0ps
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Everything posted by 0ps
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I'm using sidechat for conversations in my mission but the player starts off without a radio... Is there any way to either enable sidechat without a radio or a command to use local chat? (since all of the convos are in person)
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Activate trigger when player has fired with certain weapon types (unsuppressed)
0ps replied to 0ps's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I got it working now. The messages in chat is a nice little way to test it, however sidechat command doesn't seem to be working, I used hint instead for testing. How would I check a list of unit names instead of "player"? -
Activate trigger when player has fired with certain weapon types (unsuppressed)
0ps replied to 0ps's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had a look but it's a bit beyond me at the moment. I was hoping for some example code. -
http://i.imgur.com/0mIEjSp.jpg Adding a new animal maybe? :D Anyone else found any interesting quirks?
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Trying to get me lynch mobbed? lol I'm surprised there isn't already a thread about easter eggs and other generally interesting finds. Maybe I should change the title + post to an easter egg thread?
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Personally I think they shouldn't change/fix it but it's a non issue. :p I like me some Easter eggs.
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Take a closer look at the text on the markers. :p
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Generating units...
0ps replied to IronSight94's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's because you have it set to spawn on the players location. Create an empty>object>H (invisible) and name it "enemyspawn". Place this where you want the enemy to spawn. Then use the following instead. "MOL_Rifleman" createUnit [position enemyspawn, S1, "Name1=this",0.7,"Corporal"] -
So more specifically.. I want to be able to have two small squads on the same side, each will be played by at least one human player leading it. I then want to be able to have different objectives and intel shown in the diary for each squad. Each squad will then be able to look at their map and only see objectives listed that they are supposed to doing. The mission will finally end when both squads have completed all objectives. I have already thought out how this would work within the context of story and game play, I just need to get these separate objectives worked out. I already know how to add one set of objectives for one team. Thanks for any help. ;)
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I'll go over what i've done as looking back i'm finding it hard to keep track (and have probably missed something). ini.sqf: //begin init.sqf //Add briefing execVM "briefing.sqf"; if(true) exitWith {}; // Respawn script MultiRespawn = { waituntil {alive player}; switch (group player) do { case GroupPilot: { player setpos getpos PilotRespawn; }; case GroupAssualt: { player setpos getpos AssualtRespawn; }; }; }; description.ext: // Mission Header class Header { gameType = Coop; }; onLoadMission = "Multi Ojective Airport and Base Attack v1"; OnLoadMissionTime = FALSE; respawn=2; respawndelay=2; Group leader init: this addEventHandler ["killed", {nul = [] spawn MultiRespawn}]; GroupPilot = group this; Objective trigger: "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; obj_1 = true; publicVariable "obj_1"; player setcurrenttask tskobj_2; PilotRespawn setpos getpos PilotRespawnPos1 Invisible helipad named "PilotRespawnPos1". Another trigger + helipad for next objective set up in same way. I'm only working on one group for now to get that working first.
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Doesn't seem to be working. When I die in editor the mission ends.. i'm guessing you can't respawn in editor preview? I tried again after exporting it to multiplayer and when I die I turn into a bird then the mission instantly ends. As far as I can tell even if this works it only provides one static spawn per squad. I need the respawn to change to a new location after an objective has been completed. Also I don't really understand the following part. Thanks again for taking the time to help with this.
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Thanks, got it working. Now I need multiple respawn points that advance as objectives are completed. Also need a set of respawns for each squad. :D I found this in an old post... When I tried it I got an error.. something like "error: global variable in local space" at "_player". Any ideas getting this to work or an alternative? Edit: Just to clarify, I want one respawn location for each squad. Once an objective has been completed by that squad their spawn point will move closer to the next objective. Also I need to set a respawn delay. Thanks.
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Objectives won't work :'(
0ps replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm afraid its blind leading the blind for me now. lol. I tried it, didn't work and have no idea. :D Luckily for me I'm no where near finishing my mission so I don't need this yet. :p Hopefully someone else will come along soon and help you. -
Objectives won't work :'(
0ps replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just expanding on what shk said, in your trigger make sure the activation side is set to the side you are playing and select "END #1" from the type. -
Objectives won't work :'(
0ps replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh just noticed the names also wrong again, you have "tskObj1" when its "tskObj_1" in editor. Notice the "_". I would decide what you want to use as names in breifing file then c&p the name into editor just changing the number so you know for sure they are 100% correct. -
Thanks. Currently my breifing.sqf looks like this: player createDiaryRecord[..... tskobj_1 = player createSimpleTask[.... So what does this do: waituntil {!isnull player}; Would the following be correct? switch (group player) do { case myGroupOne: { player createDiaryRecord[..... tskobj_1 = player createSimpleTask[.... }; case myGroupTwo: { player createDiaryRecord[..... tskobj_1 = player createSimpleTask[.... }; }; And where do I reference these "myGroupOne" names in the editor?
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Objectives won't work :'(
0ps replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just had another look... Think you need to remove: MAG_ From all your objectives in your briefing file. ...or rename them all in game adding the "MAG_". -
Objectives won't work :'(
0ps replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm just starting out on objectives too. I have compared yours to my working code.. Try adding the following: tskobj_2 = true; publicVariable "obj_2"; Straight after this part: On Act: "2" objstatus "DONE"; tskobj_2 settaskstate "SUCCEEDED"; And do the same for all other objectives changing the name obviously. As for the first one not working, you need to put "!alive" before each name like this: !alive IraqiAA && !alive IraqiAA2 && !alive IraqiAA3... etc -
Same command to multiple units
0ps replied to 0ps's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks shk and ruebe, managed to get it working. Should save me some time. :) -
I'm fairly new to scripting and I'm only scripting within the editor. Currently the only way I know is to name all the units individually then put the following in something like a move marker "nameofunit command;", resulting in a line for each unit's command. I often need to give the same command to many many units, which would result in many identical lines of commands with only the nameofunit changed. Is there a faster way to do this? I tried "nameofunit, nameofunit2 command;" which doesn't work, so I'm looking for something along those lines. OR.. A completely different way to give a large amount of units the same command. Note the units aren't in the same group and can't be for my purposes so any ideas involving groups wouldn't work for me. I just thought of something else while typing this.. also is it possible to select the entire type of unit regardless of its name, for example "USMCSoldiers command;". Any help is appreciated.
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Same command to multiple units
0ps replied to 0ps's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry but I think you over estimated my knowledge in this area, I have no idea what you just said. :( I currently know how to give a single named unit a command within the editor, that is about it. I'm going to guess that what you said is for putting inside a file inside the mission folder and then some how calling for it within the game. However I still don't understand how to use it or even what the above code does.