RonnieJ
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Posts posted by RonnieJ
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Strange... when I join a server it shows my information
Ronnie xxx xxx xxx
These are from the XML... but it does not show me as being in the squad...
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Im having a hard time getting this to work...
I remember this worked before OA but now I just cant get it to work... I have 2 profiles in-game and they both have the same ID (I guess you cant change ID between players)
On http://sh2.armatechsquad.com/ I have one player with the player ID found in my profile in-game.
I can see that the player have joined the right squad:
http://sh2.armatechsquad.com/squad/player_Sniper-C.xml
http://sh2.armatechsquad.com/squad/army_DeadEcho.xml
I have tried using both links in the squad box in the in-game profile but it is not working.
Ideas?
Strangly when I created the player on armatech I typed in the name Sniper_C since that is my in-game name but that was automatically changed to Sniper-C. I dont think that is why since im pretty sure the player is identified by the ID.
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Thx m8 its working great! :)
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shk> ye that working with the eventhandler but how do I group units together?
_generalgrp = CreateGroup East;general = createVehicle ["RU_Commander", _pos, [], 0, "NONE"];
general addeventhandler ["killed",{[_this] execVM "cash.sqf";}];
sold1 = createVehicle ["RUS_Soldier_GL", _pos, [], 0, "NONE"];
sold1 addeventhandler ["killed",{[_this] execVM "cash.sqf";}];
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Hey guys... im trying to add an event to a spawned unit... using createVehicle its works but then I cant link the rest of the group together (dont know how). Using createUnit they group up correctly but then the event handler wont work??
_generalgrp = CreateGroup East; //general = createVehicle ["RU_Commander", _pos, [], 0, "NONE"]; general = "RU_Commander" createUnit [_pos, _generalgrp]; general addeventhandler ["killed",{[_this] execVM "cash.sqf";}];So what am I doing wrong?
general = "RU_Commander" createUnit [_pos, _generalgrp]; general addeventhandler ["killed",{[_this] execVM "cash.sqf";}];Dosent work with the event handler but gets grouped up correctly.
general = createVehicle ["RU_Commander", _pos, [], 0, "NONE"]; general addeventhandler ["killed",{[_this] execVM "cash.sqf";}];The eventhandler works but I cant seem to get the spawned unit to group up with _generalgrp.
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Roger shk... of course thats why :) thanks
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Hey guys im trying the following:
[some code]
_heli = createVehicle ["Mi24_V", _pos, [], 0, "FLY"];
[some more code]
_wp2 setWaypointStatements ["true","[_heli] execVM ""spawn_heli_vehicle.sqf"""];
But when trying to use the
_heli = _this select 0;
in the spawn_heli_vehicle.sqf the object reference dosent seem to work :confused:
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Okay took a different approach... im not creating the group in the parachutes when the waypoint is reached :) that worked! :)
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If I do a GETOUT on the waypoint insted of just move... it lands and the pilot jumps put... when I check the chopper the groups is inside... so they are there and they have mountet hehe :)
And using call BIS_fnc_spawnGroup; does create a group with a leader
---------- Post added at 05:34 PM ---------- Previous post was at 05:32 PM ----------
When you write: _xhandle=[squadName,VehicleName] execVM "jump.sqf";
Do you then meen that its the name or the object reference? Casue im pretty sure im giving the object reference atm.
And... does every AI need a parachute on them?
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I have just tried this:
_heli = createVehicle ["Mi24_V", _pos, [], 0, "FLY"];
_grp = [_pos, side, _units, [], [], skill] call BIS_fnc_spawnGroup;
_wp2 setWaypointStatements ["true","_xhandle=[_grp,_heli] execVM ""test.sqf"";"];
And the script is run since I see the hint.
if (isServer) then {
hint "1";
_group = _this select 0;
_vehicle = _this select 1;
sleep 2;
{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
sleep 0.5
} foreach units _group;
};
But the chopper is just hanging in the air and no one is leaving it.
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Thx
The group and chopper is spawning later on in the mission... and the group is then foreached and put into the cargo of the chopper.
The group need to eject in mid air and parachute down.
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Hey guys... im trying to get this AI group to eject from the chopper but they are apparently afraid to do so! :)
_grp = [_pos, side, _units, [], [], skill] call BIS_fnc_spawnGroup;
The choppers second waypoint:
_wp2 = heli_group addWaypoint [getMarkerPos "test2", 100];
_wp2 setWaypointSpeed "COMBAT";
_wp2 setWaypointType "MOVE";
_wp2 setWaypointStatements ["true","[_heli,_grp] execVM ""test.sqf"""];
Test.sqf
test = _this select 1;
{
_x action ["eject", _this select 0];
} forEach units test;
I also tried just to have the foreach in the statement of the second waypoint but that had the same effect... no eject... :confused:
---------- Post added at 02:59 PM ---------- Previous post was at 02:36 PM ----------
setWaypointStatements is that the same as onActivation in the editors GUI for waypoints?
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Ah yes of course... cool thx guys ill try it out! :)
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Is it possible?
To get an AI unit to place like C4 at an object? :confused:
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Cant make it work...
When I parse _this
_x addeventhandler ["killed",{[_this] execVM "cash.sqf"}];
I get an error trying _type = typeof (_this select 0);
Something about being an array insted of an object...
---------- Post added at 07:24 PM ---------- Previous post was at 07:20 PM ----------
Oh and _this in cash seems to be an array consisting of the player who was killed and last the person who killed him...
---------- Post added at 07:29 PM ---------- Previous post was at 07:24 PM ----------
Ah... there we go... it was a simple matter of getting the right stuff from the array...
_type = typeof (_unit select 0);
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[GLT]Myke> Im pretty sure I tried that :S didnt give me any result either... thats why I tried this way insted...
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Hey guys im having some problems identifying what kind og type an AI is...
_grp = [_pos, side, _units, [], [], skill] call BIS_fnc_spawnGroup;
_grparray = units _grp;
{
_type = typeOf _x;
_x addeventhandler ["killed",{[_type] execVM "cash.sqf"}];
_x moveInCargo _boat;
} forEach _grparray;
If I debug the _type at this point I get RU_Soldier_GL .. but when passed on in the [] to cash.sqf its "any" ?? A bit confused... so what to do to find out what type a unit is and if man what type of man... that is really the question and how to pass it on to other scripts as params.
Thx
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Hey guys... im trying to spawn the claymore but I couldnt... and its the same with the slam 2/4... the betty works fine???
Dosent work
_pos = getPos player;
_v = createvehicle ["ACE_M4SLAM_M", _pos, [], 0, "none"];
_pos = getPos player;
_v = createvehicle ["ACE_M2SLAM_M", _pos, [], 0, "none"];
_pos = getPos player;
_v = createvehicle ["ACE_Claymore_M", _pos, [], 0, "none"];
Works
_pos = getPos player;
_v = createvehicle ["ACE_BBetty_M", _pos, [], 0, "none"];
Any ideas?? :confused:
---------- Post added at 02:02 PM ---------- Previous post was at 01:57 PM ----------
FFS now I cant event spawn the ACE_BBetty_M ... but I did at one point...
---------- Post added at 02:48 PM ---------- Previous post was at 02:02 PM ----------
I worked it out...
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Cool thx m8 that cleared everything! :)
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Im a bit confused :)
If I use hint... then it will be passed to every player in-game? If so... then we need to fire of a script on every player determing if the hint should be displayed - is that correct?
And if a script is executed on the player side with a hint... will it only be shown for that single player or is it broadcasted to everyone?
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Im a bit confused how to broadcast messages in multiplayer... using the command hint does that hint to every player in-game? and how do I make a hint for only one player? Basicly what I need is a way to send a message to all players and to a single player... what I like about the hint box is that I can parseText to it...
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Ye its all working like a charm atm. :) thx alot
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ace_sys_tracking_markers_enabled = false; need to be out of the if sentence... im pretty sure as Reimann says
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WINSE> Works great... thx...
This line:
for [{_i=1},{_i<=5},{_i=_i+1}] do
am I right if I change the _i<=5 to the number of playable spots?
EDIT: Ye I had to :)
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Is it possible to jam a signal? Electronic warfare?