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Doodle

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Posts posted by Doodle


  1. Probably i fixed it only on my version, I'll upload it after the patch!

    Ah ok - Thought it was me going mad!

    Just a thought how about instead of (or as well as) the little red icon when a player is waiting for revive that say red smoke is popped at the downed players location. We had that on A2 on our server and we all agreed it really addded to the "experience" and especially as smoke now works really well in A3. Gives the other team memebers a good visual location and can help players trying to revive. Just a thought

    Great script


  2. BTC_revive_time_min = time_you_want;

    If you want to use VAS option set it to 0, otherwise set it to 1.

    Thanks very much

    Our missions just wouldnt be the same without your revive - Cheers

    ---------- Post added at 04:05 PM ---------- Previous post was at 04:03 PM ----------

    the rev time min is currently set to 120 but the button appears immediatly - any ideas?


  3. couple of quickie questions

    When using BTC revive and VAS in unison should the line BTC_respawn_gear = 1; or BTC_respawn_gear = 0;

    And is there a way to delay the time until the resapwn button becomes availabe?

    Would like to stop players getting killed and instantly respawning and teleporting back to MHQ.

    Thanks in advance


  4. Can anyone help with the following - I am using this {isPlayer _x} count thisList == count ( playableunits)

    in triggers so all human players on dedi server have to be in trigger to "activate" it - Problem is this doesnt work in editor mode (guess cos Player doesnt exist in editor?) anyhow is there something I can add to this so it will work in editor/sp for testing?

    Cheers in advance


  5. Something like...
    (!(alive s1) && ( {alive _x && isPlayer _x && [ thisTrigger, _x] call BIS_fnc_inTrigger}count (playableUnits + switchableUnits) == {alive _x && isPlayer _x}count (playableUnits + switchableUnits)) )

    Can be cut down a bit but i have written this as a catch all as i dont know... are there just players or will you have AI team mates with you?, are the players all in the same group?.

    If S1 is dead and the count of all playableunits (MP) + switchableUnits (SP for testing in the editor) that are alive are players and are in the trigger is equal to the count of all playableunits (MP) + switchableUnits (SP for testing in the editor) that are alive and are players then .....

    Sorry to hijack this but looking for a similar solution - exactly the same but so trigger activates when ALL human blue players are in trigger on a dedi - the above works only of there is a player s1 in my case player s1 might not be palying at the time the mission ends

    Thnaks in advance


  6. Currently in triggers I have {isPlayer _x} count thisList > 0 so trigger is only activated by human playes on our dedi server and it works fine.

    Now heres the bit I cant work out

    How would I go about so that ALL human blue playes (there is no blue ai) have to be in trigger area to activate it keeping in mind that sometimes there are three of us playing other times eight

    Thanks in advance


  7. I'm a little confused here, are you saying that you want to see something that is not in your view :confused:

    If the code snippet is placed in lets say the init.sqf all players is running it so they are seeing all player names in their view also player names that are out of your view.

    Sorry didnt explain properly - Members of my squad are visible in game with the standard white hexagon - if one of my squad are behind me the at the edge of the screen there will be a small white triangla idicating a squad member behind me - what I would like is that the names above our heads go the the edge of the screen when playes are behind each other.

    Reading back your probably more confused now - to be fair its no big deal really just a "would be nice"

    That said would be nice if the distance marker wasnt to 5 decimal places...anyone?

    Also anyone any idea what the "performance hit" is with these "oneachframe" stuff?

    Cheers


  8. Thanks for reply will give it a go - would I just put this in the init.sqf?

    ---------- Post added at 10:42 PM ---------- Previous post was at 10:37 PM ----------

    Just tried this and it seems to work with one exception as soon as the player goes out of your view (ie behind you) the name dissapears - any idea

    Would be forever in your debt..:-)


  9. Wonder if anyone can help

    I know I have seen it at some time in a mission but cant remember where or when, it may have been a version of domination

    I am looking for a script that will dispaly the players name above their heads and ideally their distance from wherever they are on the map.

    I have seen scripts that dispaly the players name when you are looking at them but I need it to display the name even if you are not look at them.

    We are trying to get rid of the ugly white hexagons (I know we can set to hide group in HUD) BUT still want some form of being able to identify players in game -

    It needs to work on a dedi and be respawn compatible.

    Thanks in advance for any help


  10. Task modules working with JIP - CO-OP - Hosted stable

    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


  11. 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


  12. 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 working 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 check when the Anti Air is destroyed does two things. Its 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 hosted the tasks appeared in the wrong order. Once I went back into editor and completed setting the remaining two tasks then it worked fine on hosted.

    Hope this helps


  13. Keeping an eye on this script as its got real potential but for now I am reverting back to 1.8 as I still dont seem to get house patrols with 1.9 also vehicles are spawining in middle of zone and exploding. 1,8 does a superb job of house patrols and heavy patrols - not so great for vehicles. As our missions are predominatly infamtry based we are using 1.8 to populate zones with infantry and other ways to populate with vehicles. Even with the performance hit and less flexibility between 1,8 and 1,9 personally its worth it. So if anyone needs a good infantry spawn may I suggest trying 1.8


  14. Nice feedback.

    Known issues.

    1. House patrols do not spawn. Has anyone tried this on Stratis? Since it may be a map issue - same for me on stratis

    2. Spawning vehicles in towns can cause explosions

    3. Attack vehicles sometimes do not fire

    4. In-complete notes/PDF

    ---------- Post added at 12:22 ---------- Previous post was at 12:21 ----------

    Have you given the Motorised vehicles a group over 0. For example [1,4] YES

    ---------- Post added at 12:24 ---------- Previous post was at 12:22 ----------

    Also noticed no "waves" option in Bastion mode?


  15. Most importantly thanks bangabob for the script - v 1,8 made it very easy to throw missions together

    Been trying out 1.9 but it seems there are a few issues.

    Firstly the examples at the top of "openme.sqf" are not in the same format as the actual active lines

    // EXAMPLE CALL - EOS

    // null = [["m1"],[1,2],[2,1],[1,4],[2,0],[0,1,1],[0,0,300]] call EOS_Spawn;

    null = [["EOSinf_1","EOSinf_2"],[1,1],[1,1],[0,0],[0,0],[0,0,0],[4,0,250,WEST]] call EOS_Spawn;

    // EXAMPLE CALL - BASTION

    // null=[["m1"],[1,1],[1,1],[1,1],[1,1],[2,0,25]] call Bastion_Spawn;

    null = [["EOSinf_1","EOSinf_2"],[1,1],[1,1],[0,0],[0,0],[0,0,0],[4,0,250,WEST]] call EOS_Spawn;

    I think the commented out examples are incorrect

    Might be good to sort these out to avoid confusion.

    House patrols dont seem to spawn at all

    Placing a 200m marker over the centre of a small town with a 100m Spawn radius seems to spawn land vehicles in the centre on the 200m marker. They spawn on top of each other and then explode. It also seems that soldiers spawn in the centre of the marker if some of them are killed by exploding vehicles they seem to start attacking each other.

    Transport trucks dont appear to have any cargo.

    Not all vehicles attack you though they do follow you with their turret

    Heavy partols seem to either stay in a relatively small area or wander off

    Not to sure if it has been implemented in this release but do you intend to put an option in where we can adjust the time for the "despawning" of enemy. Might be nice so if all the team die then there would be a definable amount of time to get back to the AO before starting over.

    Also could someone let me know what the conditions are for "winning" a zone - is it NO enemy at all or is it NO foot soldiers at all - might be a nice feature (if its not already) to make the winning conditions less than say 3 enemy soldiers in the zone. That way if any soldiers get stuck inside inaccessable buildings (it is ARMA remeber) it wont stop a zone turning green.

    Of course this maybe me not doing something right so any guidance would be appreciated. I am testing in preview mode from the editor so I am guessing it should work from there?

    Oh and I am using the DEV branch

    Keep up the good work and if you need an example showing what happens then PM me

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