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bloodxgusher

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Posts posted by bloodxgusher


  1. Hey guys, i'm here since Arma 2, but on editing i'm a newbie. :p

    How can i create in the editor those types of objectives that automatically counts from 100 to 0 and the circle goes blue or red with the presence of the teams?

    Is that a script?

    Thank you so much for the help.

    Ya. Those are really advanced scripts and upon reading them, your brain could literately melt from try to comprehend it all. But in all seriousness, they are advanced and you would usually need the help of the author to guide you through it. Try editing something simple like Deathmatch.


  2. How do you get the AI to or Player to respawn on a exact Position?

    God does not like respawning so therefore it does not happen.

    ---------- Post added at 01:16 AM ---------- Previous post was at 01:15 AM ----------

    Lol Billz use the search tool. There are tonz of respawning threads.


  3. As I mentioned in an earlier answer - don't use the same handle for the two scripts... It might mess stuff up (I think).

    So use dude = [this] execVM "vehicleloadout.sqf" or something instead.

    Have you made sure that your loadou tscript works without the respawn script? By just running this: dude = [this] execVM "vehicleloadout.sqf" in the init field?

    Also maybe try and clean up the code a bit like this:

    _numbag = 2;
    _numammo = 16;
    _numweapon = 2;
    [b][i]_vcl = _this select 0;[/i][/b]
    
    
    if(_vcl iskindof "B_Hunter_F") then
    
    {
    
    [b][i]_vcl [/i][/b]addWeaponCargo ["arifle_MX_F", _numWeapon];
    
    [b][i]_vcl [/i][/b]addMagazineCargo ["30Rnd_65x39_caseless_green", _numAmmo];
    
    [b][i]_vcl [/i][/b]addBackpackCargo ["B_AssaultPack_Base", _numBag];
    
    };

    Ah ok. Ya I tried "dude" earlier but also was not firing. would I have to actually change the name of the vehicle to dude?

    I am retesting all of this now so I will update in a sec.


  4. How can I spawn a model or object that serves as a visual aid? I want to create an explosive charge "prop", that does nothing except decorate an area. It cannot be picked up or intractable in any way what so ever.

    I may be wrong here but I believe you need the class name of the items you need. Some can be found here http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available

    then you can create the item via scripts with the creatvehicle command and then use the attachto command to fix in something.

    here is some code from a script I used in Arma 2. May work for Arma 3

    
    _lamp1 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"];
    _lamp2 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"];
    _lamp3 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"];
    _lamp4 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"];
    
    //Red
    
    ////////////////[   name ,[L/R, F/B, U/D  ]] ///// L/R == Left/Right || F/B == Front/Back || U/D == Up/Down
    
    _lamp1 attachTo [car,[-.5, 2.4, -1.0]]; //Front Left
    _lamp1 setDir 180;
    _lamp2 attachto [car,[-.95, -3.4, -.83]]; //Back Left
    _lamp2 setDir 5;
    
    //Blue
    
    _lamp3 attachto [car,[.5, 2.4,-1.0]]; //Front Right
    _lamp3 setDir 180;
    _lamp4 attachto [car,[.88, -3.4,-.83]]; //Back Right
    _lamp4 setDir 5;
    
    

    So in the above code I have, "Misc_Wall_lamp". This is the classname of a lamp in arma 2.

    I then attached that lamp to a vehicle in the game name car and set its direction.

    You can also do this with ID's and probably other simpler ways than I explain here.

    Give it a try.


  5. Yes. You need the correct classnames. Make sure you get the loadout script working before you try to run it from the respawn script.

    So I got my hands on the classname for teh hunter and my code now looks like this.

    
    _numbag = 2;
    _numammo = 16;
    _numweapon = 2;
    _vcl = vehicle;
    
    
    if(_vcl iskindof "B_Hunter_F") then
    
    {
    
    _this addWeaponCargo ["arifle_MX_F", _numWeapon];
    
    _this addMagazineCargo ["30Rnd_65x39_caseless_green", _numAmmo];
    
    _this addBackpackCargo ["B_AssaultPack_Base", _numBag];
    
    };
    
    

    This is not firing at all.

    Could it be the pre-loaded items that come with all vehicles in game?

    Could it be the something in the init field not spelled correctly? Here is the code i have there

    veh = [this, 180, 900, FALSE, FALSE, "veh = [this] execVM ""vehicleloadout.sqf"""] execVM "vehicle.sqf"
    

    If someone could review this for me that would be great.


  6. Hello everyone.

    I'm looking for some help with a multiplayer mission I have been working on.

    This mission is similar to CTI or Warfare games modes but not as extensive.

    Basically what I want to do is have a set of points/towns set up around the map(maybe 5 or 6) where each faction has to gain control of each then take out the enemy main Fob or base.

    Again this will operate similarly to CTI or Warfare so when you or your group captures one of these towns, it would update for all factions showings who controls it and if you need to defend or attack.

    So as of right now. I have no code for this and was hoping if someone knew of a tutorial/script out there that somewhat touches on this concept that I can work off.

    Or

    help me start this off.

    I looked through some old Arma 2 CTI and some for the Alpha...... 0_0

    ya so any insight would be great.

    Thanks.


  7. Not a great idea...Too strong. I used "enablesimulation" in the previous version but u can't turn your head around, and i like this feature. I gotta think about it.

    Ah ok.

    Question:

    Does the mobile respawn work for you?

    When I start my missions, I get the notification of the Mobile Respawn being available and when its destroyed but I can not respawn on it when I am killed. I believe I followed your instructions fully. I placed down a marker named blufor and opfor and created a object(checkered flag) named BTC_base_flag_west and BTC_base_flag_east. I also have markers named respawn_west and respawn_east. The mobile respawn vehicles are named mobile_west_0 and mobile_east_0 in the editor. Naming the the mobile respawn vehicles anything else other than mobile_west_0 OR mobile_east_0, does not activate the vehicle.

    Is there something I am doing wrong?

    Also. Is it possible to respawn with out weapons after death?


  8. Got it working and works with players fine. Tho mate whos trying it seems to have revives not work after a certain amount of deaths tho could be the config if theres a toggle for amount tho wasnt sure there was one.

    But yeah got it fine on my end. Thank you for the script sir.

    I hope there can be a option available for this.

    i, Many thanks for all your work - really useful module.

    Little 'bug' I think we found last night.

    Have created a coop mission and found that if near a vehicle when dead you can roll to it, get inside and use mounted guns etc as tho still concious.

    also the hact that you can roll means easy for injured players to roll into cover which negates teamate need to drag bodies to cover before first aid.

    Is this something that can be fixed?

    I have noticed that as well.

    One suggestion to the creator could be to use the "disableUserInput" command or maybe limit moving of only the head like in some other mods.


  9. Yes, that looks just about right!

    ---------- Post added at 07:39 AM ---------- Previous post was at 06:23 AM ----------

    Or rather.. choose another handle for the loadout script than "veh". Like this:

    Code:
    veh = [this, 15, 10, 5, TRUE, FALSE, "dude = [this] execVM ""vehicleloadout.sqf"""] execVM "vehicle.sqf"
    

    Ya that seems to not be firing for me. I think I need the classname of the Hunter. I will attain that and report back.


  10. Sure, just add the loadout to the init parameter. And don't forget to add it outside the respawn script call, otherwise it will only apply after the vehicle has been respawned.

    Ok so I came up with this code

    //vehicleloadout.sqf//
    
    _numbag = 2;
    _numammo = 16;
    _numweapon = 2;
    _vcl = vehicle;
    
    
    if(_vcl iskindof "car" && iskindof "HnunterGMG") then
    
    {
    
    _this addWeaponCargo ["arifle_MX_F", _numWeapon];
    
    _this addMagazineCargo ["30Rnd_65x39_caseless_green", _numAmmo];
    
    _this addBackpackCargo ["B_AssaultPack_Base", _numBag];
    
    };
    
    

    Now I know the "HunterGMG" is wrong. I probably should put the class name but I do not have that yet. Im using that to give mission makers the ability to give specific items in specific vehicles.

    So this is what would go in the vehicle init.

    
    veh = [this, 15, 10, 5, TRUE, FALSE, "veh = [this] execVM ""vehicleloadout.sqf"""] execVM "vehicle.sqf"
    
    

    Can someone over look this. I have not actually tested this but Im sure there are some syntax errors.

    Thanks.


  11. Great work! The revive and stuff works.

    I only have one issue, the player loses gear when he is "killed" or when he respawns. Although I was using VAS script as well, I removed it, still running Revive, players loses his gear. Remove both scripts, works fine, respawns with gear (although with the default one). Added VAS back on, player still respawns with gear. So it probably is this scripts issue.

    Any ideas, solutions?

    Thanks in advance

    Interesting. I am using the VAS with this as well and when I die, I lost nothing. I respawn with what I had at time of death. I actually would like the option to lose all gear when respawned.

    Here is a copy of my Init.Sqf. Maybe this will help you.

    
    
    removeAllWeapons player;
    removeallassigneditems player;
    Removeuniform player;
    Removevest player;
    
    
    execVM "grenadeStop.sqf";
    execVM "fillammobox.sqf";
    
    
    call compile preprocessFile "=BTC=_TK_punishment\=BTC=_tk_init.sqf";
    call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf";
    
    

    ---------- Post added at 05:06 PM ---------- Previous post was at 05:02 PM ----------

    Has anyone got Mobile Respawn to work fully?

    I just now got it semi working.

    Im still unable to actually respawn on the mobile respawn.

    So the vehicle that I am using for the mobile respawn is a unarmed Hunter and Ifrit.

    As of right now, when the mission starts, I get the notification Mobile Respawn is available.

    It also respawns as normal when destroyed and displaying correct messages.

    The only problem that remains is I am unable to respawn on the vehicle once killed out in the field.

    I can only spawn back at main base.

    Any got any solutions.


  12. Hey guys,

    I'm relatively new to making missions. While I made a few in Arma 2, they were never advanced, and I'm looking to expand my knowledge in arma 3.

    I'm creating a rescue type mission, where it's the job of OPFOR - who are holding 3 civilians captive - to hold off the advancing BLUFOR trying to rescue the 3 civilians. There is no AI in the mission, including the 3 civilians, so even they will be played by members of my group.

    The trouble I'm having though is that the civilians will have the ability to the Ammo Crates placed down for the OPFOR, and the civilians will also be able to take gear off players that die near them. While that's obviously the most realistic approach, that's not what I want to do. I would like to have it so that the civilians do not have access to the Ammo Crates at a minimum, and I'd prefer that they cannot access players gear.

    Is there a way of locking particular players out from accessing gear?

    Cheers.

    I would really love to see this as well. I am sure it is possible.

    Just speculating here BUT i think there is only one way to go about this.

    As far as I know disabling item pickup would be a global event and you dont want that so the next best step would be prohibiting certain weapons on players.

    So something like

    if (player) == civilian && (player = armed) then do {deleteweapon};

    Ya that was horrid but something of that nature should work. I hope that gives someone ideas.


  13. I'm working on the pubblic server for resolve some security issue and will be again online today

    So how would that look? Something like this maybe?

    
    ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\
    BTC_revive_time_min = 5;
    BTC_revive_time_max = 600;
    BTC_who_can_revive  = ["Man","Medic2-0","Medic2-1","Medic2-3","Medic2-3"];
    BTC_black_screen    = 0;//Black screen + button while unconscious or action wheel and clear view
    BTC_active_mobile   = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no))
    BTC_mobile_respawn  = 1;//Active the mobile respawn fnc (1 = yes, 0 = no)
    BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn
    BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no)
    BTC_pvp = 1; //(disable the revive option for the enemy)
    BTC_injured_marker = 1;
    BTC_vehs_mobile_west = [car11];//Editable - define mobile west
    BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east
    
    

    So I am assuming this would determine depending on what player slot chosen upon entering the server would allow for reviving other fallen teammates. Or could be class name of the medic class. correct?


  14. while {true} do {
       // code goes here
    
       // delay goes here
       sleep 30;
    };
    

    Just so others can see how this will work.

    
    while {true} do {
       // code goes here
    _start = diag_tickTime;
    { deleteVehicle _x; } forEach allDead;
    { deleteVehicle _x; } forEach nearestObjects [getpos player,["WeaponHolder","GroundWeaponHolder"],14000]
    hint format ["Server cleanup took %1 seconds",diag_tickTime - _start];  
    
    
       // delay goes here
       sleep 30;
    };
    
    

    Holmes stated he uses this with add action function.

    I was assuming more of a automatic execution of the code while the mission/server runs.

    Could said code be placed in the Init.sqf and executed that way?

    It would free up the player having to run over to a object to clean up the server.


  15. Now hes going to ask what do i do with that code,

    how is it called?

    where do i put it?

    how do i create this?

    is it a script?

    how do i create a script?

    if its a script where do i put the script?

    do i put it in the player init line?

    to I create a trigger, and add the code in that?

    or a module and add the code to that, what?

    Details!

    Not everyone knows what to do with the codes.

    haha ya like me!

    I would assume this would be some kind of loop though.


  16. Sorry my mistake I need to Teleport EAST AI back out of the area in No Bluefor are in it

    It seems all you have to do is just change "west" to "east"

    Change this

    
    condition : ({alive _x && side _x == west} count thisList) < 2;
    Act : (thisList select 0) setPos (getMarkerPos "teleportPoint");
    
    

    to this

    
    condition : ({alive _x && side _x == east} count thisList) < 2;
    Act : (thisList select 0) setPos (getMarkerPos "teleportPoint");
    
    

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