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Beny.cz

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Posts posted by Beny.cz


  1. Hi guys,

    I am having trouble with a simple arty script. I belive locality is to blame.

    The script is not mine, i have modifed one that I've found on armaholic IIRC.

    Here it is:

    _position=_this select 0;

    _rounds = 11;

    sleep 3;

    hint "Splash";

    while {(_rounds > 0) && isServer} do {

    _X = _position select 0;

    _Y = _position select 1;

    _X = _X + (-35 + (random 70));

    _Y = _Y + (-35 + (random 70));

    "ARTY_Sh_122_HE" createVehicle [_X,_Y,20] ;

    _rounds = _rounds - 1;

    sleep 2;

    };

    It works without a problem in SP, but on dedi server, the arty never starts.

    Any ideas how to fix it?


  2. Hi,

    I am working on a mission and I need advice regarding Ai and its capability of defending a camp.

    I created a small camp. 3 soldiers are sitting around a campfire (using switchMove "amovpsitmstpsraswrfldnon_weaponcheck1") and two fireteams are in tents (doStop on all of 'em).

    Now the problem is when I simulate an attack. The defenders just get totally steamrolled. Guys around campfire seem to be "stuck" in the animation and guys in tents just lay down and do not do anything.

    I would appreciate any help.

    Thanks, Beny.


  3. Hey,

    me and 2 my friends have problem with this mod.

    It tends to crash quite often while playing. "The teamspeak plugin is not responding" hint appears.

    We have to alt-tab our ArmA2 and restart TS3. For some reason, we usually can not connect right away, because TS3 says "Too many clones already connected" or something like that.

    This is quite hell of a problem, because other guys in our group run the mod without any problems.

    Do you have any idea what might be causing this?

    I reinstalled the mod and TS3 at least 3 times.

    I am running v 005 and TS v 3.0.0-beta20, but it was doing trouble since the very first version of a2t.

    Regards, Beny.


  4. You can count the living players using a trigger like this:

    Activation: (side of players)

    and name the trigger somehow (for example trigger_one)

    Now, create triggers:

    Cond: (count list trigger_one) > 7

    On Act: {_x setpos (getmarkerpos "teleport")} foreach units groupF

    Cond: (count units list trigger_one) > 4

    On Act: {_x setpos (getmarkerpos "teleport")} foreach units groupF; {_x setpos (getmarkerpos "teleport")} foreach units groupD

    etc.

    It teleports all units of the given goup (groupF = group this) to the marker "teleport". I am not sure if I explained it well. And probably, there are easier / more pro ways to do what you need, but this works.

    Here is an example mission

    EDIT: if you do not like the teleport idea, just edit the foreach part, for example: {_x setdammage 1} foreach units groupD

    EDIT2: this will work best i guess: {deleteVehicle _x} foreach units groupF


  5. Hey,

    is there a way to "update" a trigger?

    This is how the trigger looks like:

    Act: BLUFOR, present, repeatedly

    On Act: trigger1 = count thislist

    So, it counts BLUFOR units in the area, but the problem is that if there are more / less units, the trigger does not update (it only updates if all BLUFOR units leave the area).

    What i need is a command or sth that makes the trigger update (reinitialize) .


  6. Hey, I am working on a TvT mission.

    I used typical markers to specify where each teams start and their evac zones. But I of course do not want other teams to see these marks.

    So, I found a way how to do that - in my briefing.sqf.

    Here is the code:

    switch (side player) do {

    case WEST:

    {

    ukol1 = player createSimpleTask ["Zajatci"];

    ukol1 setSimpleTaskDescription ["OsvoboÄte zajatce, kteří se nacházejí v NAPou okupované <marker name="petrovka"">Petrovce</marker>!", "OsvoboÄte zajatce", "];

    ukol1 setSimpleTaskDestination (getMarkerPos "Charlie");

    blufb = player createSimpleTask ["Blufor BZ"];

    blufb setSimpleTaskDescription ["Po osvobození zajtců se pÅ™esuňte do <marker name="bez"">BezpeÄné zóny</marker>.", "Dostaňte se do bezpeÄné zóny!", "];

    blufb setSimpleTaskDestination (getMarkerPos "bez");

    player createDiaryRecord["Diary", ["Situace", "NAPA unesla televizní Å¡táb televize CNN. Požadují za nÄ› vysoké výkupné, ale my s teroristy nevyjednáváme.<br/>Váš úkol je jasný: osvobÄte zajatce a dostaňte je do bezpeÄí.<br/><br/>Obáváme se, že v oblastí operují Specnaz, kteří se urÄitÄ› budou chtít dostat k rukojmím jako první. To nesmíme dopustit."]];

    "startw" setmarkercolor "ColorGreen";

    "startw" setmarkertype "Start";

    "startw" setmarkertext "Start";

    "bez" setmarkercolor "ColorGreen";

    "bez" setmarkertype "End";

    "bez" setmarkertext "BezpeÄná zóna";

    };

    case EAST:

    {

    ukol2 = player createSimpleTask ["Zabery"];

    ukol2 setSimpleTaskDescription ["Přesuňte se do <marker name="petrovka"">Petrovky</marker> a zde zajistěte kamerový záznam a zabijte lidi z televizního štábu!<br/>Kamerové záznamy se nejspíš budou nacházet v hlavním táboře NAPA.", "Získejte kamerové záběry", "];

    ukol2 setSimpleTaskDestination (getMarkerPos "Charlie");

    opfb = player createSimpleTask ["Opfor BZ"];

    opfb setSimpleTaskDescription ["Po splnÄ›ní úkolu se pÅ™esuňte do <marker name="oez"">BezpeÄné zóny</marker>.", "Dostaňte se do bezpeÄné zóny!", "];

    opfb setSimpleTaskDestination (getMarkerPos "oez");

    player createDiaryRecord["Diary", ["Situace", "Ti zatracení novináři ze CNN natoÄili velice intimní scénu, na které je zachycen jeden ze Älenů Genrálního Å¡tábu Ruské armády. Tyto zábÄ›ry se nesmí dostat na veÅ™ejnost!<br/>Shodou náhod je ale zajala NAPA. Bohužel s nÄ›ma nemáme zrovna moc dobré diplomatické vztahy. Pozabíjete je vÅ¡echy.<br/><br/>Je tÅ™eba být co nejrychlejší, neboÅ¥ pÅ™edpokládáme, že AmeriÄané již mají v oblasti jejich speciální jednotky."]];

    player createDiaryRecord["Diary", ["Výzbroj", "PÅ™i leteckém seskoku doÅ¡lo k menší nehodÄ›, a tak vaÅ¡e speciální výzbroj a vozidlo byly spuÅ¡tÄ›ny pomÄ›rnÄ› daleko od vás. Pomocí GPS Äipu se nám je podaÅ™ilo lokalizovat. Munice se nachází <marker name="munice"">zde</marker> a Vodník <marker name=""vodnik"">zde</marker>.]];

    "starte" setmarkercolor "ColorGreen";

    "starte" setmarkertype "Start";

    "starte" setmarkertext "Start";

    "oez" setmarkercolor "ColorGreen";

    "oez" setmarkertype "End";

    "oez" setmarkertext "BezpeÄná zóna";

    };

    case RESISTANCE:

    {

    ukol3 = player createSimpleTask ["Brante"];

    ukol3 setSimpleTaskDescription ["Je tÅ™eba se mít na pozoru pÅ™ed útokem jak AmeriÄanů, tak Rusů.", "Braňte Petrovku", ""];

    ukol3 setSimpleTaskDestination (getMarkerPos "petrovka");

    player createDiaryRecord["Diary", ["Situace", "PodaÅ™ilo se nám zajmout reportéry ze CNN. Plánujeme je vymÄ›nit za pořádnej balík penÄ›z. Ale AmeriÄani jsou svinÄ›, urÄitÄ› se o nÄ›co pokusí. Je tÅ™eba se mít na pozoru! Vydržte tudle noc a zítra se bude chlastat!"]];

    };

    };

    Now, it works fine. Until I run the mission on dedicated server. On dedicated server, it starts to behave weird. Some guys from the other teams can see all markers, some can't.

    But I don't understand why.


  7. description.ext:

    class CfgRadio

    {

    sounds[] = { hlaska1, hlaska2, hlaska3, hlaska4, hlaska5 };

    class hlaska1

    {

    name = "hlaska1";

    sound[] = {"", 1, 1};

    title = "Agent Smith?";

    };

    class hlaska2

    {

    name = "hlaska2";

    sound[] = {"", 1, 1};

    title = "A...ano.";

    };

    class hlaska3

    {

    name = "hlaska3";

    sound[] = {"", 1, 1};

    title = "Jste vpořádku?";

    };

    class hlaska4

    {

    name = "hlaska4";

    sound[] = {"", 1, 1};

    title = "Ty šmejdi mi dali do těla, ale dostanu se z toho.";

    };

    class hlaska5

    {

    name = "hlaska5";

    sound[] = {"", 1, 1};

    title = "Fajn. Náš medik se na vás podívá. Musíme dokonÄit misi, pak vyrazíme zpÄ›t na základnu.";

    };

    };

    In your script:

    TL directSay "hlaska1";

    sleep 2;

    civil directSay "hlaska2";

    sleep 2;

    TL directSay "hlaska3";

    sleep 5;

    civil directSay "hlaska4";

    sleep 3;

    TL directSay "hlaska5";

    sleep 5;

    From one of my missions, text is in Czech but that should not be a problem. :)

    You can just edit the text between "".

    It works well and looks nice.


  8. Hi guys, I have a small problem with SOM module. I am not sure why, but instead of the briefing I created, I have some BI text about how SOM works. Any idea how to fix it?

    This is in SOM's init: this setVariable ["settings", [[], true, nil, nil, false]];

    ---------- Post added at 03:33 PM ---------- Previous post was at 02:17 PM ----------

    I had a mistake in briefing.sqf syntax, so the briefing works fine, but there still is the diary entry about SecOps. Is there a way to remove them?


  9. had the same problem:

    Userconfig error when starting the game¶

    * ReRun the "Userconfig" action, from the web-client, Main page.

    or

    * Manually copy ArmA 2\@mod\userconfig\*** to ArmA 2\userconfig\mod\***

    Otherwise retry updating one more time. If all fails, delete the @mod folder and retry.

    Also, please make sure if you use the Official ArmA 2 Beta, that your shortcut has the correct "Start in" set to your ArmA 2 install folder.

    NOT the beta folder

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