JacobJ
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Posts posted by JacobJ
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Hey all
I am making my 10on10 map and I dont what any radio messages to be send automaticly, when a player spots an enemy soldier. I also dont want the enemy soldier to be marked on the map.
How would I do this?
Thanks in advance
/Jacob
---------- Post added at 11:30 ---------- Previous post was at 10:32 ----------
difficultyenabled doesnt seem to work.
I just put:
hund = difficultyEnabled "map";
into a players init and the enemy is still marked on the map.
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I am sorry if I am a bit stupid, but could you explain what these lines do? The update code, where does it go, or is that a substitution for the other code?
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Hey
I have these script:
Points.sqf:
if (!isServer) exitWith {}; //starting points _points = 1600; while {true} do { _humres = 0; _humdes = 0; _tower = 0; //The triggers if !(alive tower) then {_tower = 250}; if !(alive hummer) then {_humdes = 100}; if (triggerActivated humrescue) then {_humres = 250}; //The calculation mst = _points + ((blufor) * -100) + ((opfor) * 50) + (_humdes + _humres + _tower) + (cyw * -400); publicVariable "mst"; //hint str mst sleep 1; };The blufor and opfor variables do I get from these two scripts:
blufor.sqf
private [ "_bluLista" ]; blufor = 0; _bluLista = _this select 0; // list of all blufor { if (_x isKindOf "SoldierWB") then { _x AddEventHandler ["killed", {blufor = blufor + 1;}]; }; } forEach _bluLista; publicVariable "blufor";opfor.sqf
private [ "_opLista" ]; opfor = 0; _opLista = _this select 0; // list of all opfor { if (_x isKindOf "SoldierEB") then { _x AddEventHandler ["killed", {opfor = opfor + 1;}]; }; } forEach _opLista; publicVariable "opfor";I have 3 triggers, one covering the blufors I want to be in their list, one covering the opfors I want to be in their list and one for the civilist I want to be counted on. In those triggers I have:
trigblufor
Blufor Present, Once
Timeout: 1, 1, 1
condition: this
OnAct: nul = [thislist] execVM "blufor.sqf";
trigopfor
opfor Present, Once
Timeout: 1, 1, 1
condition: this
OnAct: nul = [thislist] execVM "opfor.sqf";
trigcivil
Civil Present, Once
Timeout: 29, 29, 29
condition: this
OnAct: nul = [thislist, west] execVM "civil.sqf";
The problem is, that when I shoot a blufor it counts down alright, but after some seconds it then counts down another 100 (thats the value for each dead blufor) and it keeps on duing this.
I have a respawn area, but that isnt covered by the triggerareas.
Whats wrong with my calculation?
/Jacob
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Somehow the forEach thing doesnt seem to work.
If I remove the {_x} foreach allunits; and replace it by player createSimpletask bla bla, then it works as it should, but only on my computer, not on anyone else joining.
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Okay, but how do I do it then? The just foreach allunits doesnt work.
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Hey all
I have a point-system that I would like to start from the lobby. This ive got to work, but in the lobby I have an option to display the points on the fly in the task menu. The problem is that it will only show "Points", which is the title of the simple task i have created. It doesnt show, what I want it to show, and that is "Current point status: mst". mst is a variable that I have from another script.
Here is the scripts:
Points.sqf
if (!isServer) exitWith {}; //starting points _points = 1600; while {true} do { _humres = 0; _humdes = 0; _tower = 0; //The triggers if !(alive tower) then {_tower = 250}; if !(alive hummer) then {_humdes = 100}; if (triggerActivated humrescue) then {_humres = 250}; //The calculation mst = _points + ((blufor) * -100) + ((opfor) * 50) + (_humdes + _humres + _tower) + (cyw * -400); publicVariable "mst"; hint str mst; sleep 1; };Pointsintask.sqf
if (!isServer) exitWith {}; if (paramsarray select 5 == 1) then { sleep 12; tskPoints = {_x createSimpleTask ["Points"]} foreach allunits; while {true} do { {tskPoints setSimpleTaskDescription [format ["Current point status: %1",mst],format ["Current point status: %1",mst],format ["Current point status: %1",mst]]} foreach allunits; sleep 1; }; };How can this be? Is there something wrong with the pointsintask.sqf? I get no script errors...
/Jacob
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I mean, if you shoot a rock, the guy next to you should be able to see the dust comming off it.
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A nice feature would be to be able to see others bullet impact. Its very crusual for a sniper-team for the spotter to see where the sniper hits or more important, where he doesnt hit, so he can tell him corrections.
/Jacob
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Hey all
I have made a group of soldiers that are marching and I want them to turn 180 degress and walk the other way. The problem is, that they then turn again and continue to walk in the direction they where working before they made their turn.
I have a trigger area counting. When the are all in this gets exec:
{_x playMove "otockaErcRflLow_180leva"} foreach thislist; {_x playMove "AmovPercMwlkSlowWrflDf"} foreach thislist;
Do I have to setDir or something? I can't seem to get it to work.
The soldiers have this in their init:
this disableAI "TARGET"; this disableAI "AUTOTARGET"; this disableAI "MOVE"; this disableAI "ANIM";
/Jacob
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Hey there
I was looking for a rope script that could make a rope on a chopper come down. When the rope is down, a soldier would then go to the rope and with the addaction on the rope, attach himself to the rope. Then the chopper could fly away and put him down somewhere safe. I tried making a script like that, and with some more realistic rope, that would fly as in real like, dragging a bit after the choppers position, when the chopper flys forward.
It works to some extend, but the hard part is the deacceleration. In real life the rope/the soldier attached to it comes forward when the chopper slows down somehow fast, but I don't know how to make this happen.
If you guys have some ideas to this, please share.
Here is the script:
_dirheliDeg = getDir helikop; _dirheli3 = rad _dirheliDeg; _dirheli = cos _dirheli3; while {true} do { _helispeed = speed helikop; pole setvectordirandup [[_dirheli,-280,_helispeed],[0,0,1]]; sleep 0.1; };/Jacob
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Ehh. yeah thats in ACE2 mod I think.
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Hey
Anyone who knows what classname rope has, when its hanging from a heli (I mean the rope you can fastrope down of).
/Jacob
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Okay thanks, ill have a look at that.
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Hey there
Is it possible to set an angle of an object? Like tilting a tower to lets say 45 degrees?
/Jacob
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There is no light on a illuminated tower, neither in the hangars, so thats why I need light and I need to time it. But yes, I could just make the light shine all day long. Ill give that a thought..
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Thank you very much for your reply and suggestions. Ill have a go with those and see if I can make something good out of it.
I know this isnt right on the subject, but can you rotate objects around their horisontel axis?
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That was else a good idea with the bucket.
The searchlight, does it has to be manned to be able to light or can I use a command to make it light? I can get into the searchlight, turn it on and then get out and it keeps turned on, so I guess it can be done, but how to do it is beyoned my knowledge.
The hangars do also have lights in their celing, but those can't be turned on either as far as I know?
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Is there any way to make a light smaller and maybe get it to light only in one direction instead of a little sun, lighting anything?
/Jacob
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Indeed, that is a good idea. But I had problems with the scripts compromising each other. Exspecially on the creating side.
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Okay, ive got it working.
I have created two triggers:
trig1
condition: (daytime > 18.503) or (daytime < 6.001)
onAct: nul = [] execVM "lightson.sqf";
trig2
condition: (daytime < 18.499) && (daytime > 6.003)
onAct: nul = [] execVM "lightsoff.sqf";
The reason why you need to use OR in the first script is, that the time can't be more than 18:30 and under 6:00 at the same time.
In the second trigger you need the AND/&&, because here your daytime is under 18:30, and 6:00 and lower is also under 18:30, thats why you need both to be true for it to work.
The timedelays are there to not accidently delete the light before its been created.
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Hey all
I have made a script that creates a lot of lights around in the mission. I want these lights to switch on when the daytime is between 18 and 6.
I can get this to work with:
if (daytime > 18) or (daytime < 6) then { bla bla};
But the problem is that when it is not between this timeperiode when I run the script it doesnt turn on, when the timeperiode is reached.
I suspect that a while would do the job, but I dont want to create the light over and over again after the sleep has run out.
How would I do this checking, so that when its past 18 the script is run and when the clock is past 6 in the morning it runs a script that deletes all the lights created?
/Jacob
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Okay I have never used the dialog commands, can you give me an example how this would be structured?
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Hey all
I tried to make a if statement in the description.ext, so only show one of the class parameters, if another one was selected.
I have a point system and if this is switched to on, then I would like another option to apear beneath it. But that doesnt seem to work with a if statement, so I was wondering if its even possible?
/Jacob
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Okay after searching around here on the forum I found out that it could be a timing problem. I tried to wait a few seconds to execute the tskdes script and now it did display the number very nicely. It is an interesting thought, to have a loop to update this number. A simple while {true} do {sleep 5; bla blab bla would be fine right?
I have a few loops in my mission, how many loops can be allowed, before the server begins to lag? Is that even an issue?
Info age question. Can I remove the markers and the recognizion?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Okay, that is not great. Its strange that there isnt a command to do this, its the most realistic, that players do not autoSpot or mark an enemy on the mark as soon as they see one.
So to do this on the server, I would have to turn the server difficulty settings to what?