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Doodle

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Everything posted by Doodle

  1. Ah many thanks - will test tonight and report back ---------- Post added at 09:23 AM ---------- Previous post was at 08:25 AM ---------- Just tried in preview from Editor and still no luck - init stops when it gets to call compile preprocessFile "vehicleLock.sqf"; - but it doesnt give an error message in rpt
  2. @King Richard The above worked perfectly - many thanks. I tried the amended script last night (the one that remembers the vehicles name) and I think it might not be quite right as it kicked an error up when I tried it on our. Sorry didnt manage to catch it but I think it was referencing the veh name or it may have had something to do wth the bit below fnc_ExecVehSQFs = { private ["_veh","_vName"]; _veh = _this select 0; _vName = _this select 1; // use this area to execute your external sqf's on vehicle spawn null = [[[_veh,_vName],"scripts\vehMarker.sqf"],"BIS_fnc_execVM",false,true] spawn BIS_fnc_MP; }; as I wasnt using a the script in here - tried commenting out this section too and still an error Didnt have time to investigate further as we had a game on. For the time being I have reverted back to the first version on page and to get around the "not remembering the vehicles name" I made the vehicle indestructable not a perfect solution but it does all work @Nutlink - a work around for not remembering the name is use the version on the first page and make the vehicle indestructable not ideal but a hacky solution. We had exactly the same issue as the vehilce has a marker attached to it and that marker is referenced in other scripts
  3. @king Richard congrats on solving the namin vehicle issue Sorry should have been more precise about what I meant - I understand about adding and editing the actions attached to the vehicle. I have a radio trigger that calls in air suppprt called it from the radio with the following line publicVariable "cas1"; cas1 = true; nul = execVM "cas1_info.sqf"; - it works perfectly. I would like to call it from the vehicle ie a new add action (or amend existing) rather than radio I have tried all the below to no avail - any idea fnc_vehAction1 = { _this addAction ["CAS"," publicVariable "cas1"; cas1 = true; nul = execVM "cas1_info.sqf"; ", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "fnc_vehAction1"; or fnc_vehAction1 = { _this addAction ["CAS"," nul = execVM "cas1_info.sqf"; ", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "fnc_vehAction1"; or fnc_vehAction1 = { _this addAction ["CAS"," "cas1_info.sqf"; ", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "fnc_vehAction1"; will let you know how i get on with new version Thanks
  4. @Ranwar - Yes this does look a very simple option - will test this out - any idea if it works on a dedi server? @King Richard - Tested on our dedi last night seemed to work fine Wonder if anyone can help with the following. I changed one of the actions to a different script that I kow works fine when called from radio trigger but didnt run as an add action from the vehicle - even though I could see it. I am guessing it was something to do with the way I called the script. In a radio trigger I run it as publicVariable "cas1"; cas1 = true; nul = execVM "cas1_info.sqf"; But this didnt work from add adtion, any idea how I would go about calling the above scriprt as a vehicle add action as below fnc_vehAction2 = { _this addAction ["<t color=#01DFD7'>Ammobox</t>","VAS\open.sqf", nil, 1, false, true, "", "alive _this && {speed _this == 0}]; publicVariable "fnc_vehAction2"; Thanks in advance
  5. @King Richard Thanks for the reply , I tested again WITHOUT the bis respawn mod and can report back that it worked perfectly (not tested on our dedi yet, will do tonight). Will be keeping an eye on this cos if we can find a way of the vehicle keeping its name this would become a much needed script. Not sure if its of any use to you but the BIS module keeps the vehicle name and works perfectly on hosted and dedi - ,ight give you a clue on how to save vehice name. ---------- Post added at 08:21 PM ---------- Previous post was at 07:52 PM ---------- @King Richard This is part of a script we use to create circular partols - This is how it sets the vehicle name and it keeps the name on respawn. This has been tried and tested on our dedi and works perfectly. if (!isServer) exitWith {}; _con1GRP1 = createGroup EAST; _con1 = createVehicle ["I_APC_tracked_03_cannon_F", getMarkerPos "c1a", [],0,"NONE"]; _con1 setDir 190; _VarName = "con1"; _con1 SetVehicleVarName _VarName; call compile format["%1 = _con1", _VarName]; clearMagazineCargoGlobal _con1; clearWeaponCargoGlobal _con1; _con1 setCaptive false; _con1pilot = _con1GRP1 createunit ["O_soldierU_AR_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c1d"; _con1pilot SetVehicleVarName _VarName; call compile format["%1 = _con1pilot", _VarName]; _con1pilot moveInDriver _con1; _con1pilot setCombatMode "WHITE"; _con1pilot setBehaviour "SAFE"; _con1pilot allowDamage true; _con1pilot setCaptive false; sleep 3.0; _con1gunner = _con1GRP1 createunit ["O_SoldierU_SL_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c1ga"; _con1gunner SetVehicleVarName _VarName; call compile format["%1 = _con1gunner", _VarName]; _con1gunner moveInTurret [_con1, [0]]; _con1gunner setCombatMode "RED"; _con1gunner setBehaviour "AWARE"; _con1gunner setCaptive false; _con1gunner1 = _con1GRP1 createunit ["O_sniper_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c1gb"; _con1gunner1 SetVehicleVarName _VarName; call compile format["%1 = _con1gunner1", _VarName]; _con1gunner1 moveInTurret [_con1, [0,0]]; _con1gunner1 setCombatMode "RED"; _con1gunner1 setBehaviour "AWARE"; _con1gunner1 setCaptive false; _con1 lock true; /* _con1gunner1 = _con1GRP1 createunit ["O_soldierU_AR_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c1g1"; _con1gunner1 SetVehicleVarName _VarName; call compile format["%1 = _con1gunner1", _VarName]; _con1gunner1 moveInTurret [_con1, [0,1]]; _con1gunner1 setCombatMode "RED"; _con1gunner1 setBehaviour "AWARE"; _con1gunner1 setCaptive true; (not sure if any use to you)
  6. NICE script King Richard - thank for sharing - coupe of things maybe someone could help me with Just tried this on our dedi server and it did work to a degree but not entirely. Had a vehicle named MCV Synched to BIS vehicle respawn module - set for 120sec (2 min) respawn When destroyed it respawned with the actions attached so thats working ok. But then about 30 sec later the vehicle blew up and another one spawned on to of it WITHOUT The actions. I did try moving the respawn point to make sure it wasnt an "ARMA" thing and I am sure its not as I have several vehicles with the same respawn module but NOT with the vehicleint.sqf and they work fine. Did I do something wrong - do I need to synch it to the BIS module? I think what Ranwer above said is something to do with it but I have no idea how to do that. Any chance ranwer you could point us in the right direction? Thx in advance If we can get this working on a dedi it would be a VERY GOOD script that I am sure would come in very usefull for people
  7. Many thanks for this - any chance an this could be modified slightly to lock all opfor AND resistance vehicles? thx in advance ---------- Post added at 12:19 PM ---------- Previous post was at 12:08 PM ---------- Just tried this from editor but it halts in the init (i put a hint it after it in init to check it loaded) then kicked up this error in the rpt. Error in expression < VL_East_Global = { { if((side _x) == "EAST") then { _x setVehicleLock "LOC> Error position: <== "EAST") then { _x setVehicleLock "LOC> Error Generic error in expression Any idea why? thx in advance
  8. Doodle

    Kill all trigger

    once again I am in your debt! Thanks though I feel another question coming up................
  9. Wonder if anyone can help out with this For mission testing purposes I need a couple of triggers (one for opfor one for independent) that I can activate with a Radio trigger that will kill/delete ALL - OPFOR I sure it will be something like if side = opfor setDamage 1.0; but I am not sure of the exact code Thanks in advance
  10. Doodle

    Kill all trigger

    The code below deletes all AI but I need it to only delete BluFor Ai - can anyone help please? {if(!isPlayer _x) then {deleteVehicle _x;};} forEach allUnits; thanks in advance
  11. Wonder if anyone can help Currently using This && player == s1; in editor placed Radio Triggers to limit radio commands to certain players - all works fine Anyone any idea how I would sepcify TWO or more players by name I think its something like This && player == s1 or s2;. thanks in advance
  12. Thanks for this - will test tonight and report back. I know you havent tried it yet but do you think it will be ok on a dedi? Thnaks in advance
  13. @Grimes [3rd ID] i tried doing this but i was running [color="#FF0000"]null = [] execVM "vehicleLock.sqf";[/[/color]CODE] didnt seem to work would it make a difference running[code] [color="#FF0000"][] execVM "vehicleLock.sqf";[/color] from the init? @chessmaster42 If theres a better way to do this care to share so we can all learn Thx guys
  14. they are one group of 9 players Running it off the squad leader would be fine but I have no idea how too thanks guys
  15. WOW quick reply When I tested from editor vehicles seemed to be locked - hence my "perfect" post above - buy alas as we all know ARMA MP is a different thing On our dedi last night it didnt lock the vehicles Didnt travel anywhere quickly so its not as if we arrived before the three min timer Vehicles are being spawned in using EOS. I am sure it is something to do with "player" on a dedi server - there is another issue I am having with something else that I think isnt working cos of the "player" on dedi thank in advance
  16. Sorry should have been more clear this is the actual array of vehicles I am using. while {true} do { _opforVics = nearestObjects [player, ["O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_cannon_F","O_MRAP_02_hmg_F","O_Heli_Attack_02_black_F","O_Heli_Attack_02_F","I_APC_Wheeled_03_cannon_F","I_APC_tracked_03_cannon_F","I_MBT_03_cannon_F","I_MRAP_03_hmg_F"], 1000]; {_x setVehicleLock "LOCKED"} foreach _opforVics; sleep 180; }; And I am execing it in the init.sqf with null = [] execVM "vehicleLock.sqf"; But re the below and I think if anyone can answer this it might help me understand what a "player on a DS is" as I have never been able to fully understand it and it might help me solve another couple of issues. how would I exec this for all "players" on a dedi server. thanks in advance
  17. Thought this had worked but unfortunately after a long test last night - I dont think this worked as blufor where still able to get in vehicles. Any ideas? Thanks in advance
  18. On a dedi server I am using the following script from a Game Logic with null = [] execVM "heli_route.sqf"; in the init and it works perfectly Now if i use the same null = [] execVM "heli_route.sqf"; in the on ACT of a radio alpha trigger is doesnt work. I am pretty sure there must be a different way of calling it from an editor placed radio trigger on a dedi (it works fine on hosted) can anyone help please thanks in advance if (!isServer) exitWith {}; _con3GRP3 = createGroup EAST; _con3 = createVehicle ["O_Heli_Light_02_F", getMarkerPos "heli_spawn", [],0,"NONE"]; _con3 setDir 350; _con3 flyInHeight 40; _VarName = "con3"; _con3 SetVehicleVarName _VarName; call compile format["%1 = _con3", _VarName]; //clearMagazineCargoGlobal _con3; //clearWeaponCargoGlobal _con3; //_con3 setCaptive true; _con3pilot = _con3GRP3 createunit ["O_soldierU_TL_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c3d"; _con3pilot SetVehicleVarName _VarName; call compile format["%1 = _con3pilot", _VarName]; _con3pilot moveInDriver _con3; _con3pilot setCombatMode "RED"; _con3pilot setBehaviour "COMBAT"; _con3pilot allowDamage true; //_con3pilot setCaptive true; sleep 1.0; _con3gunner = _con3GRP3 createunit ["O_soldierU_AR_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "c3g"; _con3gunner SetVehicleVarName _VarName; call compile format["%1 = _con3gunner", _VarName]; _con3gunner moveInTurret [_con3, [0]]; _con3gunner setCombatMode "RED"; _con3gunner setBehaviour "COMBAT"; // _con3gunner setCaptive true; _con3 lock true; _waypoint0 = _con3GRP3 addwaypoint[getmarkerpos "m5",0]; _waypoint0 setwaypointtype "move"; _waypoint0 setWaypointTimeout [0, 0, 0]; _waypoint0 setWaypointSpeed "FULL"; _waypoint0 setWaypointBehaviour "AWARE"; _waypoint0 setWaypointFormation "LINE"; _waypoint0 setWaypointCombatMode "RED"; _waypoint0 setWaypointCompletionRadius 10; sleep 0.1; _waypoint1 = _con3GRP3 addwaypoint[getmarkerpos "m9",0]; _waypoint1 setwaypointtype "move"; _waypoint1 setWaypointTimeout [0, 0, 0]; _waypoint1 setWaypointSpeed "NORMAL"; _waypoint1 setWaypointCompletionRadius 100; sleep 0.1; _waypoint2 = _con3GRP3 addwaypoint[getmarkerpos "m8",0]; _waypoint2 setwaypointtype "Move"; _waypoint2 setWaypointTimeout [0, 0, 0]; _waypoint2 setWaypointSpeed "NORMAL"; _waypoint2 setWaypointCompletionRadius 150; sleep 0.1; _waypoint3 = _con3GRP3 addwaypoint[getmarkerpos "m10",0]; _waypoint3 setwaypointtype "move"; _waypoint3 setWaypointTimeout [0, 0, 0]; _waypoint3 setWaypointSpeed "FULL"; _waypoint3 setWaypointBehaviour "AWARE"; _waypoint3 setWaypointCompletionRadius 150; sleep 0.1; _waypoint4 = _con3GRP3 addwaypoint[getmarkerpos "m7",0]; _waypoint4 setwaypointtype "move"; _waypoint4 setWaypointTimeout [0, 0, 0]; _waypoint4 setWaypointSpeed "NORMAL"; _waypoint4 setWaypointBehaviour "AWARE"; _waypoint4 setWaypointCompletionRadius 100; sleep 0.1; _waypoint5 = _con3GRP3 addwaypoint[getmarkerpos "m11",0]; _waypoint5 setwaypointtype "move"; _waypoint5 setWaypointTimeout [0, 0, 0]; _waypoint5 setWaypointSpeed "LIMITED"; _waypoint5 setWaypointCompletionRadius 10; _waypoint6 = _con3GRP3 addwaypoint[getmarkerpos "m4",0]; _waypoint6 setwaypointtype "move"; _waypoint6 setWaypointTimeout [0, 0, 0]; _waypoint6 setWaypointSpeed "NORMAL"; _waypoint6 setWaypointCompletionRadius 100; _waypoint7 = _con3GRP3 addwaypoint[getmarkerpos "m5",0]; _waypoint7 setwaypointtype "move"; _waypoint7 setWaypointTimeout [0, 0, 0]; _waypoint7 setWaypointSpeed "LIMITED"; _waypoint7 setWaypointCompletionRadius 100; _waypoint8 = _con3GRP3 addwaypoint[getmarkerpos "m8",0]; _waypoint8 setwaypointtype "move"; _waypoint8 setWaypointTimeout [0, 0, 0]; _waypoint8 setWaypointSpeed "NORMAL"; _waypoint8 setWaypointCompletionRadius 100; _waypoint9 = _con3GRP3 addwaypoint[getmarkerpos "m6",0]; _waypoint9 setwaypointtype "cycle"; _waypoint9 setWaypointTimeout [0, 0, 0]; _waypoint9 setWaypointSpeed "NORMAL"; _waypoint9 setWaypointCompletionRadius 100; if (true) exitWith {};
  19. Tried the following - Trigger 1 TYPE - NONE ACTIVATION - NONE COND - heligo ON ACT - null = [] execVM "heli_route.sqf"; Trigger 2 TYPE - NONE ACTIVATION - Radio Bravo COND - This && player == doodle ON ACT - null = [] execVM "heli_route.sqf"; Had a quick test and it seems to work BUT - there is suddenly a massive amount of desync when a second player joins and I have no idea why - we have been playing variations of this mission for the last couple of months with no problem. I might have screwed something esle up somewhere but the only changes really are these triggers - could they be causing it? Not to sure what I would need to do to run it from GL? Thanks in advance
  20. On a dedi server I have a simple radio trigger that displays a hint - RADIO ALPHA COND This ACT hint "Someone has called for support"; I would like the message to say the name of the player who has called for support ie "John has called for support". or Peter 2 etc depending on who uses the radio thanks in advance ---------- Post added at 12:34 PM ---------- Previous post was at 12:20 PM ---------- Think I have solved this. - Sure I will be back if I havent..
  21. I have taken a look at this and I'm affraid I just cant get my head round it - I am slowly getting a solution to my problems - its all part of this thread (maybe should merge them) HERE I think that between all of you guys have have got it working as intended almost - just need a couple of buddies to test it with on dedi Thanks
  22. Thnaks for the replies guys - just about to test some of this out What I am trying to do is give each of the 10 playes in the mission a "unique" ability - So player one could use radio Alpha and spawn a helo player two could use radio bravo - and create a static etc etc What is bugging me is it all works perfect on hosted - the scripts work fine on dedi if I call them through a GL - but as soon as they go in a radio trigger on a dedi they stop working bottom line is null = [] execVM "heli_route.sqf"; works in GL on dedi but NOT ot on ACT of radio trigger on dedi. But just to go back to the heli_route script you mention that it exits if its not on the server - I used this script as an example I also run this script from a GL placed in the editor with null = [] execVM "heli_route.sqf"; in the init line - it seems to work perfectly our dedi - there is a trigger checking !alive con2 and when con3 is dead it runs the script again (to produce a continual patrolling heli) - I have always used this script for creating continual patrols and assumed it was the way to do it as we have had no issues with it - But no you mention that it if it's not the server. you have got me concerned - Am i doing this wrong? Thanks in advance
  23. Hadnt get backa cos I found another problem so then wasnt sure if my solution worked. But for reference "This && player == soldier1" in the COND of a trigger means only player named soldier1 will be able to use the radio trigger - even though the others can see it in their radio lists working perfect on dedi
  24. Doodle

    Radio trigger hint

    The add action is from the init of a flagpole fp1 addAction["<t color='#ACFA58'>information</t>", "info1.sqf"]; not sure if this makes a difference but it is on a dedi server thx in advance
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