Doodle
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Posts posted by Doodle
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if no AI is used and there are only players, try to create a trigger with in the activation field:player getVariable "NORRN_unconscious"
in the revive scripts, the NORRN_unconscious variable is set to true when a player is... unconscious!
for AIs, that variable is: NORRN_AIunconscious
You can then with that trigger launch a script that creates smoke on the player's position.
But how can you make smoke visible by all other players in a MP game?
Headaches guaranted as "player" is local!
EDIT:
I edited the revive_player script (found in the revive_sqf folder) and inserted a line after line 833 of that script.
It works in the editor, I didn't test it on a dedicated server...
if (_name == player && !_dead) then { [b]_smoke = "smokeshellblue" createVehicle _pos;[/b] _bee = "butterfly" createVehicle [_pos select 0, _pos select 1, (_pos select 2) + 1]; [_bee, _pos] spawn NORRN_UNC_CAM; };Thanks for your help - WIll test on dedi andreport back
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Hi Guys,I know AI can throw smoke when they are down, is it possible that in a MP game when you are down you automatically pop smoke, so other team members can find you and gives them a little cover.
Has anyone done this that could help?
Also Thanks Norrin Great script !!!!
Sorry to bring up an old thread but did we get an answer to this. I am using Norrins SUPERB script on a dedi server -10 man Mulit player CO-OP mission. The only playable side is Bluefor and there are no Blufor ai. I would really like it if when a teammate is lying on the ground waiting to be revived he automatically pops smoke to help his team mates locate him.
I can get it working in a test mission with a simple !alive check but when I use the revive script I cant. I think it may have something to do with when a player is waiting to be revived he is not actually "dead" as far as the game is concerned but I maybe completely wrong. And my scripting knowledge is very limited. I can see there is a part of the revive script that allows custon sqf
NORRNCustomExec1 =""; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server)
But I cant see something for "waiting to be revived"
Any help would be greatly appreciated
D
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Try different settings in your ARMA Gfx settings - try redecing the HDR settings or something like that
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veh = [this, 999, 990, 5, TRUE, FALSE, "iedid = [this] execVM 'FOCK_ied\Fock_iedveh.sqf';"] execVM "vehicle.sqf";
Many thanks - works flawlessly
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I am using tophes vehicle respawn script and Mikes IED script which enable vehicles to detect IEDs
I am trying to get vehicles that respawn to be capable of detecting IEDs
If I put both lines in the vehicle it works first time but as soon as vehicle respawns it loses its IED detecting capabilities
iedid = [this] execVM "FOCK_ied\Fock_iedveh.sqf";
0 = [this, 999, 900] execVM "scripts\vehicle.sqf";
I guess my question is how can I get the IED script to run within the vehicle respawn script?
Thanks in advance
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Must congratulate you on such a nice looking map up there with maps such as Lingor and Isla Duala.
One thing you may want to look at is the the road that goes North from Zregurat to Kamir. Some parts are very narrow with steep sides. The ai vehicles have difficulty navigating it often slide down the hill and are unable to get back up. Dont know how easy that would be to fix but it might be worth looking at and maybe give that road a slightly wider area either side to componsate for the erm..."ai driving abilities".
Just a thought.
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nice one -you can always insert the name of the pipe bombs used in ace instead of "pipebomb". make sure the suicide bombers are edited out if you havent downloaded them :) - theres a link in this threadWeird thing is the satchel charge in ACE is called "pipebomb" so there is no difference in name - tried with a few other munitions but same result - To use in an ACE mission I have to comment out the handledamage eventhandler.tp be able to blow the factoory.
Also Am I correct in thinking that once the IED factory is destroyed then no more IED's are spawned?
Thanks
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Ah nice one, glad u got it working. Sorry that was designed to halt everything when player all left server.---------- Post added at 08:32 AM ---------- Previous post was at 08:28 AM ----------
Doodle, check the event handle for the tent . Think u need pipe bombs to blow it. Can't remember if they are used in ace. Maybe that is the prob? If I get a chance I'll take a look. Glad u like the script .
Mikie Boy: Just to let you know I commented out the //IEDFactory addEventHandler ["HandleDamage",{(_this select 4) == "PipeBomb"}]; and it now works perfect. Probably a better way of doing it but this cheap and dirty way solved my problem.
Thanks
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Great script has really added to our missions
All working great on dedi with the exception of one issue - we cant seem to destroy the IED factory when we find it.
Should the factory be destroyable?
Once the factory is destroyed does it stop producing IEDs or do we just have to kill the bomb maker to halt the production of IED's?
Thanks in advance
EDIT: Tested without ACE and it worked fine - Tested with ACE and the factory becomes indestructable. Any ideas?
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I wonder if anyone can help.
I need to either
a) Disable the ACE logistics (towing/cargo etc) completely
or
b)specify particular vehicles so that they can not tow other vehicles
thanks in advance
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Where would I need to put this code to make it work
keeping in mind it would be on a dedicated server - can I just paste it into the init.sqf?
{if (({alive _x} count units _x) == 0) then {deleteGroup _x}} foreach allGroups;
Cheers in advance
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I was wondering the same thing re spawning and limits. I have a script that spawns 2 groups of about 50 enemy. 25 per group
_grp0 = [getMarkerPos "checkpoint3", east, ["Ins_Commander", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2", "Ins_Soldier_2"],[], ["MAJOR", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN"],[0.4,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3],[],[],round (random 360)] call BIS_fnc_spawnGroup;null=[_grp0,(getMarkerPos "checkpoint3"),3500] execVM "BIN_taskDefend.sqf";
sleep 3.0;
_grp1 = [getMarkerPos "checkpoint10", east, ["Ins_Commander", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL", "Ins_Soldier_GL"],[], ["MAJOR", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN", "CAPTAIN"],[0.4,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3],[],[],round (random 360)] call BIS_fnc_spawnGroup;
null=[_grp1,(getMarkerPos "checkpoint10"),3500] execVM "BIN_taskDefend.sqf";
This then moves the enemy into static weapon positions within a 3500m radius of the spawn points scattered throughout the map.
The problem I am having is when I test from the editor everything works fine and the enemy sapwn then almost instanly are moved to the statics.
But when I come to run it on the dedicated the enemy spawn but they dont move into the statics and just stand about in one big group. Setting myself to allowdamage false I can walk though them and it is only the squad leader who seems to be aware of me.
I need the static positions to be populated at the start of the mission and looking through various init.sqf I can see several ways of running an sqf
including
server execVM "scriptname.sqf";
execVM "scriptname.sqf";
[] execVM "scriptname.sqf";
null=[] execVM "scriptname.sqf";
Anyone any idea what would be the correct way to execute this script from the init.sf so that it works on a dedicated server.
Or is there a better way to do this - the important thing is it has to work on a dedicated server and needs to be JIP compatable. ie if someone joins after the mission has started it cant spawn the enmey again
Thanks in advance
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try setting it to Vetran mode - I think that should remove the icon
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Dont know if this is much help but when I get a unit in the bottom left corner I usually find its something to do with my markers being either named wrongly or missing completely
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Could that be used for IR_Strobe_Target too? I want to use that particular strobe model.It was really a NON ACE version I was after. Thanks though as this may come in handy at a later date
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stro = "IRStrobe" createVehicle [getpos this select 0,getpos this select 1,0];stro attachto [this,[0.12,0,1.56]]
I tried this and it created the IR but when the player moved the IR did not.
Any ideas what I am doing wrong?
thanks in advance
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You could try something with these
this EnableIRLasers true; (in a squad members init)
group this EnableIRLasers true; (in a squad leaders init)
and then maybe this setBehaviour aware; and/or this setCombatMode "red";
I am no expert though...and there is probably a better way of doing it but it works for me
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Not sure if this is of any use to you but I did a similar sort of thing here where the mines could be detected by vehicles only and could only be avoided if you were going slow enough. Basically a sort of vechile/minesweeper. Anyhow there maybe of something of help to you here
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An issue we were having last night on our dedicated server was the player freezing up when they came out of looking at thier map. Anyone else got this one?
Aslo seem to be getting "invisible" elements problem too - I noticed that even though under my cursor it said "SNIPER 5M" in front of me he was simply not showing up in game.
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probably not the best way of doing this but maybe something along the lines of
Set the trigger to be a SWITCH trigger and in the onact put !alive helicopter;
this way it will set the trigger off the moment the chopper is destroyed.
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EDIT - Seems to work fine - one small problem is when you deploy the mobile respawn sometimes the ammobox gets spawned under the vehicle, a Jackal in this case. Not a game breaker by any means.Going to test on dei now.....
Thanks for your help
Thanks for the reply - Will go and try and let peeps know if this worked - Out of interest did you have this working on a dedi server?
Just to let anyone know who might be interested this all worked fine on the dedi server
Thanks for your help!
EDIT - Just to let peeps know after some testing this doesnt seem to work on a dedi server - It will spawn an ammobox the first time you deploy but not after that...any iseads anyone?
Many thanks
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I did it to try, just after feeling that it wasn't realistic that a new full ammobox appears each time you deploy the camo.So I created one, (named ammo_spawn and with a custom loadout launched in the init.sqf) near a game logic called ammo_pos.
You've got to edit 2 files from the revive_sqf/mobile folder;
The first one is "deploy_camo", and as my player's side is resistance, I edited the line 18:
then in the file "stow_camo", the line 14:
It seems to work!!
EDIT - Seems to work fine - one small problem is when you deploy the mobile respawn sometimes the ammobox gets spawned under the vehicle, a Jackal in this case. Not a game breaker by any means.
Going to test on dei now.....
Thanks for your help
Thanks for the reply - Will go and try and let peeps know if this worked - Out of interest did you have this working on a dedi server?
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Another day another question.
I ahve an ammobox at the start of the mission that uses this "null = OA_ammo3 execVM "ammo-oaw.sqf";" to custom load the box.
Was wondering if there was a way of having the same contents to the ammobox that gets dropped when the MHQ is deployed
Again thanks in advance for any help
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Doodle, check in the revive_init, under //respawn dialog options, that the _respawn_button_timer isn't equal to zero. I think zero brings it up right away and 150 would make you wait some.Hope it helps.
Thanks that sorted it out. I thought I was going crazy I knew I had seen it somewhere.
Many thanks
Revive Script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
For anyone who is intrested this worked perfectly on MP dedi server - Thanks for your help!
---------- Post added at 05:16 PM ---------- Previous post was at 04:30 PM ----------
Does anyone know if this works on a dedi server?