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Dragster

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Everything posted by Dragster

  1. Need help with onMapSingleClick script so far i have onMapSingleClick "'target' setMarkerPos _pos; onMapSingleClick ''; true;"; _mk = createMarker ["target",[0,0]]; _mk setMarkerColor "colorRed"; _mk setMarkerShape "icon"; _mk setMarkerSize [1,1]; _mk setMarkerType "hd_destroy"; _mk setMarkerText "Close are Suport"; Hint " click the target area on the map"; And it works. but what im wondering are how to make it so that when i have clicked on the map and created the marker i wanted. I get the option to creat a new marker at another spot on the map with the onmapsingleclick.
  2. Dragster

    Addaction question

    Thanks for the fast answer. it works.
  3. I know how to add an action to object or unit. this addaction ["call in cas", "cas.sqf"]; what i wonder is it possible add the addaction to a leader of a group? and if that leader die the next leader of the group take over the addaction option.
  4. Here is a script i could use a little help with. _leader = _this select 0; While { alive _leader} do { If ({alive _x} count units GRP1 <= 3) then { _leader addAction ["capture", "capture.sqs"]; } }; When i try to run this it locks up my game. I think thats probably becouse im using the while command and the game locks running the script over and over again. It works fine if i use _leader = _this select 0; IF ( alive _leader) then { If ({alive _x} count units GRP1 <= 3) then { _leader addAction ["capture", "capture.sqs"]; } }; My problem is that when i use the If command the script only checks the conditions one time. do anyone know how to fix this so script continualy checks if the conditions are fullfiled??
  5. Dragster

    Help with a sript

    Thanks for the help that fixed it now the script looks like this _leader = _this select 0; IF ( alive _leader) then { waitUntil {{alive _x} count units GRP1<=3}; _leader addAction ["capture", "capture.sqs"]; };
  6. what im wonderin is it possible to make a cutscene that will pop up on just one corner of the screen during a mission and not the hole screen??
  7. well i wasnt thinking about the pmc GPS video but that can work asswell all i have to do then i to prerecord a clip i guess. Is it possible to get some information on how to put prerecorded clipp into that gps bis video function. and what kind of file format it needs to be??? any help would be appriciated
  8. Im using this script i made to fire arty at a group when a trigger gets activated. _unit = _This select 0; Target1 = _this select 1; While {triggerActivated mortar1} do { [group _unit , getPosASL leader target1, ["IMMEDIATE", "he", 1, 2]] call BIS_ARTY_F_ExecuteTemplateMission; sleep 10; }; it works well but one problem is that it will just shoot at the unit that the current leader of the target group. What I need is to make the arty target random units in the targeted group? a second problem are how to make the arty less accurate at the moment it hits dead on the target if its not moving. any help would be nice
  9. I have a problem with USPS when i use it on a vehicle the vehicle moves to the first waypoint USPS makes but after that it just stand still. but on soldiers it works. im using this in the init line of the vehicles. nul = [this, 1500, "patrol3", "patrol3", 1500, "aware", 100, "NORMAL", "FILE",0,0] execVM "USPS.sqf"; Im using USPS v1.4
  10. thanks demobized you post helped alot not just with the script but helped me understand a few things i had missed wich was more important for me than the script. Thanks alot
  11. ok im just trying to learn how to use sqf scripting trying to make a script and it dont work can some look at this and tell me what i have done wrong. i just made this script to try and understand basic scripting man1 are gonna shoot man2 when he gets closer than 50 meters the problem I have are that man 1 shoots man2 both if he are closer than 50meter and farther away than 50 meters. what have i done wronge? if { man1 distance man2 <50} then { man1 doFire man2 };
  12. Ok im trying a little diffrent script now and cant get it to work _unit = _This select 0; _unitpos = _this select 1; if (_unit distance _unitpos >50) then { _unit doMove position _unitPos }; Cant get it to work _unit will not move to _unitpos im using call { [a1,player] execVM "domove.sqf"; } with radio alfa in a trigger to activate the sqf script I get it to work if i use _unit = _This select 0; _unitpos = _this select 1; _unit doMove position _unitPos; I added the distance stuff just to see how it would work. im just trying to get A1 to move to me as player when im 50 meters away from him again im not going to use it for anything im just trying to under stand sqf scripting and any help would be nice
  13. Thanks for the help it works now. And i forgot to say it was two bluefore soldiers. will try to give more details next time i need help:). Are not gonna use the script for anything just trying to understand scripting.
  14. im trying to make a small scene where i want the camera to zoom towards the a unit and end up in 1 personview. i think this should be possible with the camera view script _loon1 switchCamera "internal" but i have no idea where in the scene.sqs im making it should be for it to work so far it looks somthing like this _camera="camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showCinemaBorder false; ;=== 11:16:39 _camera camPrepareTarget [-24976.61,83766.95,-52902.32] _camera camPreparePos [9384.48,6369.02,15.36] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ;=== 11:16:56 _camera camPrepareTarget [-23738.62,86776.91,-49119.66] _camera camPreparePos [9377.80,6384.93,2.46] _camera camPrepareFOV 0.700 _camera camCommitPrepared 10 @camCommitted _camera ;=== 11:33:00 _camera camPrepareTarget [-53012.85,78458.08,-30053.58] _camera camPreparePos [9378.33,6384.96,2.32] _camera camPrepareFOV 0.700 _camera camCommitPrepared 5 @camCommitted _camera ~10 Player cameraeffect ["terminate","back"] camdestroy_camera end1=true exit; how do i get the camera to switch into internal cameraView in the third camera position??
  15. yeah it worked thanks for the help
  16. im making a little movie and are wondering if there are any way to get the camera to show what a unit sees trough the units eyes?? i know how to get the camera pan and how to follow a unit. but it would be really nice to find out if it was possible to see trough a units eyes without having to controll the unit your self. if anyone know plz tell me
  17. i use this script in a trigger to spawn a flying AH1Z _veh = createVehicle ["AH1Z", getMarkerPos "mark1", [],0,"fly"]; it works and the helicopter spawn flying what im wondering what do i need to add for the chopper to join playergroup? need help with second problem the helocopter crash after spawn ?
  18. Dragster

    spawn heli in air

    GRP1 = createGroup west; veh = createVehicle ["AH1Z", getMarkerPos "hspawn", [],0,"fly"]; AH1Zpilot = grp1 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; AH1Zpilot moveInDriver veh; [veh] join player ok found the solution for it incase anyone wants to know now it spawns in the air and dont crash and join player group
  19. i have a mission where i have to destroy 2 guns and a car called gun1 gun2 and evi1. i want the trigger to end the mission when all 3 are destroyed and bluefore gets to the extraction point i have tried a trigger with this in it. axis a 50, axis b 50 activation: blufor present type end1 condition: ( (! alive gun1) and (! alive gun2) and (! alive evi1)) the problem i have are that the trigger end the mission when all 3 targets are destroyed it dont wait until bluefor group for gets closer than 50 meters of it. i have tried to group the trigger with the bluefor group but that dont help either anyone have any ideas
  20. i just made mission that me and a few friends are gonna play. i tested it out in singel player and it worked like i wanted. But when i start it in multi player i dont get the intro video and the lose and win video. i get them to work in singel player are there anyway to get the intro and other vids to work in multiplayer???
  21. Im trying to make a mission and need help with one of the triggers. Im gonna save 4 hostage called civ2,civ3,civ4,civ5 i want them to join my groupe when I have killed the hostage taker and then gotten close enouge to the hostages. the trigger im using now are Activation none type none condition ! (alive kidnapper) && civ2 distance DELTA1 <15 on act [civ2] join DELTA1;[civ3] join DELTA1;[civ4] join DELTA1;[civ5] join DELTA1; This kinda work but would like some help to make it better. The problem with this trigger are that if the soldier called delta1 dies i cant get the hostages to join me. I would like to make the trigger work if i have killed the kidnapper and any of the soldiers in the two diffrent blufore groups the mission have get close enough to the hostages so they will join the group that get to them. I have used civ 2 distance Delta1 <15 becouse civ2 are the only hostage that need to survive to finish the mission. The soldiers in the groups are called delta1, delta2, delta3,delta4 in the first group and Delta1_1,delta1_2,delta1_3,delta1_4 in the second group
  22. it seems to be working thanks
  23. Dragster

    intro video help

    Thanks i moved the intro stuff into the mission its self and it worked thank you for the help
  24. i just made mission that me and a few friends are gonna play. i tested it out in singel player and it worked like i wanted. But when i start it in multi player i dont get the intro video and the lose and win video. i get them to work in singel player are there anyway to get the intro and other vids to work in mulitplayer???
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