mia389
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Everything posted by mia389
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Just making sure that is what you meant before I edited then started server ---------- Post added at 06:00 PM ---------- Previous post was at 04:46 PM ---------- worked great, Thanks much
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Like this? 0 = [this] execVM "scripts\halo.sqf"; if (_this select 0==player) then { waitUntil {alive player}; _unit = player; _unit addweapon "ACE_ParachutePack"; _unit setPos [(position _unit select 0), (position _unit select 1), 3000]; _unit execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"; };
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What does the script do? I cant tell by reading it
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Pop up targets Script
mia389 replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I finally got it! I was trying everything. I dont know why but they kept poping back up. I had to move the nopop=true; to the my init.sqf Why? I have no idea. I did try if (isServer) then and I also tried if (isMultiplayer) then. Neither worked. I figured it out by putting the nopop=true in a radio trigger. It worked after I called the script and they kept poping so I hit the radio trigger and it worked great. I really hate locality stuff. I do not understand why your example above did not work. Whats different from nopop being run from the init or a script. It was like the server was not running the nopop but my machine was. Maybe because it was being called from an addaction. Thats it. I think I figured out now lol. Why didnt I think of that 4 hours ago -
Pop up targets Script
mia389 replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the fast reply. The scores work great. I am using addaction to start script. I tried your older version using the if (!isServer) then {maincode}; I will give it a try on this one. Hosted locally it works great though. -
Pop up targets Script
mia389 replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can not get this popup script to work right on a dedicated server. I changed a few things in the script for personal use. What is happening is the target I just shot will pop back up sometimes, then I have two targets. Is it because I changed the ammount of time the target stays up? _SoldierOne = player; _inc = 0; _count = 0; _pass = 5; // number of targets you are required to hit. _targets = [pt1, pt1_1, pt1_2, pt1_3, pt1_4, pt1_5, pt1_6, pt1_7]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; _soldierOne groupChat "Welcome to the firing range"; sleep 5; _soldierOne groupChat "Setting up the Range"; sleep 2; _soldierOne groupChat "The Qualification Course will begin in 2 Seconds"; sleep 2; _soldierOne groupChat "Begin!"; while {_inc < 10} do // number to popup { _inc = _inc + 1; _rnumber = floor random _many; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 1; _soldierOne groupChat format ["Targets :%1 Hit :%2",_inc,_count]; sleep 5; // target stays up for this time if (_rtarget animationPhase "terc" > 0.1) then { _count = _count+1; }; _soldierOne groupChat format ["Targets :%1 Hit :%2",_inc,_count]; _rtarget animate["terc", 1]; sleep 1; }; sleep 2; _soldierOne groupChat "Session Complete"; sleep 1; _soldierOne commandChat format ["%1",_count]; if (_count >= _pass ) then {_soldierOne commandChat "Congratulations you have passed";} else {_soldierOne commandChat "Sorry you must do better";}; -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
mia389 replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I cant get this to work either and I didnt see anyone reply to your post. So I am also asking how to do this. I used default example [tt2, 80.025, 81.025, 20000] call acre_api_fnc_attachRxmtToObj; named my tower tt2 and put above into init of tt2 transmitted on 80.025 with 148 uhf and had squady on 148 UHF listening on 81.025. Tower was infront of us. We could not hear each other ---------- Post added at 10:32 PM ---------- Previous post was at 10:13 PM ---------- I was also wondering what this does? I use wounds. Should I do this? ["wounds", true] call acre_api_fnc_toggleAceFeatureCompat; acre_api_fnc_toggleAceFeatureCompat Parameters: String, Boolean Example: ["combatdeaf", false] call acre_api_fnc_toggleAceFeatureCompat; Return Value: Boolean Description: Possible features are "combatdeaf", "wounds", "earplugs", "onback" -
Universal Crate Filler
mia389 replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice work Tophe, Cant wait for the ACE part to come out! -
I am trying to change part of a script. This is the part I am trying to change if (_x iskindof "AIR") then { I am trying to put only certain air vehicles. Like this if (_x iskindof "A10_US_EP1") then { The above worked, but not when I put multiple class names in. I tried these if (_x iskindof ["A10_US_EP1","ACE_AH6J_DAGR_FLIR"]) then { and if (_x iskindof "A10_US_EP1","ACE_AH6J_DAGR_FLIR") then { neither worked. Do I need to use something different than iskindof?
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Thanks so much guys! Clayman if you didnt have example telling me it was case-sensitive i would of trying forerver lol
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Thanks!
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Group class names? Im looking for Chernarus civilians class names. I found the group class names for Takistan but not Chernarus. Any know where I could find what I am looking for? or better yet have the anwser?. I did find this. http://community.bistudio.com/wiki/CfgGroups but no civilians for arma2
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Simple Vehicle Respawn Script
mia389 replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Trying to get this to work. I think its the brackets that are breaking it. Pilot only works but when aircraft respawns I get script error saying error in expression and then pilot only script does not work. Need a bit of help ---------- Post added at 07:02 PM ---------- Previous post was at 06:32 PM ---------- I got it to work. Disregard this post. The above did work -
Please Help Me, Editing Domination for OA
mia389 replied to Problem's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes rename mission and save. In your missions folder you will only see the mission.sqm. In original folder copy all files and paste into your new missions folder. When it ask to overwrite mission.sqm click NO -
making fuel station work as repair centres
mia389 replied to eggbeast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the update -
making fuel station work as repair centres
mia389 replied to eggbeast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I cant get this to work. I put a hint in script so I know script is running. Anyone care to look at my test mission? http://www.mediafire.com/file/mvpcyws6qqjwbpu/testing.Chernarus.pbo ---------- Post added at 10:02 PM ---------- Previous post was at 09:51 PM ---------- Nevermind. It does work, I just had to get out of vehicle then back in. I guess I made a example mission for ya :-) -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looks right, but do you have define AI in setup? If you have any problems find me on TS FasterthanLight. I am Smokey -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Glad I could help. Did you have to put the AI barracks in? -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place ACE wounds module on the map. open up X_setup.sqf change to this #include "x_macros.sqf" #define __OWN_SIDE_WEST__ //#define __REVIVE__ #define __ACE__ #define __OA__ #define __DEFAULT__ #define __D_VER_NAME__ "DominationOA! One Team - A.C.E. West REVIVE" #define D_RESPAWN_DELAY 2 #define __WOUNDS__ notice wounds was added and revive // out. RUN setupcopy.bat once AI barracks I am not sure If I placed. I dont think I did. Just place AI barracks where you want them and name it findme. Save mission. Open up mission.sqm and search for findme. Should get something like this position[]={[color="Red"]8154.22[/color]07,7,[color="Red"][color="Red"]1674.97[/color][/color]92}; id=1; side="EMPTY"; vehicle="USMC_WarfareBBarracks"; skill=0.60000002; text="findme"; }; You new position will be 8154.22,1674.97 Open up i_server.sqf and search for d_pos_ai_hut = Put new cords here if (__OAVer) then {[[0,0,0],65]} example above would be if (__OAVer) then {[[8154.22,1674.97,0],65]} 65 is the azimuth Hope this all makes sense I will attach my latest version for Fallujah 1.1. The bonus vehicles need their postion scripted in. Cords are found in i_server.sqf Sorry I have not done this yet. If you dont put new cords in they will spawn where the old base was. It also runs ACE wounds. I also use differnt rearm pads for helis and airplanes. Addaction script http://www.mediafire.com/file/uivd25106tt32l2/Domination%2520Fallujah%2520V1%252e0.fallujah.pbo -
Editing, Expanding and Modifying Domination
mia389 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I finally found out how to get the old engineer to work on 2.54. In x_client/x_setupplayer.sqf Need to change this: // special triggers for engineers, AI version, everybody can repair and flip vehicles d_eng_can_repfuel = false; if (d_string_player in d_is_engineer || d_with_ai) then { d_eng_can_repfuel = true; if (d_with_ranked) then {d_last_base_repair = -1}; [_pos, [0, 0, 0, false], ["NONE", "PRESENT", true], ["call x_ffunc", "actionID1=player addAction ['Unflip Vehicle' call XGreyText, 'scripts\unflipVehicle.sqf',[d_objectID1],-1,false];", "player removeAction actionID1"]] call XfCreateTrigger; __pSetVar ["d_is_engineer",true]; __pSetVar ["d_farp_pos", []]; __pSetVar ["d_farpaction", _p addAction ["Build FARP" call XGreyText, "x_client\x_farp.sqf",[],-1,false]]; }; with this // special triggers for engineers, AI version, everybody can repair and flip vehicles d_eng_can_repfuel = false; if (d_string_player in d_is_engineer || d_with_ai) then { d_eng_can_repfuel = true; #ifndef __TT__ d_engineer_trigger = createTrigger["EmptyDetector" ,d_base_array select 0]; d_engineer_trigger setTriggerArea [d_base_array select 1, d_base_array select 2, d_base_array select 3, true]; #else _dbase_a = if (playerSide == west) then {d_base_array select 0} else {d_base_array select 1}; d_engineer_trigger = createTrigger["EmptyDetector" ,_dbase_a select 0]; d_engineer_trigger setTriggerArea [_dbase_a select 1, _dbase_a select 2, d_base_array select 3, true]; #endif d_engineer_trigger setTriggerActivation [d_own_side_trigger, "PRESENT", true]; d_engineer_trigger setTriggerStatements["!d_eng_can_repfuel && player in thislist", "d_eng_can_repfuel = true;'Engineer repair/refuel capability restored.' call XfGlobalChat;", ""]; if (d_with_ranked) then {d_last_base_repair = -1}; [_pos, [0, 0, 0, false], ["NONE", "PRESENT", true], ["call x_ffunc", "actionID1=player addAction ['Unflip Vehicle' call XGreyText, 'scripts\unflipVehicle.sqf',[d_objectID1],-1,false];", "player removeAction actionID1"]] call XfCreateTrigger; _trigger = createTrigger["EmptyDetector" ,_pos]; _trigger setTriggerArea [0, 0, 0, true]; _trigger setTriggerActivation ["NONE", "PRESENT", true]; #ifndef __ENGINEER_OLD__ _trigger setTriggerStatements["call x_sfunc", "actionID6 = player addAction ['Analyze Vehicle' call XGreyText, 'x_client\x_repanalyze.sqf',[],-1,false];actionID2 = player addAction ['Repair/Refuel Vehicle' call XGreyText, 'x_client\x_repengineer.sqf',[],-1,false]", "player removeAction actionID6;player removeAction actionID2"]; #else _trigger setTriggerStatements["call x_sfunc", "actionID2 = player addAction ['Repair/Refuel Vehicle' call XGreyText, 'x_client\x_repengineer_old.sqf',[],-1,false]", "player removeAction actionID2"]; #endif __pSetVar ["d_is_engineer",true]; __pSetVar ["d_farp_pos", []]; __pSetVar ["d_farpaction", _p addAction ["Build FARP" call XGreyText, "x_client\x_farp.sqf",[],-1,false]]; {_x addAction ["Restore repair/refuel capability" call XBlueText, "x_client\x_restoreeng.sqf"]} forEach (__XJIPGetVar(d_farps)); }; ---------- Post added at 03:09 PM ---------- Previous post was at 03:07 PM ---------- Only problem with the above is that you now have two ways to repair. Domination script and BIS engineer. I just replaced the engineer with crewman to solve problem -
Thanks! This will be nice.
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ad_Helo problem help please..
mia389 replied to DEVILSVIRUS88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont think its configured for AI pilots and cargo. You can have AI pilots and the player be in the cargo. Player can be pilot and AI in cargo. Thats the way I read the readme. big readme -
Sweet. Great Idea! Will you share that PBO?
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This script I found for a target range works on a dedicated server but it acts funny. Multiple targets pop up instead of 1 at a time. When hosted on my machine it works fine. Could someone put the right stuff in this to make it work on dedicated server for me? I tried but don't have enough knowledge _maxtarg = 5; _numtargs = 1; _skill = 6; _targets = [pt1,pt1_1, pt1_2, pt1_3, pt1_4, pt1_5, pt1_6, pt1_7];// target names _many = count _targets; // count the number of possible targets _inc = 0;// keeps track of the number of popup targets triggered _score = 0;// keep count of the targets hit {_x animate["terc",1]} forEach _targets;//puts the targets down before the start _rnumber1=0; _rnumber2=0; _rnumber3=0; _flag1=0; _flag2=0; nopop=true; // sets them to stay down until triggered to popup player groupChat "Setting Up Range"; sleep 2; player groupChat "Ready"; sleep 2; while {_inc<_maxtarg} do { _rnumber1 = random _many; _int = _rnumber1%1; _rnumber1 = _rnumber1-_int; // 1. Check for duplicate targets while {(_rnumber1 == _rnumber2) or (_rnumber1 == _rnumber3) or (_rnumber2 == _rnumber3)} do { _rnumber2 = random _many; _int = _rnumber2%1; _rnumber2 = _rnumber2-_int; _rnumber3 = random _many; _int = _rnumber3%1; _rnumber3 = _rnumber3-_int; }; // 1. END // 2. Set the targets that will popup _rtarget1 = _targets select _rnumber1; _rtarget2 = _targets select _rnumber2; _rtarget3 = _targets select _rnumber3; // 2. END // 3. Popup target one always active _rtarget1 animate["terc", 0]; _inc=_inc+1; // 3. END // 3a. Check to see if more than one target is required and opopup at random // 3b. second target If (_numtargs > 1 ) then { if ((random 2 > 1) and (_inc < _maxtarg)) then { _rtarget2 animate["terc", 0]; _inc=_inc+1; _flag1=1; }; }; //3b. END //3c. Third target If (_numtargs > 2 ) then { if ((random 2 < 1) and (_inc < _maxtarg)) then { _rtarget3 animate["terc", 0]; _inc=_inc+1; _flag2=1; }; }; // 3c. END // 3a. END // 4. Time allowed for shooting. sleep _skill; // 4. END // 5. Check to see if targets have been hit and count the score if (_rtarget1 animationPhase "terc" > 0.1) then { _score = _score+1; }; if ((_rtarget2 animationPhase "terc" > 0.1) and (_flag1 == 1)) then { _score = _score+1; }; if ((_rtarget3 animationPhase "terc" > 0.1) and (_flag2 == 1)) then { _score = _score+1; }; // 4. END // 5. Display Score player groupChat format ["Targets :%1 Hit :%2",_inc,_score]; // 5. END // 6. Reset targets down and restet flags _rtarget1 animate["terc", 1]; _rtarget2 animate["terc", 1]; _rtarget3 animate["terc", 1]; _flag1=0; _flag2=0; // 6. END sleep 2; }; sleep 8; player groupChat "Session Complete" ; I tried to wrap the whole code with this if (isServer) then { ... }; Did not work though
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cB - BIS Ambient Animals working on Dedicated
mia389 replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The wiki didnt have anything on this module. Where would I find the commands to make more animals and maybe make it so its only spawns cows or something? Thanks for sharing