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Freebie

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Everything posted by Freebie

  1. Hi, I'm making a MP mission for me and a acouple of friends and in part of it I would like for this to happen... We're looking around town for a certain AI individual who is believed to have some evidence that we would like to get our hands on. We see said individual running away carrying a briefcase. He is shot and killed by one of us and we go over to his body where one of us picks up the briefcase. In the briefcase we find the information we want. Now I know nothing about scripting but I've done some searching and found this script by someone else which allows you (as a player) to pick up (and drop) the briefcase through the addaction menu by placing this in the briefcase's init line this addAction ["Take case","case.sqf","take"]; caseholder = objNull and placing this in an case.sqf file in the mission folder _o = _this select 0; _p = _this select 1; switch (_this select 3) do { case "take": { caseholder = _p; publicvariable "caseholder"; deletevehicle _o; _id = _p addaction ["Drop case","case.sqf","drop"]; while {sleep 3; alive _p && caseholder == _p} do { "markerCase" setmarkerpos getpos _p; }; _p removeaction _id; _o = "Suitcase" createvehicle [1,1,1]; _o setposasl getposasl _p; _o setvehicleinit "this addaction [""Take case"",""case.sqf"",""take""]"; _o setvehicleinit "player reveal this"; processInitCommands; }; case "drop": { _p removeaction (_this select 2); caseholder = objnull; publicvariable "caseholder"; }; }; But that still leaves me with the following to be done... 1. How do you make an AI hold a briefcase in his hand? Plus this guy's going to be running so will the briefcase move with his hand as it moves and look realistic? This is the part that I'm hoping is possible but I've got big doubts about :pray: 2. How do you make the AI drop the briefcase next to him when he gets shot and killed? (so then one of us can pick it up) 3. How can I add another addaction menu of "Open Briefcase?" to whoever picks the briefcase up? in order to then do a "hint" of what info is found inside. Could the case.sqf file even be altered to do this? Thanks, and sorry for all the questions :o
  2. Sure it can be done but getting an AI driven boat to pick you up is a pain as either it beaches itself or you have to have it stop meters off shore and then swim out to it. I messed around with moving the load waypoint all around trying to get it to work but kept doing as above. So I switched to using a helicopter lol.
  3. Freebie

    Loadout Script

    Is it best to use _player or _this? Or is there no difference?
  4. Freebie

    AI Skill Setting

    I don't know about you guys but I just hopped online for some invade and annex and the AI seem more deadly than when I last played a few days ago. I think I read something about AI tweaked to use optics better in the last update? It shows!
  5. Hi kord, I took the timeskip out of my init as you suggested as I'm not trying to control it at mission start. Thank you. Hi galzohar, being a newbie, your script is too far above my head for me to grasp but thanks anyway mate. On the bright side I dug around the interwebs more & found a fix to make my player loadout scripts work in MP... waituntil {time>0}; ^that little line is all it took to make it all work properly. How bout that.
  6. Hi guys I tried in troubleshooting but haven't even even had 1 bite so since this is also to do with editing and scripting I'm trying here.. I noticed the problem yesterday when I finished making a mission (that has init, desc, BTC revive and other scripts) and saved it as a MP mission. Basically what I noticed was the scripts not working properly in the mission when I was doing a last test as a playable unit. Before you ask... Yes the mission folder in my docs does have all the other files in there besides the mission.sqm file. What I found out was that the .pbo file was much smaller than it should be. In fact it's only the same size as what the mission folder is in my docs which is 117kb. I'm pretty new to mission making but I've noticed that once saved as a .pbo the files are usually well over 1mb. So basically somethings going wrong when I save it from the editor to a MP mission. Could somebody PLEASE try saving a mission that they have in their my docs folder to MP and tell me whether you get the same problem of the .pbo file being a much smaller size than it should be? That way I at least know whether it's me or an alpha problem. Thanks in advance.
  7. Hi galzohar, So is that what I copy that to my description.ext?
  8. Admins, was my mistake. Apologies. Please feel free to delete thread.
  9. Hi guys, Up till now I've had no problems but I just finished making a mission in the editor tonight and then saved it as a MP mission and scripts aren't working properly. I noticed that what should be about a 1.5Mb .pbo file is only less than 100Kb so for some reason it's not packed everything up correctly when I saved it as a MP mission. The mission folder in my docs has all the stuff in that I'm using, scripts etc so it's not a problem there. I even deleted an older .pbo mission file that worked fine from a couple of weeks ago from the MP folder and tried saving it again and it did it too. It was originally 1.58Mb before, but now it's being saved as 78Kb. I'm totally at a loss as to why this is happening as it was exporting .pbo files fine when I last used it about a couple of weeks ago. Is anyone else having this problem? If maybe you wouldn't mind loading a mission you've made in the editor (one with scripts and stuff not just a mission file) and try saving as a MP mission. Is it saving as a proper size .pbo or just a small one? Thanks in advance. Edit - after looking at the sizes of the .pbo files after I've saved them they're the same size as what the corresponding missions folder is in my docs. Where as they should be much bigger once exported.
  10. Hi mate I tried that but no go. Still loading varying amounts of ammo and small items >.< Hi k0rd, because I'm a newb, the stuff in the init and desc files I just copied and pasted from other files that I saw as I thought they must be needed but tbh I don't know what they do. Would you happen to know what I should actually have in there to make them work correctly? Sorry to be a pain.
  11. Thank you for looking mindstorm and you are correct, between then and now I've removed a large script file which explains the difference in size. I only just remembered and I apologize to you and others who have posted as I'm an idiot for forgetting. :( So basically onto the actual script trouble I'm having is with the kit loadouts where as players are spawning at the start of the MP mission with most of the correct gear but some small variants in contents and numbers of items ie having a FAK which isn't even in the playable units loadout script or the incorrect number of magazines for their weapon. Here is an example of the loadout script I'm using for an AT rifleman //RIFLEMAN & AT //place in init line of unit:- null0 = this execVM "Scripts\U6_kit.sqf"; removeAllWeapons _this; removeAllItems _this; _this unassignItem "NVGoggles"; _this removeItem "NVGoggles"; removeUniform _this; removeBackPack _this; _this adduniform "U_B_CombatUniform_mcam_vest"; _this addBackpack "B_Kitbag_Base"; //ADD WEAPON & AMMO _this addmagazines ["30Rnd_65x39_caseless_mag",8]; _this addweapon "arifle_MX_F"; //_this addWeapon "arifle_MXC_F"; //_this addMagazines ["30Rnd_65x39_case_mag",6]; //_this addWeapon "arifle_TRG20_F"; //_this addWeapon "arifle_TRG21_F"; _this addMagazines ["NLAW_F",1]; _this addWeapon "launch_NLAW_F"; //ADD WEAPON ATTACHMENTS //_this addPrimaryWeaponItem "optic_Arco"; _this addPrimaryWeaponItem "optic_Hamr"; //_this addPrimaryWeaponItem "muzzle_snds_H"; //_this addPrimaryWeaponItem "acc_pointer_IR"; _this addPrimaryWeaponItem "acc_flashlight"; //ADD EQUIPMENT //_this addItem "ItemGPS"; _this addWeapon "Binocular"; //FOR NVG's DELETE FROM REMOVE LIST AT TOP //ADD ORDNANCE - SMOKE - FLARES //_this addMagazines ["DemoCharge_Remote_Mag",1]; //_this addMagazines ["SatchelCharge_Remote_Mag",1]; _this addMagazines ["HandGrenade",2]; //_this addmagazines ["SmokeShellRed",1]; I've tested it 5 times now by spawning as ^ this playable unit at the MP mission start and twice I've had the correct loadout as above but 3 times I've had small variants as I mentioned earlier like with a first aid kit and 5 main weapon magazines instead of 8. Am I missing something from the loadout script that makes it more compatable with MP? Or is there something wrong with my init or description files? I'm new to mission making and am learning but there's much that I don't know yet. One thing that came to mind is is the mission starting too quickly and there's not enough time for all the scripts to load up properly? (this is just a guess). Here is my init file.... //Mission parameters skiptime (paramsArray select 0); sleep 5; // Wait for player object to initialise before processing init.sqf for JIP) if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; enableRadio false; enableSentences false; setViewDistance 2500; execVM "scripts\briefing.sqf"; And here is my description file.... onLoadIntroTime=false; onLoadMissionTime=false; disabledAI=1; debriefing=1; showGPS=1; Respawn = 3; RespawnDelay = 4; RespawnDialog = 0; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 6; }; #include "=BTC=_revive\=BTC=_respawn.h"
  12. Thanks for the answers guys, I'm killing myself trying to figure out why this is happening as I'm doing nothing different from before when all was fine. I haven't checked this mission for errors but this is a mission that I made a couple of weeks ago and when I exported it to MP it was around a 1.6mb .pbo Today when I loaded the exact same mission in the editor, still with all the same scripts, init, desc etc as before and still all in the folder along with the same mission.sqm file and then exported it to MP it created a 117kb .pbo file If you open the .pbo's (I just did it with notepad) you can see there's a heap of stuff in the save I did a couple of weeks ago and much less content in the one I saved today. I've zipped up the mission folder that's in my docs that I'm loading and saving in the editor along with the before and after .pbo files for comparison. May I ask someone else to copy the mission folder to their my docs mission folder and then load it in the editor and try saving it as a MP mission. I'd really like to know whether it saves as a ~ 1.6mb .pbo like it did for me a couple of weeks ago or saves as a much smaller .pbo like it and every other mission I have atm is doing. Heres the zip file.... http://members.westnet.com.au/scott_k/not%20much/Op_Lumberjack.Stratis.zip Thanks
  13. I've built a mission template folder for when myself and a few mates do our MP missions. In there I have a scripts folder where the scripts go which include a gear loadout for each of the playable units.... This one's for the Medic... //MEDIC //place in init line of unit:- null0 = this execVM "Scripts\U2_kit.sqf"; waituntil {time>0}; removeAllWeapons _this; removeAllItems _this; removeUniform _this; removeVest _this; removeBackPack _this; _this unassignItem "NVGoggles"; _this removeItem "NVGoggles"; _this adduniform "U_B_CombatUniform_mcam_vest"; _this addvest "V_TacVest_khk"; _this addBackpack "B_FieldPack_ocamo"; //ADD WEAPON & AMMO //_this addmagazines ["30Rnd_65x39_caseless_mag",6]; //_this addweapon "arifle_MX_F"; //_this addWeapon "arifle_MXC_F"; //_this addMagazines ["30Rnd_65x39_case_mag",6]; //_this addWeapon "arifle_TRG20_F"; //_this addWeapon "arifle_TRG21_F"; //ADD WEAPON ATTACHMENTS //_this addPrimaryWeaponItem "optic_Arco"; //_this addPrimaryWeaponItem "optic_Hamr"; //_this addPrimaryWeaponItem "muzzle_snds_H"; //_this addPrimaryWeaponItem "acc_pointer_IR"; //_this addPrimaryWeaponItem "acc_flashlight"; //ADD EQUIPMENT //_this addItem "ItemGPS"; //_this addWeapon "Binocular"; //_this addItem "MediKit"; //FOR NVG's DELETE FROM REMOVE LIST AT TOP //ADD ORDNANCE - SMOKE - FLARES //_this addMagazines ["DemoCharge_Remote_Mag",1]; //_this addMagazines ["SatchelCharge_Remote_Mag",1]; //_this addMagazines ["HandGrenade",2]; //_this addmagazines ["SmokeShellRed",1]; ^As it is now the player will start with uniform, helmet, vest, backpack and basic gear such as radio and map. This is the way we start when from a base where I have an ammo crate running a script with all sorts of gear to choose from. I like the idea of starting fresh with no weapons and items on you. But when we start a mission on the go I just remove the backslashes on the gear I want them to have, alter the numbers of items or magazines if I want. Boom, done. It's all very neat, quick and easy.
  14. It seems the support module is borked atm. You'll have to wait till BIS fix it.
  15. Hi all I tried searching but didn't quite find what I needed or just didn't seem to work. I have a 4 player MP mission with a heli insertion/extraction working fine and what I'm using to check all units in/out of the heli is this code in a move waypoint right next to the load/unload land waypoint... ((!alive u1) or (u1 in mh9)) and ((!alive u2) or (u2 in mh9)) and ((!alive u4) or (u4 in mh9)) and ((!alive u6) or (u6 in mh9)) and ((!alive alpha4) or (alpha4 in mh9)); alpha4 is an AI unit that we rescue and that joins our group. I've called our group 'bravo'. Now ^ all this works fine if all 4 human player slots are filled but say if we had only 3 human players then the condition doesn't get met and the helicopter won't take off. Is there another code that I can use which will just count the group (bravo) regardless if all 4 human slots are filled or not and when they are all in the helicopter... it then does it's thing and takes off? Thanks.
  16. Freebie

    vehicle check group MP

    OK it wasn't 'out'. Shows how much I know lol but did a bit more digging and finally got the group disembark to work as well... ({!(alive _x) || _x in mh9} count (units bravo)) == 0; All done!
  17. Freebie

    vehicle check group MP

    haha I guess change 'in' to 'out'. Because I know jack about scripting I often think the answer will be pretty complicated. But is seems not always :p I'll give that a go tomorrow. Thanks Larrow.
  18. Freebie

    vehicle check group MP

    THANK YOU! It works a treat. Much appreciated :D While I've got you is there something similar for if it was an infiltration and you needed the mh9 to wait until all the group disembarked before it dusted off?
  19. Freebie

    vehicle check group MP

    Hi mate I tried that in the move waypoint instead of the alive1 etc and it didn't work. I tried it in a trigger synced to the move waypoint too but same thing. Heli landed and everyone got in but heli didn't take off. Plus I got this error.... http://members.westnet.com.au/scott_k/not%20much/bravo.png (1952 kB) Any ideas?
  20. Freebie

    =BTC= Revive

    Thanks Giallustio that worked :) Is anyone else getting the funny animation if a team leader is killed? For now I've set the playable unit to squad leader and it's fine but I'd love to know why it only does it for a team leader lol. http://members.westnet.com.au/scott_k/not%20much/107410_2013-05-06_00001.png
  21. Freebie

    =BTC= Revive

    Speaking as a noob, I don't know what is set incorrectly? These are my revive init settings, I've disabled respawn & mobile respawn. Just want it so anyone can revive without a first aid kit. It seems to be working fine except for those script errors. Can you identify what I've supposedly set wrong? Thanks :)
  22. Freebie

    =BTC= Revive

    I'm using the 0.9 RC1 and here's a screenshot of the script erors coming up since the new patch although BTC revive seems to be working ok apart from one weird thing (see next). http://members.westnet.com.au/scott_k/not%20much/107410_2013-05-06_00008.png (1084 kB) The weird problem is when waiting for a revive the body on the ground keeps popping up and down reloading his weapon over and over... but only if the unit is a team leader. Doesn't do it for other team members or if I make the team leader a squad leader. Any idea why that is? 0_o http://members.westnet.com.au/scott_k/not%20much/107410_2013-05-06_00001.png (1193 kB)
  23. I noticed last night that vehicles refuse to drive over road bridges >.<
  24. Tried this a bit last night Banga and it worked a treat, wd mate thanks :) One question.. Is there a way to get the units that have spawned outside buidlings (inc vehicle) to patrol around a bit rather than just stay in one spot?
  25. Going to be making an urban fighting mission in the next week so will give this a go and let you know mate. Thanks.
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