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Posts posted by ArmAIIholic

  1. Try starting from v8 and then building your game. I have no idea what kind of mix of the files you made and where could be the catch.

    Does demo_1 and demo_2 work without problem? If they work properly that is solution for your problem --- you made inappropriate mix of missions.

    If they don't work, that is problem for me, I will have to test them again.

    Do you have catch_trigger initialized to none in init.sqf? catch_trigger = "none";

    BTW I tested solution for placement radius and here is working fix:

    In the script of, for example, first waypoint you put this :

    [(group this), 2] setWaypointPosition [(waypointPosition [(group this), 2]), 50];

    it will set up a new position for the waypoint number 2 when waypoint number 1 is completed.

  2. No, you don't need separate SQFs, just new line { _null = [_x] execVM "murk_spawn_loaded.sqf"; } forEach *** ; for every new mission / Clipboard content.

    What I meant is this (from WICT's website):

    A string may consist of any number of ASCII characters and is enclosed by single-quotes (only in ArmA) or double-quotes.

    Examples (ArmA2):

    _string = "here is my string";

    _string2 = 'It may contain a lot of characters #@$';

    If you want to include double quotes (") in strings enclosed by double quotes, the inside double quotes have to be written twice.

    _string1 = "my string ""with"" quotes";

    _string2 = 'my other string "with" quotes';

    _string3 = "another 'string' example";

    For init string called for the leader of the group and waypoint statements you have to use this format : "another 'string' example"

    Example: "[[WEST,'HQ'],nil,rSIDECHAT,'Enemy chopper!'] call RE;"

    Here is the catch you can try for placement radius, but I don't know if it will be ok :

    In init line of the leader place (in other words in init string in call for Murk's script, see below)

    group1 = group this; [group1, 2] setWaypointPosition [(waypointPosition [group1, 2]), 50];

    Do you get it? It takes the position of old waypoint and set's new position (in radius 50 -- which is the same thing editor does every time you start the game). I will try it tomorrow.

    If you try it first let me know if it is working.

    Full example:

    null = [this,"t1","wave",5,60,"group1 = group this; [group1, 2] setWaypointPosition [(waypointPosition [group1, 2]), 50];"] execVM "murk_spawn.sqf";

    Zero waypoint is waypoint where group is created, so first waypoint in the editor is not zero (as you will see, for example 0: MOVE), but one!!!!!!!! Be careful !

  3. In the init.sqf of demo_1 you have this code :

    //{}{}{}{}{}{}{}{}{} MISSION CAPTURE - PART 2 {}{}{}{}{}{}{}{}{}{}{}{}
    //Put some sleep time if you want to capture your mission (more is better) -- remove comment marks
    sleep 10;
    copyToClipboard str(Mission_capture);

    It will sleep 10 seconds and then copy to clipboard everything you made. You don't have to do anything else.


  4. So far I've placed more bases for the opposing side but that doesn't help at all because the unit count remains the same. Should I just edit the base compositions so that the enemy bases have a higher chance of spawning units? Or are there other ways to make things more difficult

    1) yes, you can put stronger bases for opposing side, e.g. tanks vs. medium vehicles, so you, as a player, are the factor that will change course of the battle

    2) you can use Camps made easy tutorial, you have a Youtube video there and all scripting you need

    3) Or use more advanced, but more powerful method --- Editor based AI script by trigger. WICT doesn't have complete demo, so try this

    Editor based AI script by trigger v8

    If you have any questions please do ask

  5. @Guevera79 thanx for replying. Zapat and me had long correspondence about the that issue and I still believe that 180 degrees sharp turns of the plane are bigger problem.

    However, as zapat said, we prepared hotfixes :

    -- planes will not crash, nice clean drop out of supplies

    -- ammo boxes will be now properly spawned and unlocked

    -- removeBody.sqf won't use eventHandlers

    -- I added more centers in init.sqf

    The release is ready and working, I just want to test few more things before making official release, because I think community will hate me at the end since I made record number of hotfixes and changing of the code.

    P.S. People pleeeease official manual is WICT's website --- don't go through these 64 pages.


    Units in Buildings snippet

    ---------- Post added at 07:45 PM ---------- Previous post was at 07:16 PM ----------

    Collect the evidence snippet

    If you find some interesting snippets like those two I posted, let me know, so I can update WICT's website with those interesting stuff.

  6. no, it is just checking whether player or his vehicle is inside a trigger, it is just another condition to check

    trigger you wrote will activate on any unit -- BLUFOR, OPFOR, civilian, player, doesn't matter that is below altitude 2.... and I don't know what you want to trigger. Murklor's script, by nature is designed to start when player activates it, not any unit, so it is not clear from your example what are you trying to do....

    and you got error because you put ; in the condition and that doesn't work...

    (vehicle player) in thislist[b][color="Red"];[/color][/b] this & & (count (thislist unitsBelowHeight 2)> 0)
      correct would be
    ((vehicle player) in thislist) [color="Blue"][b]and[/b][/color] (this & & (count (thislist unitsBelowHeight 2)> 0))

    because these are conditions and you combine them with AND, OR and ()

    the question was
    this line was not necessary, I was trying to help and your questions wasn't clear from previous post -- you can have both conditions, 10 conditions if you like --- it depends on what do you want to be the effect of that trigger, in other words -- what is the condition and what is the consequence of activation.

    no, that code is not necessary, you can put whatever condition you want for triggering Murklor's script.


  7. I was thinking about that since I don't want my player that HALOed to activate the trigger, so the solution I've come around (but didn't tested yet, and you can do it and tell me) is this:

    ((vehicle player) in thislist) and (((getPosATL (vehicle player)) select 2) < 3)

    which means that player in the vehicle will be able to activate the trigger only if his altitude is below 3m, in other words he will be able to do it in jeep or in helicopter that is on the ground, but not in the air.

    Try it, let me know, thanx. I am not familiar with other codes you wrote.

  8. @djczing "if you are used to triggers, markers, scripts, and the editor" --- there is no way to make a mission unless you use (any kind of) editor, either built-in one, or some mode.

    I was talking about F2, Norrin's revive script etc. --- they work only as PBOed MP mission. WICT works in Preview mode in the editor.

    Also search pages and Snippets on WICT's website --- there are some codes that you can just modify/copy/paste and you are done.

    @aurondude I would use some help with the story, yes!

    Hamada ONCE played a key role in helping the BLUFOR develop weapon trafficking plans. However, he was a mercenary in that job, and OPFOR is now trying to get their hands on him. Problem is, yes, Mahdi and Hamada are old friends, but Mahdi is not OPFOR, but Molitian Army. The Congress Leaders started following Hamada and there are some OPFOR activity on Duala that is in strange coincidence that Hamada is recently declared missing.

    BLUFOR is trying to stop weapon trafficking (and background is that OPFOR activity would jeopardize BLUFOR business. Additional problem is that there is a war raging between Afrenian and Molitian armies and rebels and UN forces are trying to keep a piece. Therefore BLUFOR can help Afrenian and UN forces in fight against OPFOR and Molitian armies, but cannot interfere in investigations, assassinations, demolitions etc.

    BLUFOR vs. OPFOR for weapons dealer, Afrenian vs. Molitian armies for power on Duala, and someone(? ) is giving weapons for both sides... + missing Hamada... and problem with Molitian leader Mahdi...

    Anyone who has real story with storyline and twists please send them on PM.

    If you just have suggestions that can be discussed post them here.



    P.S. you can also send me now SQM from Duala, I can implement it in mission.

  9. Start WICT from init.sqf

    //{}{}{}{}{}{}{}{}{} AUTO START WICT{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
    // negative number means OFF, greater or equal than 0 = number of seconds
    _null = [5] execVM "WICT\autoStart.sqf";

    Place two triggers regInfantry_0 blue and regInfantry_1 red about 500m apart?

    How hard could it be? I really made it easy in new version.

    All base types are unlocked, it is the same as in video on Youtube, but instead mixedBase, you write regInfantry.

    In the editor you can use both SP and MP template --- MP works only if you make PBO MP....

    Play with that tool, and if you have trouble PM me.

    I didn't test it with UPSMON. Everything I need can be created with WICT -- it has own patrol + it can be created in detail with Murklor's script.

  10. Anyways, nice release, I hope it is final now! :D:D:D

    I will have to introduce some improvements to supplyDrop, I left direction also... :confused: must be consequence of integration and merging two scripts....

    So there will be definitely fix for supplyDrop. And I will introduce that check while dropping packages. I also have to rise the plane after drop, it tends to crash on hills and buildings on Duala :confused:

  11. Maaan, you should've used the last version I sent you:

    Using this supplyDrop when playne is shot down between drops, it could cause problems.:(

    I doubt, because it will finish the loop forEach cargo (putting in arma2.RPT that it cannot find plane in order to get altitude) and the next check is if plane is alive. Btw WICT will delete that empty group anyway, eventually.

    I made improvements in Sandbox tutorial with a template for creating sandbox missions (and using WICT potential).

    P.S. zapat you will be busy too, soon enough ;) :bounce3:

  12. WICT v7.0 :yay:

    -- NEW!!! redesigned init.sqf look

    -- NEW!!! separate templates for SP and MP (with integrated F2)

    -- NEW!!! content folders = just copy/paste all folders and files into your newly created mission

    -- NEW!!! integrated Murklor's Editor based AI script by trigger v8.0(also new Ultimate spawning tutorial)

    -- NEW!!! integrated Bon's Advanced Artillery Request System

    -- NEW!!! added modified versions of zapat's tactical mid-flight suppy drop with Universal Crate Filler v2.01 by Tophe of Östgöta Ops OOPS, and reinforcements scripts (new tutorials in Snippets category)

    -- "unlocked" all pre-defined base types - now you just have to put markers

    -- fixed bug in sandbox tool - number of seconds for restarting ID tracker is required! +improved performance

    -- added sinking bodies in removeBody.sqf

    -- improved all tutorials, especially Creating a new mission

    Download now

  13. 1) and the enemy is reloaded minus the dead units. This will enable another player to retrigger the enemy spawn minus the dead.

    2)Would be great to have minefield appear to make mission more dynamic with out cluttering the map with Objects.

    1) I didn't plan to do such things... It could be done by executing script that will take all remaining groups on the map (when trigger is deactivated) and execute Murklor's script on them again.

    Murklor's script was about Groups and Waypoints, and I wanted to make that aspect better.

    2) You can do that by using 3D editor or RTE, therefore you will have SQF script you can execute.

  14. Weaponx, you don't need to load it back, you need to use reset mode :

    Example: null = [this,"triggername","reset",5] execVM "murk_spawn.sqf";

    Will spawn the editor unit once based on the trigger, then reset the trigger after a preset time (15 seconds default). The unit will be created when trigger is true again, maximum number of lives (in this case 5).

    Trigger must be on repeatedly!

    If you want to change preset time (15 seconds default) open murk_spawn.sqf and find RESET MODE at the end of the file and change sleep time.

    Please open murk_spawn.sqf and see examples of how to use those 4 modes.


  15. @psvialli, I don't know if I made it clear in previous post, but it is ok to explain how it works, to you and others using this fabulous script.

    1) You place as many groups as you can (max for each side 144), e.g. make your mission on one part of the map...

    2) In loader you have this line

    { _null = [_x] execVM "murk_spawn_loaded.sqf"; } forEach *** ;

    in the place *** you just put Ctrl+V what you have captured from the editor.

    3) Delete those units in editor and on some other part of the map make some other mission

    4) Capture it, make new line in loader

    { _null = [_x] execVM "murk_spawn_loaded.sqf"; } forEach *** ;

    and paste what you have captured.

    5) Delete all units --- I forgot to say : don't delete triggers, markers, etc.

    6) When you Preview the mission all groups will be available and spawning by their triggers.

    That wasn't possible in previous version and waypoints were connected to dummy groups.

  16. Thanx Bon for fantastic script :bounce3:

    I created page here : Artillery, so it will be available with next release.

    As you know from PM, I implemented automatic approximate direction (bon_artillery\dialog\apply_pos.sqf).

    //by Bon_Inf*
    #include "definitions.sqf"
    ctrlSetText [bON_ARTY_XRAYEDIT, format["%1",round (getPos player select 0)]];
    ctrlSetText [bON_ARTY_YANKEEEDIT, format["%1",round (getPos player select 1)]];
    _angle = 0; _dir = 0; _diff = 361;
    while {_angle < 360} do 
      if (((abs((getDir player) - _angle)) < 5) and ((abs((getDir player) - _angle)) < _diff)) then {_dir = _angle; _diff = (abs((getDir player) - _angle));};
      _angle = _angle + 5;
    ctrlSetText [bON_ARTY_DIRECTION, format["%1",_dir]];
    if(true) exitWith{};

    It works like a charm, speeding a little bit splash site selection.


    1. it is sometimes hard to read numbers on compass
    2. I really cannot think while playing am I facing 248 degree direction and is it maybe north ;)

    I have time to focus on correcting direction and/or using arrow buttons.

  17. @Minimalaco you can try this zapat's script :

    //---delete all unnamed vehicles---


    {deleteVehicle _x}forEach (crew _x);

    if (isNil vehicleVarName _x) then {deleteVehicle _x;}

    }forEach vehicles;

    //---delete all men further than 400 meters---



    if (_x distance player > 400) then


    _x removeAllEventHandlers "killed";

    deleteVehicle _x;


    } forEach units _x;

    sleep 0.5;

    deleteGroup _x;

    } forEach allGroups;

    this should be sufficient enough, right? Just be sure to run this script on Server.

    Does v8 give any preformance advantages ? i.e demo 2 you say copy to clipboard and no men in editor will the speed things up at all ?

    Yes it does, you don't have spawning process and then deleting groups, in contrary, everything is loaded at the beginning.

    Plus, since there is a limit of 144 groups per each side in the editor, with this script you can pre-load many missions from Clipboard and, in that way, cover whole map with battles.

    And use snippet posted above to clear the area when player leaves it.

  18. I just wanted to inform you all that I've further enhanced Murklor's script and created two demo missions for v8 :

    is classic Murklor's example, the one that you have also in v7, but with corrections for syntax in waypoint statements

    is loaded from Clipboard --- you won't see any units on the map!

    So mission is accomplished --- remembering unlimited number of groups and their waypoints from the editor.

    Now this thread can be deleted :( :o