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H3NRY

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Everything posted by H3NRY

  1. i did not notice it as much in the other betas but when you are 700m away from a person and they lay down ( even with grass OFF) they disappear, NOTHING is showing, even when they are out in an open field with nothing to cover them. i would like to be hidden by the grass when it is on but when there is no grass what are you hiding in?? sure concealing half the person i would have no problem with but having them morph into the ground like that when you can clearly see them is not the right thing to do. maybe make it so it does that with grass on but not with grass off or even just make it so when grass is off ( terraingrid 50) they only partially blend with the grass
  2. hey wiper.. loving the JIP, it is actualy kinda working, only thing i see wrong is the markers are not in the right place most the time ( other than the actual place to attack which is right where its supposed to be) and it makes it a bit hard to get to the secondary ammo cache without a team mate placing you a marker on the map where it is :)
  3. maybe you can set the _pos for the insert ( invisible H) to include a "this setPosATL [getPosATL this select 0, getPosATL this select 1, 0.1]" 0.1 is the height, that should be enough that he doesnt even land but everyone can get out and he can also "engineoff" without any chance of damage
  4. ok cool.. thanks man, didnt think it would be somethign so simple but hey, the best things are :)
  5. ah ok.. cool if (isserver) then { _u = _this select 0; _s = _this select 1; _d = _this select 2; _r = _this select 3; _p = _this select 4; [color=Red][b]_i = _this select 5;[/b][/color] if (typename _u == typename "") then { _u createunit [([_p,_d,_r] call SHK_pos),(creategroup _s)[b], [color=Red]_i[/color][/b]]; } else { waituntil {!isnil "BIS_fnc_init"}; waituntil {BIS_fnc_init}; [([_p,_d,_r] call SHK_pos),_s,_u] call BIS_fnc_spawnGroup; }; }; so i could do this to the code and it will except an init there? ( where bold) sems too simple to me t work :) nul = ["Ins_Soldier_1",EAST,random 360,100,getpos player, "init value here"] execvm "script.sqf";
  6. well thanks shk.. one more question to you and everyone else :) i want to make a task to talk to someone, but the person HAS to spawn ( if they didnt have to i could make a simple script with an addaction to talk to them) because the whole area they are supposed to be in is going to be bombed, any way you could make the spawn script have an init value?
  7. hmm.. those are the specific ones for the weapons in the bink skin replacements/addon units.. i had them working but i had the replacements and the addon units. if you can use the para in the armory then it should work in a mission. i know there is a way to get the classname of a weapon in your hand.. dont know how to tho :)
  8. well that wont work.. i dont want the opfor shooting the buildings lol ill just set the initial guys to " never fire" so they dont shoot them then have everyone else as engage at will
  9. after completing the first objective. see they are civilians right now i have the side set as WEST in the mission.sqf but that doesnt quite work right, i want after the first objective they are labeled hostile to the opfor ooh thought... "side= enemy" so "CIV=enemy" should do it on a trigger? wait then they would shoot eachother too.. gah
  10. mmk.. so yet another question. i searched but got nothing.. how do i set the side of a player ( or group of players AND AI) with a trigger? tried " side player west" but i got errors.. didnt know what else to try lol players and AI are named ( p1, p2, p3, p4)
  11. only thread i came up with in a search so... i want a bomb to drop on a trigger, not from a plane but just have it fall ( want it to look like it was in the building) i tried "Bo_GBU12_LGB" createVehicle [1000, 1000, 1000]; in the init field of a trigger but that didnt work. any ideas?
  12. make sure your units are named in the editor AND that you have those names in the "revive_init.sqf" file where they are supposed to be. also make sure the "respawn_west/east" marker is over 50m away like wolffy said. i had the same problem tell i realised where i had to put the names
  13. that sounds like the one from the bink us army ones.. i think i have a list of them.. one minute VIL_M4_grip_aim VIL_M4_grip_eot VIL_M249_ELCAN VIL_M240B_ELCAN VIL_M240B VIL_M249_PARA VIL_M4_grip_eot_camo pretty self explanatory names
  14. yeah... already re-working it lol. i just cant make up my mind on how i want to do it
  15. ah thanks.. goingto add that too. and i am trying ot make it so everything is sequential, you cant go to the next objective tell the first one is complete. ( seems like a lot of work now that i started it.. also mking the "endmission" only trigger if ALL objectives are met) right now i am trying to do this.. it seems to be working. ( mission only ends with a win if the a1 thru a10 are true) one trigger with a condition of a1. another that you get to before it that has a1 = true
  16. allright now that it is WORKING.. i want to make it work the right way :) how would i make a trigger set a local variable? i want a trigger to only be able to be hit when the value is 1 but after that task is complete the variable changes to 2 after that task it is 3 and so forth. it is a simple "_var1=0 +1 " type of thing right? either that or i want to have a trigger make a trigger, which would be easiest and could you give me any push in the right direction?
  17. ah never knew those were even at all usefull :) thanks.. it ended up being my briefing having a miss spelled trigger making it stop there.. kind of weird that something so simple would make it stop reading it
  18. allright .. new problem :( my init.sqf isnt working past the exec revive init what am i doing wrong? server execVM "revive_init.sqf"; //Mission parameters skiptime (paramsArray select 0); execVM "briefing.sqf"; SHK_pos = compile preprocessfile "SHK_pos.sqf"; setterraingrid 50; mk_fTaskHint = compile (preprocessFileLineNumbers "fTaskHint.sqf"); if(true) exitWith {};
  19. gotta say, shk, liking you being around :) your VERY helpful and you give me ideas haha. im going to be using this very soon thanks :)
  20. well if the objectives are to kill two people then use this int he "condition" field of a trigger, the trigger must have an a and b axis of 0 so it covers the whole play area ( so anywhere the guys have died it counts toward the trigger) , put this b1 and b2 are the guys that must be dead for the other part ( the on act field) to be activated. it should be easy to use the same idea to make it work with any type of task
  21. alright now i got a question. some of the guys spawn dead, anything i can do about that? ALSO can i use a invisable helipad as the marker instead? if so then i should be able to use setposATL to set the "marker" (read "invisable heilipad") above ground to make the guys spawn there right? ok so i got that working ( using an invisible H ) but they still spawn dead ( all but one, every time) no matter how high i set it to... even 2000 lol ok said forget it and just made a trigger per unit i wanted to spawn.. every one is live when spawned now.. so anyone having the dead spawn problem, there is one way
  22. basic questions to help people answer you.. are you using a respawn script?
  23. okso i have a mission with 4 civilian players, how do i make them enemy to the enemy i want ( eg; opfor/bluefor)? yes i searched and found nothing regarding this... if there are pages that tell me please let me know
  24. ah yeah that does make more sense, was just looking at the one part :) had those weird problems that sometimes the word works but the symbolic representation doesnt... annoying
  25. annother simple way to do it is to open the mission.sqf with atext editor and change the "side" to "west" or "east" ( "civ" "guer" and whatever else should work too) respectively to each unit, even without adding the extra west 0% presence unit it worked for me
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