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alleycat

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Everything posted by alleycat

  1. A preview of the the second page of the comic. Should be out tomorrow.
  2. alleycat

    What is wrong with the ARMA Community!

    I would recommend joining the ZEUS gaming nights, they have large clany teamplay without the need for being in a clan, you just join a game at the usual times and you get all the teamplay and coops without annoyances of clan commitment
  3. I have created a blog which among other things is the home for the webcomic. Check out my sig for this
  4. The next issue is due for next week some time.
  5. I hoped no one would notice. Had to switch the character because I needed the model to crouch, but civilians do not have the animation to crouch to pick up things, so I used the armed civilian that matched the closest. I got the story planned for another few pages at least.
  6. I'll take a look thanks. I am just having a habit of doing things the most failsafe way, because I ran into some very silly problems with very simple scripts when it comes to multiplayer and server/local things. The reason why I shy away from spawned infantry is because I like to use some of the popular patrolling scripts, activated in the units init field.
  7. I am looking for a way to have many different units spawn around a certain location. That location itself is "semi random". So far I got the semi-randomness of the location working, by grouping it to different markers. But how to spawn specific units scattered around that location, which are not grouped themselves? The intention is to have a set of enemies that will be in a different area, but together in close vicinity around the location.
  8. That was most useful, going to check it out. Thanks a lot. EDIT How to activate this script reliably from the mission start? Via a trigger? I recall MP safe scripts needing some odd looking command instead of this exec something
  9. Is there a simplified way to use the randomly picked markers to warp already placed units in the vicinity of a marker?
  10. Not exactly suited to what I need because I need in-editor placed units to appear at specific locations because I have scripts attached to each specific unit.
  11. Is there a way to change the model of a unit (human) during game? And does it have implications with friend/foe recognition? I am looking to have one player have a randomized appeareance.
  12. How randomize the position of something by choosing one of several positions? I assume there is markers involved, and I would also like to know how to make invisible markers.
  13. I have recently tried to get a very simple method of zone restriction to work. Instead of using ZORA I was looking for something simpler. If any player of a specific group (or side) exits a trigger area, his name should be displayed in a hint and he should be killed with setdammage. However creating a trigger with any group member NOT PRESENT does not fire the desired output.
  14. What is a reliable method (MP) to end a mission when all playable units on one side are either dead or wounded (needing first aid as in BIS medic module). I used "not alive man1 and ...." however that method does not count wounded units and the trigger itself does not kick in at times in MP.
  15. That work great. Also is there any way to make this work for when only 1 human player is on the server and all others are AI? Currently certain end triggers will fire if I am the only player, which sort of sucks if you are testing it alone.
  16. alleycat

    Hints and MP

    This script does appear to display for connected players on a dedicated server. I however was logged in as admin and could see that hint. Why is this happening?
  17. 1. If I fire a hint from a trigger or script, will this be broadcast among all players? 2. How to send hints to only one player? Is that considered "local"?
  18. alleycat

    Hints and MP

    That was very enlightening, thx. Btw, it did test it on editor and hosted MP with -showscripterrors and there was no error displayed. I guess my script basically produced pure emptiness.
  19. alleycat

    Hints and MP

    I want to run a script on INIT that basically displays some hints to players, depending on their side In init.sqf: overview.sqf However the script does not appear to have any effect. Also there are no script errors.
  20. I created a HALO script that works like this: Player moves up to flagpole, performs an action, gets teleported and halodropped. When I ordered an AI to perform the action the teleportation worked, however how to make other things like hints and screen effects local to only the unit that performed it? ---------- Post added at 01:13 AM ---------- Previous post was at 01:04 AM ---------- I think I can get around it by using to execute it on local machines only, however the AI seems still to count as local. How to extend the condition to LOCAL AND AI? ---------- Post added at 01:53 AM ---------- Previous post was at 01:13 AM ---------- Also another problem. I want to run a script on INIT that basically displays some hints to players, depending on their side In init.sqf: overview.sqf However the script does not appear to have any effect. Also there are no script errors.
  21. I am trying to read out the players vertical height and present it in a hint. This however displays all 3 coordinates of the player's position. How to "extract" the third variable and only use that?
  22. I was looking at the BIKi for ALICE and I tried setting a very high angriness coeff. paired with giving the civilians guns (like the example does with Mk48). However I copied the exact code from it intio the module and they wont spawn with guns. Basically I am trying to have the civilians of a town turn hostile and attack the side that accidently shoots one.
  23. Is there a method without using the addon?
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