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evans d [16aa]

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Everything posted by evans d [16aa]

  1. Ok, ladies and gentlemen, As the title implies, I want to create an ORBAT for a mission, but I have no idea how to go about it. I've tried using this thread but I can't seem to get my custom ORBAT to work. Therefore, I want to create a new one from scratch. This will also help other people who want to create ORBATs but don't know how to go about it. If it could be done in step by step instructions (with pictures if possible, but if the steps are clear enough then that shouldn't be a requirement) and in layman's terms then that'd be fantastic. Thank you very much, and I look forward to finally getting this ORBAT completed! Regards, Bashkire. EDIT: ORBAT Tutorial Video:
  2. Ladies and gentlemen, I'm making a nonsense mission for myself to learn some scripting and to use as a repository for any script that I may use later. Think of it as me creating a library for myself to use when I don't have internet to check scripting. I'm currently trying to code up some waypoints for some AI that I've spawned in via a script. In my testing, however, the group gets into the helicopter I specify, but when I tell them to get out they seem to suffer from an agoraphobic attack and immediately get back into the helicopter rather than the boat they're supposed to. Oddly enough, if I order them to get into the boat without getting into the helo first they don't mind at all, so the problem is clearly in waypoint 2. So: Who can see the problem? spawnSplashdown.sqf waypoint1.sqf waypoint2.sqf waypoint3.sqf Cheers chaps. P.S: Bonus points if you're able to change "GetOut" to Eject. I'm not sure what I'm doing wrong but simply changing it to "EJECT", vehicle chariot_Helo doesn't seem to work for me. EDIT: Included all scripts involved in the chain in case you can think of a neater way of doing things or if there's anything obviously wrong with the others that could be impacting this.
  3. evans d [16aa]

    Help Getting AI to follow Scripted Waypoints

    Cheers for the suggestion, but they're not jumping out at all now and, frustratingly, it's not throwing an error at me so I don't have a clue where it's going wrong.
  4. Ladies and gentlemen, I'm trying to get a light to turn off by way of dimming so it's not a sudden binary change from on to of, and while I've got it working manually (by way of about 20 sleep commands), I feel like I should be able to do it a lot more aesthetically with a While loop. The problem is, I don't have a clue how to word it. I've just spent 5 minutes trying to type in example code that I've thought of, but the syntax just doesn't look right and I can't wrap my noggin' around it. My current method is bellow, and you can see what I mean: it's functional, but amateur, clunky and untidy. Cheers in advance for the help. - Evans EDIT 1: I've been dicking about with my script and I've come up with the following. The problem is, it still throws a generic error (missing ;) on the highlighted line(s):
  5. evans d [16aa]

    Help Creating a While Loop

    Stellar! Thanks all, this is a real help.
  6. evans d [16aa]

    Help Creating a While Loop

    Can you give me a little explanation on how this works so I'm able to use this with a modicum of intelligence? I assume I need to change the variable "time" to an integer?
  7. evans d [16aa]

    Help Creating a While Loop

    Gentlemen, thank you very much. You'd sorted that out nicely for me. I'd a bit disappointed that my idea of a while loop kept flagging that error, but you've created a great workaround. Cheers again!
  8. evans d [16aa]

    Help Creating a While Loop

    Harzach, thanks for the help. Brightness actually starts at 0.3, so I edited your code to read: _br = 0.3; for "_i" from 1 to 20 do { _sub = _i / 20; insertHeliLight setLightBrightness (_br - _sub); sleep 0.1; }; The problem now is that it dims (still rather fast, but I wonder if I could change that by changing the 20s to 100s or something) but then lights back up again.
  9. evans d [16aa]

    Help Creating a While Loop

    Cheers for the help. That works, but it seems happen that little bit too quick. Do you know how you'd change it to work with sleep commands? EDIT: Perhaps it would be better if I posted the whole of my script. I've also edited my OP so the whole script is shown, rather than just the dimming bits. EDIT 2: I'm a mong. Your code DOES have a sleep command...
  10. Cheers F2K. This'll be a great foundation!
  11. Hello all, The problem's as it sounds. I have an 8 man AI squad in Kamino on the range and I've setup a small firing range for them to practice at. I have 8 different scripts (named "kaminoRange1 through 8.sqf") with the following code: while {!blueNearKamino} do { _maxTime = 5; _minTime = 2; _sleepTime = (random (_maxTime - _minTime)) + _minTime; _target1 = [kaminoTarget1,kaminoTarget2,kaminoTarget3,kaminoTarget4,kaminoTarget5,kaminoTarget6,kaminoTarget7,kaminoTarget8] call BIS_fnc_selectRandom; sleep _sleepTime; kaminoSoldier1 doTarget _target1; sleep _sleepTime; kaminoLogic action ["useWeapon",kaminoSoldier1,kaminoSoldier1,0]; sleep 1; }; Note: The different scripts have corresponding numbers for their variables (e.g: kaminoSoldier2, _target4, etc) The problem with this is that, while it works, it looks ugly having essentially the same script called 8 times (nul = execVM "scripts\kaminoRange1.sqf; nul = execVM "scripts\kaminoRange2.sqf; nul = execVM "scripts\kaminoRange3.sqf; etc") What I'd like to do is condense those 8 scripts into 1. I've tried using the good old boolean "&&" method: while {x} do { code1; }; && { code2; }; But that doesn't work. I then tried the following method: while {x} do { { code1 }; { code2 }; }; but that doesn't work either. I then tried to make functions to solve the problem and then referencing them in the loop: while {x} do { call function1; call function2; }; And while this kind of works, it waits to cycle through each function before getting to the next one (it waits for function 1 to finish, complete with sleeps, before moving to function 2). Simply making lots of loops: while {x} do { code1 }; while {x} do { code2 }; Only fires code1, and doesn't move onto code2. Can anyone think of a way to make this code work simultaneously?
  12. evans d [16aa]

    Adjust height of smoke module?

    Perhaps try using the setPos command? this setPos [getPos this select 0, getPos this select 1,7]; When placed in the init of the smoke, that should place it 7 meters in the air.
  13. evans d [16aa]

    British Military Beret Mod

    If you're taking requests, add in a beret for the Mob (Royal Navy). If the Crabs get one so do we!
  14. evans d [16aa]

    Light up HQ building

    As a quick heads up to the OP: this essentially creates a lightbulb. You'll need to position the sphere into the right place.
  15. Ladies and Gentlemen, I'm making a training map for a group I'm in. One of the ranges I'm making is a designated marksman range but the targets can be tricky to find at times. Therefore, I want a way to pop purple smoke nearby (see: not directly on) the targets that have not yet been hit. I have an idea that it may go thus (NOTE: I'm aware that the bellow is not proper syntax but it gets the message across): if (targets animate ["terc",1] then { _smoke = "smokeShellPurple" createVehicle within 10 meters of target; }; else { exit; }; The problem is, I have no idea how'd I'd reference the knocked down targets from the ones still up and then spawn the grenades. I have a gamelogic in the middle of the targets called "DMR" so I can use nearestObject if I need to, I'm just unsure of the rest of the code. Does anyone have any ideas for this? Many thanks, Bashkire.
  16. evans d [16aa]

    Popping Smoke in Approximate Area via Script

    Well, gentlemen, thank you for your time but I've gone with a much longer version of the script I wanted... one with 14 if statements... Many thanks again, people. EDIT: As a quick note, here's my script now. I don't know why I was trying to over complicate this in the first place. I feel rather foolish... spawnDMRSmoke.sqf: // initialize with // this addAction ["Target Hint", "scripts\Actions\spawnDMRSmoke.sqf","",0]; DMRTargets = [T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14]; { if ( ( _x animationPhase "terc" ) <= 0) then { _posX = position _x; _pX = _posX select 0; _pY = _posX select 1; _dX = (random 30) - 15; _dY = (random 30) - 15; _pX = _pX + _dX; _pY = _pY + _dY; _bum = "smokeShellPurple" createVehicle [_pX,_pY,125]; }; } forEach DMRTargets; NOTE: This script is intended for use with targets that will stay down once shot.
  17. evans d [16aa]

    Popping Smoke in Approximate Area via Script

    The problem is that that script wont (I believe) spawn smoke grenades on the positions of the taregts that are still up. I think I'm sorrect in saying that the _this select 0; means that it will only reference the target that was hit and that doesn't need a smoke spawned on it. This brings us back to the problem of removing a target from an array and then referencing that array later to spawn the smoke, but the if statement doesn't like arrays meaning that everything's fucking up again.
  18. evans d [16aa]

    Popping Smoke in Approximate Area via Script

    Ah ha! You reply as I come bearing new news! My current script looks like this (removeTarget.sqf): hint "Target should be removed"; //Debug _target = _this select 0; sleep 5; if ((T5 animationPhase "terc") <= 0) then { _smoke1 = "smokeShellPurple" createVehicle getPos T5; } else { }; Now, as you can see, I'm only firing this script for T5 at present and it's working so far. When I change the if statement to read _target instead of T5 it flags an error (the error is flagged when it gets to the animationPhase line: "Type: Array. Expected: Object"). How would one reference all the targets in that line without having to do the somewhat untidy method of creating an if statement for all 14 targets?
  19. evans d [16aa]

    Popping Smoke in Approximate Area via Script

    Ok, so my above theory / method didn't work. Can anyone else suggest another way?
  20. evans d [16aa]

    Popping Smoke in Approximate Area via Script

    So something like this in the init: DMRTargets = [T1,T2,T3,T4,T5] And then add an event handler to each one along the lines of: this addEventHandler ["Hit",{this exec "removeTarget.sqf"}]; removeTarget.sqf: _target = _this select 0; _removeTarget = DMRTargets - (_target); Something like that?
  21. Many thanks, and apologies for not following that post initially. I didn't think that was the answer to my question. After a great deal of trouble, I've got it all working. Thank you, again, for your help.
  22. Ladies and gentlemen, I've done a search and I can't find anything that answers my question at present. I apologise if you're able to do so and I missed something staring me in the face. I'm creating a multiplayer mission for my and my group to do some training on and I'm having difficulties using the strategic map module. I understand that the module in question doesn't always work in multiplayer. That is why I am coming to you. I don't want to do anything too fancy. It's going to be a simple mission setup, with everything already on the map, and the mission modules merely teleporting the players who select them to the different training ranges. I can give the players (or at least me, during my testing in the editor) the radio trigger to open the map, the problem is, the "missions" don't show. In the bellow picture, along the top, the trigger is sync'd to the Open Map Module, which is in turn linked to the Strategic Map Module: http://i.imgur.com/6YWN5vg.png (404 kB) The trigger has the following arguments: http://i.imgur.com/BlRX3WP.png (301 kB) I've also experimented with giving the player an action, but the same results occur: _stratMap = player addAction ["Open Strategic Map", "Scripts\openMap.sqf"]; openMap.sqf: [] call BIS_fnc_strategicMapOpen; Both of those methods result in this: http://i.imgur.com/0GaW9Zc.png (2815 kB) As you can see, there is no mission module. Ladies, gentlemen... Any ideas?
  23. Yes, I saw that post but I'm unsure what I'd put in the red areas on that script. I'm not trying to create a mission, merely teleport the players. Or am I being stupid and that's exactly where I put those lines of code?
  24. evans d [16aa]

    Place Maker when Explosives Planted

    Cheers for this, mate! I'll give it a go.
  25. Ladies and gentlemen, hello again. I'm making a mission where players fight against each other in a terrorist versus special forces lineup and the idea is that the police have to react to the threats that the terrorists decide to create. Now, since the mission is taking place on Altis, I want to make it fair for the police. Terrorists planting a bomb and the police then having to scour 207 kilometers to find it before it explodes is a tad challenging, as I'm sure you'll agree. Therefore, I have a plan! Markers! But these will not just be any old regular markers, these will be DYNAMIC markers (hold for applause)! The only problem that I have is that I'm not sure how I would go about it. Event handlers are a certainty. The createMarker command will, of course be used, but in what combination? Bellow I've created some code that I haven't tested and I'm not even sure if this is how I'd go about it anyway, but if you fine people could cast your eyes over it and tell me where I'm going right or wrong then I would be very grateful. init.sqf bombPlantedEvent = player addEventHandler ["fired", {_this execVM "scripts\events\bombPlanted.sqf"}]; bombPlanted.sqf _bomb = getpos player; _bombMarker = createMarker [markerName, _bomb]; _bombMarker setMarkerColour = colourOPFOR; _bombMarker setMarkerShape "ELLIPSE"; _bombMarker setMarkerSize [75,75]; hint "Explosives reported in marked area."; Many thanks, Bashkire.
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