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Posts posted by SOLDIER X
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Sounds plausible, i have noticed that also the action to release the hostage remains present until the leader of the rescue group executes the action, then the hostage seems to fall into line and follow orders.
It must be a locality issue as things work flawlessly in any environment other than dedi server .
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@F2k Sel
Thanks for your suggestions. However i just tried altering the code and the problem still remains on Dedi server.
Can anyone help me ?
Please
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Hey sander
Thanks for the reply, sorry for omitting information on mission set up.
There is only one player group ( team1 = group this) made up of 4 units named p1,p2,p3 and p4.
As you suggested other than the team leader they were all ranked private, as is the hostage. I have changed this so only the hostage is a private and have altered the joinsilent statement to ....
[p1,p2,p3,p4,_pow] joinsilent group _caller
All seems to be working, however it will be later this evening before i can test on dedi server. I'll let you know how it goes, many thanks for taking time out to help me with this matter.
Best wishes "X"
*EDIT*
The problem still persists on a dedicated server, the hostage will only follow commands when released by the team leader and the action to release remains until activated by team leader.
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Hi
Im having trouble with a script for releasing hostages in a small co op mission.
Everything works fine in any environment other than on a dedicated server then i hit trouble.
I add an action to the hostage's init filed
_release = this addAction ["Escort Prisoner", "Release.sqf"];this disableAI "MOVE"
Which calls the following script.
Release.sqf
_pow = _this select 0; _caller= _this select 1; _id = _this select 2; [_pow] joinSilent group _caller; _pow enableAI "MOVE"; _pow setCaptive false; _pow setUnitPos "UP"; sleep 1; _pow removeAction _id;
The hostage will join the rescue team no problems, however if any unit other than the team-leader of the rescue group releases the hostage, the hostage will join the rescue team as normal but will not respond to any orders given.
Any help resolving this issue would be great as its a major show stopper during game play.
Best wishes "X"
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Hi
Is it possible to issue a command to stand up to an individual unit without using the command interface ?
I see there are many commands in the comref but i cant seem to find one to make a unit stand up, i can achieve what i am after using setunitPos but id like the command to actually be given to the unit.
best wishes "X"
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And the faction name for the drug lords men please.
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Can any tell me the faction name for the armed African rebels ?
Search function yields zilch, many thanks
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cheers ! works perfectly now.
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I tried using a mission specific variant of the below code, markers work A OK, but no marker text is shown
["task","title","task description",true,[["mrktask1",getpos location_1,"selector_selectedMission", "ColorBlack", "MARKER TEXT"], ["mrktask2",getpos location_2,"selector_selectedMission", "ColorBlack", "MARKER TEXT"],["mrktask3",getpos location_3,"selector_selectedMission", "ColorBlack", "MARKER TEXT"]]] call SHK_Taskmaster_Add
Sorry for being a menace, but any idea what im doing wrong ?
best regards.
*the link for new version 0.33 still directs me to version 0.32.
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Hey ... many thanks !
So it should read as follows ?
["task","title","task description",true,[["mrktask1",getpos location_1,"selector_selectedMission", "ColorBlack", "MARKER TEXT"], ["mrktask2",getpos location_2,"selector_selectedMission", "ColorBlack", "MARKER TEXT"],["mrktask3",getpos location_3,"selector_selectedMission", "ColorBlack", "MARKER TEXT"]]] call SHK_Taskmaster_Addbest wishes soldier X
ps link directs me to Version 0.32
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Great question, even better answer.
Been scratching my head over this one also.
Nice one kylania
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Is it possible to add text to created multi markers ?
["task","title","task description",true,[["mrktask1",getpos location_1,"selector_selectedMission", "ColorBlack"], ["mrktask2",getpos location_2,"selector_selectedMission", "ColorBlack"],["mrktask3",getpos location_3,"selector_selectedMission", "ColorBlack"]]] call SHK_Taskmaster_AddEverything works fine, markers are created at correct locations, however i would like to add text to each marker. Any advice would be great.
Many thanks for this script !
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Not sure if this has been asked before but is there a chance you may release the individual mobile spawn point function so it can be used in other missions ?
It is an excellent feature but for a noob like me its a pain in the arse to figure out how include in missions.
Quality mission ! Love it big time .
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Hi
I am having problems with ACE HALO and playable AI units.
I have given each unit the correct chute "ACE_ParachutePack" and set the height of each unit accordingly. init field - this setPos [(position this select 0), (position this select 1), 5000];
i call the HALO script on each unit from my init.SQF using.
p1 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";
p2 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";
p3 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";
p4 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";
All works fine and dandy until the AI deploy chutes then the AI vanish and only the chutes remain, several minuets pass before AI are reported as dead. Any help with this issue would be great, have searched but to no avail.
X
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@pogoman
thanks for posting the excellent injured system, respawn system and nametags scripts.
however i have a problem, after respawn i seem to loose my Blufor status ie i cant activate triggers and Opfor units will not engage me. I have played Insurgency many times and have never came across this problem. Everything else is working fine for me.
Any ideas what i could be doing wrong? Many thanks for the wonderful mission
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Hey thanks Joshii
nice one mate !
edit
been playing about a bit with code and cant get my script to execute.
init.sqf
_tlist = list _areaone; {_x addEventHandler ["fired",{_this exec "gunfire.sqs"}] } forEach _tlist;gunfire.sqf
basealert = true; publicvariable "basealert"; hint "Enemy units have been alerted by the sound of gunfire";
nothing seems to be happening any help would be great
Regards X
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hi SHK
thanks for the reply, i dont suppose you could give an example of the correct syntax please.
i have a trigger zone called area1 and would like to set a variable say basealert to true if anyone within area1 fires a weapon.
many thanks X
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Hi all.
I have searched and searched the forums but cant find an answer.
Is it possible to add a fired event handler and then call a script or set a variable for every unit within a trigger area? I have seen it is possible to add an EH to each member of a group, but can i add it to each unit within a defined area.
i have a long winded solution in operation by adding the EH to each unit individually, but i cant imagine this will be doing the performance of the scenario any good.
please forgive my ignorance but i am a recent convert to the world of ARMA and i am loving it.
many thanks in advance
X
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hi all
thanks to the info in this post i have managed to set the desired limits for the SSM
however one last thing has me beaten.
Is it possible to limit who can call the support. ie group leader only or FAC.
i have tried removeweapon "ItemRadio" but request options are still available to all units in group (MP). Again many thanks for previous info within this post.
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Thanks very much. Just what ive been looking for.
Took me a little time to sort it but works a treat.
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limited support options ?
hi
i am curious to know if its possible to limit the amount of support presented to a player using the simple support module ..
i have searched and also googled but to no avail.
EDIT
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Searched again and found this
http://forums.bistudio.com/showthread.php?t=101872&page=2
sorry
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Great job ! A fun way to kill a couple of hours.
Very intense, any chance you could reduce enemy numbers and maybe add some random element to the insurgents positions.
many thanks for the mission
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Hey there
Id like to offer my thanks to you for your splendid combat adventures.
really enjoyed playing them

Hostage rescue - Dedi server woes.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
@ Demonized
I just tried with the above code and now the hostage will not join the players group.
(i do have a logic named server placed in editor)