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SOLDIER X

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Posts posted by SOLDIER X


  1. 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.


  2. 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"

    .


  3. 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"


  4. 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.


  5. 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_Add

    best wishes soldier X

    ps link directs me to Version 0.32


  6. 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_Add

    Everything 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 !


  7. 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


  8. @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


  9. 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


  10. 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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