fencr0c
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Posts posted by fencr0c
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Sorry got to agree, keep UPSMON vanilla
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The missing semi colon after the _loc was a typo on the post only.
Learning this scripting as I go along, will try the triggeractivated command.
Thanks for the help.
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I've been staring at this bit of code for several hours and dont see why its not working.
_loc=[696.712,8334.23,0] _trgname="_trigger"; _trgstsfld="areaclear"; call compile format["%1=createTrigger[""EmptyDetector"",%2]",_trgname,_loc]; call compile format["%1 setTriggerArea[300,300,0,false]",_trgname]; call compile format["%1 setTriggerActivation[""GUER"",""NOT PRESENT"",false]",_trgname]; call compile format["%1 setTriggerStatements[""this"",""%2=true;"",""""]",_trgname,_trgstsfld]; call compile format["waitUntil {%1}",_trgstsfld];It should do the following, but the areaclear is never set so I assume the trigger is not firing. The only unit on the whole map is me a BAF soldier.
_trigger=createTrigger["EmptyDetector",[696.712,8334.23,0]]; _trigger setTriggerArea[300,300,0,false]; _trigger setTriggerActivation["GUER","NOT PRESENT",false]; _trigger setTriggerStatements["this","areaclear=true;",""]; waitUntil {areaclear}; -
Yeah its a real pain, if you use floor you hardly ever get 5 (4.01 to 4.99) will be 4.
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Could try it replacing floor with round.
Floor rounds to the lowest integer e.g. 1.9 is being returned as 1.
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The effect of addaction is not broadcast over the network and remain local to the client the command is executed on.
So you're addaction is local to the servers session, try changing the (isServer) to (local player) in the init.sqf
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Your create unit line is wrong.
Should be something like this
_group=creategroup east; _leader="TK_INS_Soldier_TL_EP1" createUnit [_spawnPos, _group, "", 0.5, "SERGEANT"]; _unit="TK_INS_Soldier_MG_EP1" createUnit [_spawnPos, _group, "", 0.5, "CORPORAL"];
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I didn't team switch, instead asked the engineer to de-activate the mines, but what I can't remember is if I did it by pointing the cursor at the mine and scrolling to a "De-Actviate" option or pressed 6-1.
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I had a same problem after installing ARMA2OA 1.55 patch, resolved by re-downloading and re-installing BAF 1.01 patch. I have non-steam version, hope that helps.
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I noticed the other night whilst playing OA that the logo does not appear on the M1A1 Tusk, but if you look carefull towards the rear quarter the text is appearing above the armoured skirt, perhaps this is true on other vehicles i.e. the text is displayed, but no logo, didn't have time to check out others.
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Thanks WoodyUK that's helped a lot using move is a lot easier.
And yes I do use Squint, its invaluable.
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This is driving me mad, probably my lack of knowledge or something, but the results aren’t as expected/
Basically the script should generate a saboteur, who’s instructed to go to a position, place a pipe bomb and touch it off.
The script is executed from another script that determines the target position and creates the saboteur if he dies.
The first couple of times the script runs fine, the saboteur is created, he moves to the end of the waypoint, places the pipe bomb, triggers it and dies.
Then it all starts going wrong, the pipe bomb is placed 2/3 of the way along the waypoint path, and gets triggered at the end of the waypoint. This gets progressively worse as the pipe bomb is placed closer and closer to the start of the waypoint, ending up with the satchel being placed at the start of the waypoint and then being triggered at the end.
I’ve displayed the position of the target using hint and its correct, it never changes.
Any help would be appreciated as I’m new to this scripting lark.
private ["_spawnPos","_targetPos","_group","_osfBomberWp1","_osfBomberWp0"]; _spawnPos = _this select 0; _group = _this select 1; _targetPos = _this select 2; // create bomber unit "TK_INS_Soldier_EP1" createUnit [_spawnPos, _group, "this addMagazine ""pipebomb"";osfBomber = this", .05, "private"]; // assign waypoint and targets for bomber _osfBomberWp0 = _group addWaypoint [_targetPos, 0]; _osfBomberWp0 setWaypointType "MOVE"; //_osfBomberWp0 setWaypointBehaviour "STEALTH"; _osfBomberWp0 setWaypointStatements ["","osfBomber fire [""pipebombmuzzle"", ""pipebombmuzzle"", ""pipebomb""]"]; _osfBomberWp1 = _group addWaypoint [_targetPos, 1]; _osfBomberWp1 setWaypointStatements ["","osfBomber action [""TOUCHOFF"", osfBomber];osfBomber setDamage 1"]; exit;
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I've used "count crew Heli1 == 10" in the past although you need to do a bit more to handle dead players by counting number of units in the group that you want to board, don't forget to include the heli crew in the count figure either.
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Yes cannot install just get message "System cannot find specified file"
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Same here, cannot connect to my server, little red circle and ? next to the server name.
edit : can connect, but servers listed with red circle.
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voted no, the current use of numbers for the command system is quicker to use, cleaner and ulitmately more flexible whilst remaning consistent. The command rose would have to have many "sub-menus" to cater for the dynamic content.
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think you need the variable set in your server.cfg file
persistent=1; // If 1, missions still run on even after the last player disconnected.
and probably the mission has to be coded not to end once all players have left (i.e. dead)
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Try creating a trigger, group this to your squad, edit the trigger again and you'll get the activitated by "whole group" or "group leader" being presnet, in the act. put something like "this and obj == true and obj2 == true" etc.
Not sure if its the correct way or not I'm new to creating missions.
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Yep can confirm, I get exactly the same problem in any custom made mission. As soon as you open up gear menu for the ammo box the game freezes, very annoying.
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Have exactly the same problem. Can't find out servers in the in-game browser.
Can find it using the remote and keying the IP address. What's odd is that the in-game browser states BattlEye is not running on the server, but if I look in the server window it states BattlEye is started. Have a support ticket raised with our GSP.
Also if I goto to http://arma2.swec.se/server/list and type our server name its not displayed, have to click on down to get the server to be displayed, its clearly not down as I've joined the server and successfully started a game.


UPSMON - Urban Patrol Script Mon
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Can also confirm UPSMON 5.0.8 R2 is working have tested with mission.
Are you using with script spawned units or those placed in the editor?