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bloodxgusher

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Posts posted by bloodxgusher


  1. curtcooll, let me lay it out for you for this script step by step that way you can get it running,

    its not tricky but there's a few things you need to setup:

    Files

    1. you should have the following files in the same folder as your mission:

    a folder titled airSup

    a script titled init

    a file titled stringtable

    In the editor

    2. on the map place an H marker H stands for helicopter and name it Aspad

    place the marker on the airfield

    3. player, name your player m1

    Init.sqf script

    4. open this script with notepad and add(copy n paste) this code:

    ASfirstrun = true;
    if(player == m1)then{nul = [m1,"trans"] execVM "airSup\airSupInit.sqf"};
    if(true)exitWith{};

    note: you see m1 in the code?

    you can change that to what you want, but make sure your player unit's name is the same.

    ===============

    Thats basically it.

    What happens when you call the chopper ingame?

    When ingame you should see in your action menu an option to call transport, once you call transport it will ask you

    to open your map and then click on your map where you want the LZ (landing Zone) which is where the helicopter will land to pick you up.

    then it will ask you again after that is placed where you want the 2nd LZ which is where you will be dropped off, once that is done

    then exit the map and wait for the chopper.

    once the chopper arrives, it will land at the LZ you indicated, he will not take off til you give him the ok, in your action menu it will

    say ok pilot good to go!, click on that and the chopper will go to the next LZ, just make sure your on the chopper when he takes off, or he'll leave without you.

    Once he lands at the 2nd LZ he wont leave til you get off the chopper, once you get off, he will then fly back where he came from and delete.

    If the chopper gets destroyed or shot down then a new one will respawn when you call for transport again.

    You cannot call a chopper again if the chopper is flying back, you have to wait til you get the message chopper RTB'd' (returned to base).

    You can also see where the chopper is at on the map, its a square with an x in it.

    If the files are correct, and you did everything right then it should work, the only concern i have is that this is untested in Arma3,

    and im not sure if it will work as for Arma2CO the chopper that spawns is a blackhawk, i don't own Arma3 Alpha yet, prob not til summer,

    or earlier so i cannot test and see but lets test and see if it works.

    I'll be back later, hope to read some good news.

    Can this work for multiplayer?

    I have not downloaded this yet. Just now reading it and was wondering if this is only of SP or not.

    I would imagine somewhere in the script, I can change the helicopter from a Blackhawk to MH9 or what ever the classname for the the chopper in A3.

    My idea in using this would be to have a air support/transport feature available to all the squad leaders instead of every single player who connected.


  2. placed the scripts folder in my mission folder.

    Added the init of your example mission to my mission folder.

    Copied and pasted the lines from your description.ext to mine that are needed.

    Disabled mobile respawn via the scripts init file.

    Disabled the need of a medkit to revive via the scripts init file.

    Placed a marker "respawn_west" and the flag "BTC_base_flag_west".

    ->Preview.

    Result: Shot a teammate. Cant revive him. Blow myself up with grenades-> Dead, cant respawn, cam flies above me showing me the options "team switch", "end" etc.

    I chose team switch -> Took control of a former NOT INJURED Team mate. As soon as I enter this guy, I lie on the ground, seeing the option 'respawn'. So I did and respawned at the marker "respawn west"

    Fazit: couldnt revive my mate, was instantly dead, had to respawn with another guy, all on the ground are dead, team has two guys less that cant be brought back.

    What did I do wrong?

    EDIT: Smaple mission doesnt work for me as well. Could you perhaps release a Vid tutorial how to use this?

    Hey Dar. To test this mission(s), you need to save it to Multiplayer. Start a server, load your mission then test. Some things can not be tested via the editor.


  3. vehicle names need to match the script so

    [color=#333333]BTC_vehs_mobile_west = [trans1_west_0];//Editable - define mobile west
    [/color][color=#333333]BTC_vehs_mobile_east = [trans2_east_0];//Editable - define mobile east[/color]

    should be

    [color=#333333]BTC_vehs_mobile_west = [trans1];//Editable - define mobile west
    [/color][color=#333333]BTC_vehs_mobile_east = [trans2];//Editable - define mobile east[/color]

    Ah ok I see now. I thought I had to keep the _0.

    I will test that bit out.

    As for the respawning in base?

    will the above correction fix that or am I still doing that bit wrong. Placing down a flag or some object and namimg it "BTC_base_flag_east" is wrong?


  4. I'm posting this just so it is clear on how to get base and mobile respawning working

    Here is what I have in my =BTC=_revive_init.sqf

    
    /*
    Created by =BTC= Giallustio
    version 0.3
    Visit us at: 
    http://www.blacktemplars.altervista.org/
    06/03/2012
    */
    
    
    ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\
    BTC_revive_time_min = 5;
    BTC_revive_time_max = 600;
    BTC_who_can_revive  = ["Man"];
    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 = 0; //(disable the revive option for the enemy)
    BTC_vehs_mobile_west = [trans1_west_0];//Editable - define mobile west
    BTC_vehs_mobile_east = [trans2_east_0];//Editable - define mobile east
    ////////////////// Don't edit below \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    
    
    //FNC
    call compile preprocessFile "=BTC=_revive\=BTC=_functions.sqf";
    
    
    if (isServer) then
    {
    BTC_vehs_mobile_west = [mobile_west_0];//Editable - define mobile west
    BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east
    //Mobile
    if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = format ["mobile_%1_%2",west,_i];_veh setVariable ["BTC_mobile",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var] spawn BTC_vehicle_mobile_respawn;}};;} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;};
    if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = format ["mobile_%1_%2",east,_i];_veh setVariable ["BTC_mobile",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;};
    };
    if (isDedicated) exitWith {};
    
    
    BTC_dragging = false;
    //Init
    [] spawn
    {
    waitUntil {!isNull player};
    waitUntil {player == player};
    //"BTC_PVEH" addPublicVariableEventHandler BTC_fnc_PVEH;
    BTC_side = side player;
    BTC_respawn_marker = format ["respawn_%1",side player];
    player addEventHandler ["HandleDamage", BTC_fnc_handledamage];
    player addEventHandler ["Killed", BTC_player_killed];
    player setVariable ["BTC_need_revive",0,true];
    if ([player] call BTC_can_revive) then {player addAction [("<t color=""#ED2744"">") + ("First aid") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_first_aid], 8, true, true, "", "[] call BTC_check_action_first_aid"];};
    player addAction [("<t color=""#ED2744"">") + ("Drag") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_drag], 8, true, true, "", "[] call BTC_check_action_drag"];
    if (BTC_active_mobile == 1) then {if (side player == west) then {{_spawn = [format ["%1",_x]] spawn BTC_mobile_marker;BTC_base_flag_west addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_west;} else {{_spawn = [format ["%1",_x]] spawn BTC_mobile_marker;BTC_base_flag_east addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_east;};};
    BTC_weapons = weapons _player;
    BTC_prim_weap = primaryWeapon _player;
    BTC_prim_items = primaryWeaponItems _player;
    BTC_sec_weap = secondaryWeapon _player;
    BTC_sec_items = secondaryWeaponItems _player;
    BTC_items_assigned = assignedItems _player;
    BTC_items = items _player;
    //_handgun = handgun player;
    BTC_handgun_items = handgunItems _player;
    BTC_mags = magazines _player;
    BTC_goggles = goggles _player;
    BTC_headgear = headgear _player;
    BTC_uniform = uniform _player;
    BTC_uniform_items = uniformItems _player;
    BTC_vest = vest _player;
    BTC_vest_items = vestItems _player;
    BTC_back_pack = backpack _player;
    BTC_weap_sel = currentWeapon _player;
    BTC_at_mag = "";BTC_r_mag = "";
    if (BTC_sec_weap != "") then {player selectWeapon BTC_sec_weap;BTC_at_mag = currentMagazine player;player selectWeapon BTC_weap_sel;};
    if (BTC_prim_weap != "") then {player selectWeapon BTC_prim_weap;BTC_r_mag = currentMagazine player;player selectWeapon BTC_weap_sel;};
    hint "REVIVE STARTED";
    };
    
    

    Here is what I am doing.

    I am assuming

    BTC_vehs_mobile_west = [trans1_west_0];//Editable - define mobile west

    BTC_vehs_mobile_east = [trans2_east_0];//Editable - define mobile east

    are my mobile respawn vehicles for both sides. so in the editor I named them trans1 and trans1

    Also in the editor. I went to empty/objects [signs]/ flag [checked] and then placed that in both bases for west and east. they are both named respectively BTC_base_flag_east and BTC_base_flag_west

    right now as it stands, every time I respawn, I end up at the edge of the map in the ocean.

    It seems I not defining correctly where to respawn. Can someone guide me?

    Thanks


  5. I got a question guys.

    I plan to use this for a PVP (no AI) mission I am working on.

    I want each side to spawn in their main base after dying.

    Would that be a matter of setting down markers in the main base?

    I know respawning works on the Respawn =0, Respawn =1 and so on. I forget which one does which.

    Thanks in advance for anyone who could guide me.


  6. Hey there. I found a very useful tutorial on youtube by a user by the name of "ApocalypseDan". I believe the process is very similar to what Kylania said however he did not mention you would lose anything previously created on a 2D map. This seems like a true conversion. I still yet have to try this out myself but looks like something very worth your time.

    Its a 3 vid tutorial.


  7. Myke;2233614']Thread title changed' date=' please try to be more descriptive next time. ;)

    As for your problem, those are placeholder/pointers:

    _textA = "Sir";
    _textB = "Yes";
    hintsilent format ["%1 %2 %1", _textA, _textB];
    

    This would spit out a hint with the following text:

    The string is the text that is composed. The numbers with th e % are placeholders and point to the values after the string, %1 being "Sir" and %2 being "Yes". It doesn't need to be a string, also numerical values can be inserted, say a score or remaining lives.[/quote']

    Appreciate the info gentlemen. I will review.


  8. Hello all.

    Just looking for any information on what %1 or any number combined with the %.

    I come across this in quite a bit of reference code and wondered what it is and its use. Here is some examples.

    
    (format ["%1 switchmove ""%2"";", _civ, "amovppnemstpsnonwnondnon"]) call broadcast;
    player groupchat "You released the civilian!";
    
    

    
    (format ["%1 switchmove ""%2"";", _civ, "civillying01"]) call broadcast;
    
    (format['server globalchat "%3 was restrained by %2";if (rolestring == "%1") then {execVM "Unrestrain.sqf";}', _civ, name player, name _civ]) call broadcast;
    
    
    
    

    I have seen %1 - %5 used before. The only thing I know about this is that %1 has something do with or is equal to the player and %2 has to do with another player interacting with player.

    Thanks.


  9. Used the search tool and could not exactly find something related to my question.

    I have become pretty good at using the 2D editor now and was looking for insight on how to access/obtain/use "hidden objects"

    For example.

    Houses

    Piers/Docks

    tree/plants

    Some of these objects are not readily accessible in the editor and I recently came across a mission where the make had used one of these objects (2d editor)

    It was a pier but everytime I clicked on it to change properties to my liking, the object would be made into something else like a parachute.

    Anyone with knowledge on this would be greatly appreciated.


  10. Sweet thanks. I will test this.

    using the class name was my next step since it is specific

    ---------- Post added at 01:37 AM ---------- Previous post was at 12:35 AM ----------

    You actually need global effect of triggers since setObjectTexture is local command and trigger will execute it on all clients.

    I never used triggers but I think that list of trigger-activated vehicles should be in thislist variable. On act probably should be something like this:

    (thislist select 0) setObjectTexture [0, "PurpleSUV.jpg"];
    

    Oh and SUV base class is "SUV_Base_EP1", not "SUV". Use config browser as reference when working with vehicle classes.

    Ya this very much worked. Never knew about "thislist" thanks for the tips.


  11. Hey everyone. I am having a issue getting a trigger to fire the way I want.

    Basically I am trying to have the player drive into a designated area where the vehicle he/she is driving will be changed.

    The texture of the vehicle will be changed to a premade jpg file in the mission folder.

    Here is what I am working with.

    
    Condition: vehicle player iskindOf "SUV"
    
    
    
    On Act: SUV setObjectTexture [0, "PurpleSUV.jpg"];
    
    

    Now im pretty sure in the On Act box, the SUV is being looked at as some outside variable making it not fire.

    Lastly, can anyone recommend another way of going about this. Getting around the global effect of triggers is tricky.

    Thanks


  12. Hello everyone

    I would like to know if it is possible to achieve VIA scripts, #lightpoints and all things vanilla to arma the quality of lighting you see on construction, emergency vehicles.

    Been looking around multiple forums on this topic and none really touched specifically on what I am trying to achieve. I have been playing around with light points, ambient light, wall lamps, spheres and setting object textures to simulate high intense lights you can expect to see on ambulances, firetrucks.

    While some of these methods are cool they don't do it total justice but are very usable.

    I hope to accomplish creating a light system that can be detected (day/night) at long ranges

    I know custom addons are capable of doing this i'm assuming with .rvmat files, texturing and light points. Im not a addon maker so I do not know for sure.

    Anyone with knowledge on this would be great to hear your 2cents on this.

    Thanks


  13. I honestly don't feel it's unreasonable to ask. The majority of the fan community tends to be locked with what they get due to the inaccessibility of the mission editor and scripting. The BI wiki on the matter is of scant usefulness for most things it appears.

    I have been getting into tinkering with the warfare module mission lately, here's what I found out...

    By complete accident and just by simply tinkering as I said. While using a PBO unpacker (Found here: http://community.bistudio.com/wiki/ArmA:_Community_Tools) I recommend arma PBOview. I ended up searching around the arma directory and found a PBO in Arma 2/Add ons/warfare2.pbo

    I opened it up and found some files listed as Warfare example missions, these contained basic Chernarus warfare missions. What you can do with the biggest folder is put it in your My Documents/Arma 2/Missions/ folder.

    You can now open it up in your mission editor in Chernarus. But, within the folder for the mission itself are a bunch of Config files and .sqf files that you can open up with in notepad. These files contain variables you can alter such as starting money, weapons to buy. A lot of it is very complicated script stuff which no one seems to want to help with teaching without compensation(they'll probably tell you to take a class). But I was able to figure out how to stop the random start locations, add a bunch more guns, I basically adapted the warfare mission for Takistan. And what you can do is search back in your Arma 2 directory for another pbo titled Warfare2_e. That pbo contains all the config files adapted for takistan play, such as specific buy menus.

    I'm having trouble inserting equipment from Arma 2 Basic into Arrowheads warfare though. I can add any weapon to the US Army buy menu, but I cant add other vehicles into their respective buy menus... kinda irritating. I also want to add a rangefinder instead of binoculars to the default troops, but I had to settle for putting an ammo crate at the static starting point I created full of like 20 of each rangefinders, binocs, and nvgoggles.

    You can also download a simple vehicle respawn script from here: http://forums.bistudio.com/showthread.php?t=76445 and put it in your My Documents/Arma 2/Missions/yourwarfaremission/ folder. Read about how to use it, it's pretty simple. This way you can have some respawning vehicles.

    Perhaps we can work together to discover more and share? I'll continue playing around after I do all my computer upgrades this week. Would be nice to actually have a friendly community about this issue instead of all the secluded esoterics that the editors and scripters seem to hold by(trade secrets I guess?). See you guys.

    i see your point


  14. oh. I thought I was saying "i don't know" or at least I meant it that way.

    im pretty much just taking baf and other soiders and making them look like local police officers the best I can. but you can get some pretty good logo's/insignia's on some units if you crop/ resize them the right way.

    You probably already know the game works around 128, 256, 512 resolutions. I have been doing them in 512 which seems to work fine. 128, 256 work with signs as well but I still playing around with those for to see what best I can get out of them.

    As of now I am working with some units Maxjoiner made for his mods and also im coloring some others.


  15. PMC and BAF content is locked, you can't retexture these units

    Idk dude. I have been reskining them all week and I play on servers where they are textured. Of course its by the "set objectTexture" commands though.

    ---------- Post added at 07:13 AM ---------- Previous post was at 07:12 AM ----------

    Either you got lite texture (PMC, BAF) or did something wrong. Yesterday I unpacked SUV texture and it was 4 megabytes in size.

    so meaning if I did not buy the actual BAF or PMC addon packs, I will have all the low rez content?


  16. Ya I did some further searching and found I could do that. For a long time I was under the impression BI models could not be "depbo'd" but then again I do no do much model customization.

    My only issue right now is with the actual texture map. When I do get it opened, it is VERY small and when the size is increased of course the pixelation is distorted. Would you have a solution for this? Maybe a certain program. I will try re-sizing but I doubt that will actually do the trick.

    Thanks for responding.

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