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keimosabe

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About keimosabe

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  1. yup, that thought actually came to me a few minutes ago and I thought I would give it a try. Thanks for reaffirming my conclusion :)
  2. there seems to be a problem with unpacking the .7z file. The original size for file sar_ru_architect.pbo is supposed to be around 129 meg but so far I cannot get ANY program to extract the files beyond this file and then it only gets to between 87 and 89 meg before kicking out. Any ideas or what unzip program do you recommend?
  3. hey rawhide.... excellent find man. I was wondering if in that trigger, where you have "crew" could you also put in a "cargo" line for the people in the back as well? and for the players getting out the line: would you change that to read "player out" in conjunction with setcaptive=FALSE to put them back to BLUFOR? I'll try it and see but I wondered if anyone knew up front that it worked like that. thanks in advance guys:yay:
  4. thanks jakerod that worked perfectly. I did not know that about them automatically trying to take off :confused:
  5. I have an airport that when players approach it, I want an A-10 to take off down the runway, sort of am ambient life kind of thing. I have a trigger just inside where players will pass and I have that trigger SYNCED to the first waypoint right in front of the A-10. So theoretically, the A-10 should hold right there until the trigger is set off right? Well, it's not. As soon as th emission loads, it just goes right on ahead and takes off. What am I missing here? Thanks guys
  6. you could set a trigger around the vehicle so that when an OPFOR enters the trigger area, certain player names are set as captives. You have to give each of your players names and then in the ACTIVATION line of the trigger put in: {_x setcaptive true} foreach [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10] the P1-P10 are just the names I use to name my playable people. Change it to whatever you use. I don't know about how the cargo check works, but if they are going to a distinct location, simply make another trigger big enough that they will enter before they get out and put: {_x setcaptive false} foreach [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10] in the trigger's ACTIVATION line basically it's just 2 trigger areas and once they enter them, it sets the variable for every player no matter who enters it first:D that help you out any?
  7. keimosabe

    Obstacle course timer

    Hey guys, this is just what I've been looking for and I have it set up to use Bon's coding with the two triggers and it works great. I'm trying to adapt it to use in a mission with a nuclear bomb. Short story, the nuke is randomly placed in 1 of about 6 locations and the group is searching for it. My trigger so START the timer is attached to the nuke itself so that no matter where it goes the trigger to START a timer goes with it. There is the second trigger that sits right on top of it so that when they reach it and deactivate it, the timer gives them the time and stops. can anyone give me the coding for a couple of things: 1) coding to use on a trigger that if Bon's timer EXCEEDS a certain time limit, the nuke will explode (I can make it explode, I just need the coding for it to do so after a time limit) 2) This one isn't as critical, but I'd like for the timer to SHOW UP onscreen for my players. Using Bon's code, above, what is the syntax to get the timer to show up on screen as it counts. Basically I have it set up so that when players find the right town with the nuke, using a script, I have a bunch of OPFOR show up to defend the nuke and players have to fight their way through them all to disarm it in time. Thanks in advance for the help guys....:D
  8. keimosabe

    A visible timer script?

    Mr. Fenix I am attempting to use this script in a trigger. I have done exactly like you explained in the post above with the activate line in my trigger and the first three steps done as well. From what I can tell, it should be working, but whenever a player enters the trigger area, the timer won't show up. Has anyone else tried this and had it work or am I missing something? As usual thanks in advance for the help guys:rolleyes:
  9. egad and THANKS BROTHER! Never in my wildest dreams would I have figured it looked like that:yay:
  10. I know how to script a single person "unitname setcaptive false", but how would that work if I wanted a trigger to set ALL the players back to false? I use a standard p1-p10 naming scheme and my players all start out in a prison camp with no weapons and set as captives. Once one (or several) of them approaches a weapons rack to steal weapons, I want ALL of them to set back as FALSE so OPFOR will treat them all as escaping. I just don't know how that line of code looks. Thanks guys....
  11. OK, thanks for confirming that lil' bit. I found in another site (I think Armaholic) where tcp was in on a discussion about his script where he said something to the effect that he was not able to get the DISARM action to come up server side. I wonder if he got it fixed. I'll try and PM him about it.
  12. I'm working with tcp's IED script and I've noticed a couple of things that you coder geniuses can help me with... The IED scripts use a SIDE variable to determine which side activates the IED and in my case it is WEST. No problem. But when I start out and set a unit with "setcaptive true", apparently it removes the SIDE variable of that unit, which only makes sense. Does "setcaptive false" return the unit to its original SIDE? The problem I am running into is that the "setcaptive true" units do not activate the scripts that are looking for a WEST side unit. And in the script itself for TCP's IED, you can setup the class types that never fail to disarm an IED they are close to. Click the spoiler button to see the code as I am using it. "USMC_SoldierS_Engineer","ACE_usarmy_sapper","ACE_SF_FR_Sapper" are the three class types I have set up that SHOULD BE able to always detect and disarm them, but in my testing, no matter what class I use, the bomb always blows up, taking out my guy with it (unless he has been set to captive) I have looked around but cannot find... Am I missing something with the script or do I have to just approach the vehicle a lot slower for a unit to detect the IED? I have never seen the IED successfully detected, so I don't know what to look for in my testing. as usual, thanks in advance for the help and props to TCP and POTS for their scripts. :)
  13. keimosabe

    Set captive question

    figured that's what it'd be thanks man
  14. I know how to set a BLUFOR guy with "setcaptive" and remove all his weapons. My question is how do I set him back to "blufor" mode when he picks up a weapon. I'm working on a mission on Duala where we start in the prison as captives and I want players to be able to walk around UNTIL we pick up a weapon and try to escape. Does picking up a weapon and killing an OPFOR guy automatically make us enemies of OPFOR guys or do I need to script a trigger near a weapons cache for setcaptive=FALSE? As usual thanks for the help guys
  15. Is there some special way to script the mission briefing now if you use CBA? I've noticed not on two seperate missions that the notes are there, but as soon as the CBA Initializing message come up, they disappear. If you use CBA do you have to script the init.sqf differently? ** I know this has to do with CBA but I posted it here because I thought the solution might have to do with SCRIPTING:cool: I've looked all over the place and cannot find anything on this, but this is twice now, two seperate missions on two different islands.... ---------- Post added at 07:34 PM ---------- Previous post was at 06:31 PM ---------- never mind guys.... delete this thread please. I'm an idiot. It was in the briefing itself.
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