Jump to content

Tisor

Member
  • Content Count

    248
  • Joined

  • Last visited

  • Medals

Everything posted by Tisor

  1. Tisor

    [Editor] Task modules

    What about using search function?? http://forums.bistudio.com/showthread.php?148179-Tutorial-How-to-use-the-Task-Modules&highlight=task+module 9 pages with all the info you need :) The problem is group sync is not working. Use all objects instead (Sync the task to every soldier)
  2. Search: Galkin Replace with: Ifrit
  3. = 0 means you are assigning that variable a value of 0. In that case, variable is an integer. You can also use boolean (You'll assign True or False) or an array (more complex stuff). Remember that, if you want to make a condition like "When myVariable equals 0 then..." you will have to use MyVariable == 0 instead of only one equal sign. = is to assign a value and == to check if something is equal than.
  4. Tisor

    New Helicopter flight model by HTR dev

    I use HTR for FSX and is outstanding. If BI would like to get in touch with you, then Arma 3 will be, definetly, much better.
  5. Have been dealing with that this morning. Finally found the reason:
  6. Tisor

    Dynamic AI:

    Maybe you could use Urban Patrol Script ?? http://kronzky.info/ups/index.htm
  7. Tisor

    Ambient Civilians Config details ?

    Is there already Ambient Civilians in Arma 3 Alpha? I couldn't find it :S
  8. Well, my problem has been always to make that work on MP (From Arma 2, I asked a week ago who to do it) Is the new system working for Multiplayer in a Good way? I mean, maybe we can create a briefing SQF but, instead of using the old "MAG_tskObj0=player createSimpleTask ["kill officer"];" we can use the new fuctions?
  9. Tisor

    transport chopper

    I have made them land with no problem 1 - Place a Helipad Invisible, as Zinal said. 2 - Put OVER the Helipad a LOAD waypoint. I remark: OVER. When done, you cannot move the waypoint. The Waypoint SHOULD BE ATTACHED to the helipad. 3 - In the Waypoint on Act type: MyHelicopter land "GET IN"; (This will make the helo land and still with the engine ON. Maybe you prefer set it to "LAND") I have make it work with 2 choppers at the same time... Shouldn't be that hard
  10. Hello guys. Finally, after lot of reading and lot of try-error method, I've decided to post here since I'm not able to make the tasks work correctly in multiplayer. I have read the multiplayer guide published here on the forum, but I cannot make it work. I read something about Local/Public Variables, and thought this will work with the PublicVariable function, but still not working. I created a test mission to practice that and try to make it work, but I'm not able to. Let me show you what I have. First 2 task: 1st - Go to a car, activate a Action and when this action is activated, task 1 is completed. For that I'm using: Car init: this addAction ["Deactivate Bomb", "deactivateBomb.sqf"]; Now for the rest I have tried to methods: Method 1: deactivateBomb.sqf script: obj1done = true; publicVariable "obj1done"; obj1 setTaskState "SUCCEEDED"; player setCurrentTask obj2; hint "Bomb deactivated"; Method 2: deactivateBomb.sqf script: obj1done = true; publicVariable "obj1done"; ** Tried changing the order on that... Nothing.** Trigger: Condition: obj1done; On Activation: obj1 setTaskState "SUCCEEDED"; player setCurrentTask obj2; hint "Bomb deactivated"; Well, any of those is working for me. The task is only Succeeded for the player using the action, not for everyone. Tested with two and three players, and same result. Same problem when using a "unit1 in thislist" with a trigger, for 2nd task, using both methods... no way to make it work. Can anyone give me a tip on who to make this finally work? Maybe I miss something when reading, maybe I'm doing something wrong... but this is bringing me headache since months; have a lot of missions which we cannot play in my group due to this issue. Let me add the init.sqf, description.ext and briefing.sqf, just in case I miss something here: briefing.sqf execVM "R3F_revive\revive_init.sqf"; mk_fTaskHint = compile (preprocessFileLineNumbers "fTaskHint.sqf"); execVM "briefing.sqf"; player setCurrentTask obj1; if not isserver exitwith {}; description.ext DisabledAI = true; Respawn = "BASE"; RespawnDelay = 6; RespawnDialog = 0; #include "R3F_revive\dlg_attente_reanimation.h" briefing.sqf waitUntil { not isNull player}; player createDiaryRecord ["Diary", ["Informacion basica", "Esto es una mision de prueba solo"]]; obj2 = player createSimpleTask ["Regresa a la torre de control."]; obj2 setSimpleTaskDestination (getMarkerPos "markerOBJ2"); obj2 setSimpleTaskDescription ["Regresa a a torre de control.", "Regresa a la torre", ""]; obj1 = player createSimpleTask ["Desactiva la Bomba"]; obj1 setSimpleTaskDestination (getMarkerPos "markerOBJ1"); obj1 setSimpleTaskDescription ["Ve al coche y desactiva la bomba", "Desactiva el IED", ""]; player setCurrentTask obj1; Hope someone can finally give me a tip on that, maybe a tutorial, maybe some tip... Me and my group will be very appreciated for that. Best regards from Spain, Tisor
  11. Nice! Will give it a try. That's what I mean when I mention I missed something. Thank you very much.
  12. Hi all. I'm having trouble with that and I could not find any relevant information about. I own Take On Helicopters by FX Interactive in Spanish Version. The auto-update take it to version 1.03 but this was some time ago. Now I'll be happy to have the Toh merged with A2:CO but, my question is: Will FX update the game to versions 1.04, 1.05, 1.06 or will they get stuck to version 1.03 and we wouldn't be able to update it? That sounds bad :( Hope anyone can answer... I was wondering to try the normal updates of the game and see if that work, but I think it wouldn't... any feedback? Regards
  13. I have just started to port it to Fallujah 1.2, but will be hard to edit the CreateStartPos function so it doesn't spawn you inside a building or something. Any help on that if you have time, Engima?
  14. Mmm Lingor is compatible with ALICE as far as I know. I have created a few missions on Lingor an civilians were there with the module :S
  15. That was the problem! Now it works! Thanks! :D But, i still have problems I think. See the RPT below:
  16. Tisor

    [SP] Cut the Power

    Download is corrupt, cannot download :S
  17. Yes, it is added. Must be sincronized or grouped with something, or added an init?
  18. Hi Engima. (I write it well :O hahaha) For the first, I'm using the same units as Chernarus original one, just for testing and get in touch with the port. Then, i will try to start modifying the units for my group to play with ACE and FFAA (Spanish Army Mod). There are no units for Lingor in this version so... We have to be a little comprensive. BTW, civilians have a special class for Lingor. For the problem, I already created both units when I posted the mission but, it doesn't work. OPFOR unit is named drn_rifleman and have the same waypoint as Escape Chernarus mission... Don't know what I'm doing wrong... maybe will try another maps (Maybe fallujah? Could be nice if I can make the function work so it doesn't create the start position inside a building) and see what's happens. Will be glad if you can check the mission I Uploaded and see what's happening. Many people would like to play this in Lingor! Regards.
  19. Thanks mate. Now I can continue with the port :D ---------- Post added at 09:18 PM ---------- Previous post was at 08:55 PM ---------- Hi Again. I have continue with the markers for both, villages and community centers. But, when I compile the mission with the changes done, no enemys appear in the mission... I'm alone inside the camp. What I'm doing wrong? Here you have the mission if you want to test it: http://dl.dropbox.com/u/56158717/co08_Escapar_Lingor.lingor.pbo Hope you can help me, would be nice to have this working on Lingor.
  20. I love your mision friend. Congratulations for the hard work! We played yesterday completely for the first time with my friends. 7 players. Amazing mate, congratulations. Now I'm starting to try port it to Lingor to have more fun! Have all markers exported and now gonna start with that scripting things... Hope I can get it, I'm newbye on this. If anyone want to help... I'm open! :) ---------- Post added at 06:22 PM ---------- Previous post was at 04:55 PM ---------- Hi again! Im stuck at this step of the port-miniguide: 3. On new map, create village marker. See TE_VillageMarkers.Chernarus in this package's PortTools folder to see how that was done for Chernarus. Place markers on the new map and generate the information using the script PositionGenerator.sqf. Output is placed in .RTF file, and double quotes must be removed before code is copied into the new file Scripts\DRN\VillageMarkers\VillageMarkersMAP (where MAP is the "worldName" of the map). I have made all, create the activator that calls positiongenerator.sqf but, where is the RTF when generated? Can't find it! :( PD: I have edited the VillageMarkers.sqt to fit with my system:
×