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Doodle

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Everything posted by Doodle

  1. Thought I would start a new thread as this may help some ppeps I have just been messing with the task modules and have managed to get it working in a mission I made (8 player CO-OP, hosted, stable build). Mission starts first task is autamatically assigned to all players - if someone joins BEFORE task 1 is completed the they also get task 1 assigned to them. Once task 1 completes it automatically assigns task 2 to all players If someone joins AFTER task 1 has been completed then they get TASK 2 assigned. It was a bit hit and miss getting it to work but it seems to work perfectly and is JIP compatible we have one squad of 8 blufor Task 1 was simply to destroy Anti Air vehicle make a CREATE TASK MOD synched to grp leader make a SET TASK STATE MOD set to ASSIGNED synched to CREATE TASK MOD make a SET TASK DESTINATION synched to CREATE TASK MOD and placed near the AA vehicle make a second SET TASK STATE MOD set to SUCCEED and synched to a trigger thats is checking !alive aa1 and ALSO synched to CREATE TASK MOD Task 2 was to go to a location Make a second CREATE TASK MOD synched to grp leader (this will be task 2) Make third SET TASK STATE MOD set to ASSIGNED synched to the tirgger mentioned above (checking !alive aa1) AND synched to the second CREATE TASK MOD Make a second SET TASK DESTINATION synched to the second CREATE TASK MOD and placed near the location blufor need to get to. Make a forth SET TASK STATE MOD (this is 4 so far) set to SUCCEED synched to a NEW trigger that is checking for blue players to be present in an area and to the second CREATE TASK MOD and so on. The trigger that checks when the Anti Air is destroyed does two things. It sets task 1 to suceeded and sets task 2 to assigned Just to note I did not use any SET TASK DESCRIPTION MODS (I couldnt really work out what they were for) and it makes the editor look a mess with blue lines all over the place but it does work with jip. It did appear that you have to setup ALL tasks before they appear correctly on HOSTED - from the editor it all looked ok when I was testing them out even though I had only setup 3 of the 5 tasks but when I tested on hosted the tasks appeared in the wrong order. Once I went back into editor and completed setting up the remaining two tasks then it worked fine on hosted. Hope this helps
  2. Doodle

    Pet Peeves of A3

    Gotta be the IA driving - 21st century tanks owned by a shed
  3. I dont think it does or didnt last time I treid it.
  4. Looks intresting - if you can get this working on dedi with JIP then could be a great script - better than just seeing the usual x markers
  5. Just came here about to post almost the same question. I have a script for a player (s3) to spawn a static weapon works fine but I would like to static to spawn in the direction the player (s3) is facing rather than the setDir. I tried removing the setDir but then anything spawned will always face north. Thanks in advance
  6. @ Kabs - Pretty sure the texture issue is not the script - have a look round for an answer as I have seen other people with this issue on servers - I think there might be a setObjectTextureglobal - Do let us know here if you do find a solutiuon for the textures on a server as its something I would be intrested in knowing, @King Richard Script working perfectly - Just a thought I notice the addactions are available when you are in the drivers / passenger seat. Might be a nice option to choose whether acctions are available when you are in the vehicle or you HAVE to be outside of the vehicle.
  7. I am using the following to move an object to a vehicle marker box1 setPos (getMarkerPos "car_marker"); this works fine BUT will place the box in the middle of the vehicle. - Anyone help how I could move it to "just off center of maker" I know I can use the below if I want to move the box to the side of the vehicle box1 setpos (car modelToWorld [4,2,0]); but for mission it needs to be a marker is there something that can do similar but for a marker rather than object thanks in advance
  8. Glad to hear you got it working - I am no script wizzard and you may want to double check with someone who knows more but I am pretty sure that the change I made above is correct - and I notice your script still has the _veh - I am not saying that this will solve your problem but on our version that has been working perfectly on aour dedi for a couple of weeks we have _MHQ MHQ_vehAction1 = { _this addAction ["Prepare truck for weapon","support\scripts\truck_initv2.sqf", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "MHQ_vehAction1"; };
  9. @ KingRichard - All working fine on our dedi, I did notice the couple of typos and amended that at this end. Really like the script! - Though now I see an option for multiple vehicles it's got me thinking. @Kabs - cant help with the scripts running after the vehicle has respawned as we dont use that option. A couple of things in your code I "THINK" might be wrong are Change youe respawn time to at least 20 sec - 1 sec might be too short as the vehicle may just keep respawning and the getting destroyed as the od wreck has not had time to delete. Also I think that the below code should be MHQ_vehAction1 = { _this addAction ["Prepare truck for weapon","support\scripts\truck_initv2.sqf", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "VEH_vehAction1"; }; IN RED MHQ_vehAction1 = { _this addAction ["Prepare truck for weapon","support\scripts\truck_initv2.sqf", nil, 1, false, true, "", "alive _this && {speed _this == 0}"]; publicVariable "MHQ_vehAction1"; }; You dont need to name the vehicle in the script only name the vehilce in the editor - in the vehicles NAME field. Sorry I can tbe of more help
  10. Wonder if anyone can help - I have an editor placed trigger that I need to activate only if any of an editable array of vehicles enters it - eg car1 or tank5 or helo13 etc and also only when the vehicle touches the ground The idea being the damaged car1 gets dropped on repair pad by helo13 but I dont want helo 13 to set off the trigger when it is hovering above the repair pad dropping off car1. but if helo13 LANDS on the pad then it would trigger it, I think it might be something like "car1 in thislist OR tank5 in thislist" to count the vehilcles but not sure about the height check - I did see there was a new ARMA 3 command "touchingtheground" might be good thanks in advance
  11. Can anyone help me out with this one please I ma trying to get a message displayed to all human players on a dedicated when a script is called from ADDACTION //nul = execVM "spawn_mortor1.sqf"; //Spawn Mortor playsound "drill"; _startuf = "<br/><img size='4' img image='icons\mortor1.paa' align='left'/><br/>"; _startuf = _startuf ; _titletuf = "<t color='#FFFFFF' size='1.2' shadow='1' shadowColor='#000000' align='left'><br/>Mortor Support</t><br/>"; _texttuf = "<t color='#58FA58' size='1.0' shadow='1' shadowColor='#000000' align='left'>A member of your sqaud is deploying a Mortor.<br/><br/>It is marked with green smoke and chemlight. <br/><br/>"; hint parseText (_startuf + _titletuf + _texttuf); sleep 3.0; hint ""; if (!isServer) exitWith {}; _mortor2tuf = "Chemlight_green" createVehicle (position s5); _mortor2tuf setDir 0; sleep 1.0; _mortor2tufe = createVehicle ["SmokeShellGreen", getPos s5, [],1,"NONE"]; _mortor2tufe setDir 0; sleep 1.0; _mortor2tuff = "B_Mortar_01_F" createVehicle (position s5); _mortor2tuff setDir 180; sleep 1.0; if (true) exitWith {}; the script works fine with the exception that no one other than the person activating the addaction sees the message. I have tried putting it after the if (!isServer) exitWith {}; But still nothing Thanks in advance
  12. Just tried this on dedi Currently trigger COND is this Everything works perfectly. Items spawned - messages broadcast across network If I change the COND to vehicle player == s5 then nothing happens at all. Surely the script is dedi server friendly already as it works when the trigger is not limited to a specific player? Thanks (confused) in advance.
  13. Thanks for this - not quite following in the ---your code here--- bit. Is this a list of vehicles that I want to activate the trigger ca1 car2 etc? the vehicles that will be in the list are all "empty" editor placed vehicles - doesnt that make them "no side" so cant check for WEST? the route would be - helo13 flown by human players will lift damaged car2 and drop it on repair pad activates repair script. Then after a set time helo can pick up repaired empty vehicle The only way to get the vehicle to repair pad is by helo list
  14. @King Richard Script working very well on dedicated.!
  15. OK Guys Firstly thankyou for all the assistance at last we got there and now everyone can see the messages and I learnt a lot along the way - though some things I just cant get my head round I knew that it was locallity but for the life of me couldnt work it out. - of course as soon as one thing works then I discover something else that would be nice to change but not essential I do have another queery - not that its a major issue but I would like to know I have several radio triggers placed in the editor that anyone can access. So for example in the above player S5 can deploy a mortor by pressing 0 0 5 Radio Echo but also if player s3 activates the trigger it will deploy a mortor at S5's position I am guessing it is because triggers placed in editor are global? - If I limit the trigger condition to "isplayer and ==s5" so ONLY s5 can activate the trigger then we get no message and nothing spawned. does adding the "isplayer and ==s5" make the trigger local? its no big deal but it would be nice to limit the radio channels 1 per player player s1 - Radio Alpha player s2 - Radio Bravo etc etc Like I said no big deal but would be nice Thanks in advance
  16. Still no joy exactly with any of these - the above version on dedi displays messag ok but does not spawn items - any idea? thanks in advance
  17. ok guys can report back that it all works perfectly. There is one slight change that would be nice but not essential. I have placed a vehicle named mcv in editor that is locked. When it respawns it respawns "unlocked" and chance of making the script remember the locked state of the vehicle. would adding mcv lock true to either my init or placed in a game logic in editor keep the vehicle locked when it respawned and when someone jip'd? thanks in dvance
  18. @ Grimes Still no messages on dedi with the latest code from above. You mention in previous post "If this doesn't work just remove the isServer bit all together, and have all machines define the function and call it." Could you point me in right direction please does it become this? - I removed the (isServer) part. if then { pre_fnc_broadcastMsg = { _broadcastString = _this select 0; hint _broadcastString; }; }; "BroadcastMessage" addPublicVariableEventHandler { [_this select 1] call pre_fnc_broadcastMsg; }; Once again many thanks in advance. ---------- Post added at 11:47 AM ---------- Previous post was at 11:40 AM ---------- @Nimrod Many thanks for this - the reason not going this route is I didnt know how.:o Will take a look at the above - would I have to add anything to my init to use the above? Thanks in advance
  19. I thought the minor details were important (just didn't kow why) was just double checking that the only difference was the semi colons being in slightly different place - though I have no idea what it means. Testing on dedi today so will report back once again many thanks
  20. @ Grimes - Just had a quick test - (not on dedi yet) but I can report back that the vehicle is now retaining its name if you destroy it. @ King Richard - it appears you were soo close - looks like from what grimes has posted above that you also need to add the name of the editor placed vehicle to the script Will report back after testing on dedi Thanks guys
  21. will try the above tomorrow and report back thanks
  22. this is whats in my init if (isServer) then { pre_fnc_broadcastMsg = { _broadcastString = _this select 0; hint _broadcastString; }; "BroadcastMessage" addPublicVariableEventHandler { [_this select 1] call pre_fnc_broadcastMsg; }; }; the only difference between the one above is semi colons slightly different, is this the change? thanks
  23. @Grimes Think I might be about to spoil your day. Messages dont broadcast on our dedi. In fact there are no messages at all. Previously only the person who activated the script saw the message (wanted it so all see message) and items were spawned now no message at all - items do get spawned. Time to give up maybe,, Will take a look in other thread - thanks
  24. Just about to test on our dedi - heres hoping - will let you know And there is another question heading your way....if you dont mind its in this thread - re a vehicle retaining its name when it respawns - http://forums.bistudio.com/showthread.php?173336-MHQVehicleInit-Vehicle-Respawn-script any idea? thx in advance
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