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JacobJ

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Posts posted by JacobJ


  1. Hello

    I need some help.. I want one unit, and only this unit, to be able to start a multiplayer game. Starting the game is done by a fence that gets positioned down in the ground so the enemies can get out. At the same time a hint has to be shown, so all knows the game has started.

    It is easy to make, but I want to make sure the unit that has this control not has pushed the start button by accident, so I want a hint (for him only) to be shown, wich may say; "Are you sure you want to start the game?". Then he has two options, Yes or No. The Yes option is linked to the hint that says the game has started and the fence that keeps the enemies locked is put down into the ground. If he selects No, the option to start the game is avalible again to him. All options has to disapear when the get selected.

    I have tried the addaction option combined with some scripts, but it is very slow and all can access this command if they are close to the unit that has this option to start the game.

    I hope there is someone here, that can help me out here.

    /Jacob


  2. Hey

    I have a blue and a red team and I want to make the blue team into a group and then brief them for a mission.

    I have tried this to group them:

    _gpW = [cmd2, w1, w2, w3, w4, w5, w6, w7, w8, w9, w10];

    wich I have placed in the init.sqf file.

    In the briefing.sqf file I have this:

    _gpW createDiaryRecord ["Diary", ["Chernogorsk", "bla bla"]];

    tskobj1 = _gpW createSimpleTask ["Clean the city"];

    tskobj1 setSimpleTaskDescription ["blabla.", "Clean the city", "Clean the city"];

    But it doesnt work.

    If I put a specific player name in, insteed of the _gpW it works, but I dont want to have a big briefing.sqf file if I can avoid it by grouping the players and brief them together.

    /Jacob


  3. Hello all

    I have written a script after reading around on the net and somehow it doesnt work. Here it is:

    if (((getPosATL heli1) select 2) > 200) then {

    deTach mhq1_ammobox;

    mhq1_ammobox setPos [(getPos mhq1_ammobox select 0),(getPos mhq1_ammobox select 1),-1];

    _parachute = "ParachuteMediumWest" createVehicle position mhq1_ammobox;

    _parachute setPos (getPos mhq1_ammobox);

    mhq1_ammobox attachTo [_parachute,[0,0,-1.5]];

    hint "Supply dropped!";

    waituntil {(getPos mhq1_ammobox select 2) < 2};

    deTach mhq1_ammobox;

    mhq1_ammobox setPos [(getPos mhq1_ammobox select 0),(getPos mhq1_ammobox select 1),0.001];

    hint "Supply landed!";

    heli1 removeAction dropbox1;

    heli1 removeAction heli1unload;

    _addactionW = execVM "addActionW.sqf";

    waitUntil {scriptDone _addactionW};

    } else {

    // If the engine was running, warn the user.

    hint "You have to be above 200 meters to drop";

    };

    };

    When I activate it, it drops the ammobox and the parachute folds out and suddently disapear and the box is landed. It takes around 2 secs and it never gets to hang in the air. Ive tried to rise to 600 meters, but doesnt make a difference, it lands within a blink of an eye.

    I have tried to change the -1 in the setPos of the ammobox to 400 and deactivate the height limit of 200 meters. As soon as I push drop ammobox it drops the ammoboxs at 400 meters and it glides very nicely down. But why does it not work when I am in the air?

    Ive tried to change it to 2 meters and then drop it from 400 meters. The same happens like in the first situation, it lands within a blink of an eye.

    What have I done wrong?

    /Jacob


  4. Hello all

    Ive found a script to load ammo crates into ect. choppers and it uses a script to clear the action from the menu after use. It all works fine, but the problem is that it also removes the get out and jump actions from the menu when you are flying in the heli. I cant even use the bindings on my keyboard to get out while in the air.

    The remove script looks like this:

    // Grab the input.

    _mhq1 = _this select 0;

    // Remove all player added actions from the object.

    _action = _mhq1 addAction["foo", "foo.sqf"];

    while {_action >= 0} do {

    _mhq1 removeAction _action;

    _action = _action - 1;

    };

    I dont have any units called mhq1, but it seem to work no matter what the unit is called and if I rename it to fit the unit it doesnt work.

    hope you can help me out here.

    /Jacob


  5. Hey

    We were trying some combat simulations and we had a spotter and a sniper, but the spotter cant see the same things as the sniper. We tried shooting a wall and the sniper wich shot, could see the impact spot and the dust comming off the wall, but the spotter could only see the (tracers) bullets going through the wall, not leaving any marks or indications where the impact spot was.

    Can I somehow script this bug or is there anyway to fix this?

    /Jacob


  6. Okay cool. Ill have a try with that and see íf I can get it working. Ill report back the results.

    ---------- Post added at 12:27 PM ---------- Previous post was at 10:58 AM ----------

    Hmm cant get the logic to work. Its a little bit frustrating, because when I walk to the unit that committed suicide, he lays there looking up to me.

    I need the shot to be fired, I need the blood and I need the sound. But how to get it, I dont know. Have tried some stuff with doFire and doTarget, but cant get it working.

    Any suggestions?

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