Light01_digital_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_elliptical_H" : {_Air = "Heli_Light01_elliptical_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_furious_H" : {_Air = "Heli_Light01_furious_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_graywatcher_H" : {_Air = "Heli_Light01_graywatcher_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_jeans_H" : {_Air = "Heli_Light01_jeans_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_shadow_H" : {_Air = "Heli_Light01_shadow_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_sunset_H" : {_Air = "Heli_Light01_sunset_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_wasp_H" : {_Air = "Heli_Light01_wasp_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_sheriff_H" : {_Air = "Heli_Light01_sheriff_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_TimeTrial_H" : {_Air = "Heli_Light01_TimeTrial_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "Heli_Light01_ION_H" : {_Air = "Heli_Light01_ION_H" createVehicle (getMarkerPos "AirSpawn_1");};
    case "CIV_Heli_Light01_ION_H" : {_Air = "CIV_Heli_Light01_ION_H" createVehicle (getMarkerPos "AirSpawn_1");};
    };
    };
    sleep 0.1;
    _mDir = markerDir "Airspawn_1";
    _Air setDir _mDIR;

    And this is in my init.sqf.

    waituntil {(alive player)};
    
    
    call compile preprocessFileLineNumbers "AirSpawn.sqf";
    execVM "Aircrate.sqf";

    Any help would be greatly appreciated. :)

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