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1para{god-father}

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Everything posted by 1para{god-father}

  1. I would still go with WildFire6 suggestion as that will solve your issue as never had any luck setting there skill that way,
  2. OK i have the script below , and as they have deleted the setVehicleInit & processInitCommands etc.. (DEV) what is the work around ? _lead setVehicleInit _init; processInitCommands; I read this but so i tried this but it did not work? _lead setVehicleInit = compileFinal _init;
  3. 1para{god-father}

    Ammo crate issue

    I have placed a ammo crate in editor and then use the below to fill it , however it seems that Each player then gets that amount in the crate as well so if i take all the ammo out another player goes to the crate and all the ammo is there for him and so on so i cannot limit the kit. I presume this is a local issue any idea how I can stop this as i just want this crate and nothing else. ammo crate init null = this execVM "bluecrate.sqf"; bluecrate.sqf _this allowDamage false; // Clear box clearWeaponCargo _this; clearMagazineCargo _this; clearItemCargo _this; // Fill box // Weapons & Ammo _this addMagazineCargo ["30Rnd_65x39_caseless_mag_Tracer",25]; _this addMagazineCargo ["1Rnd_HE_Grenade_shell",10]; _this addMagazineCargo ["1Rnd_Smoke_Grenade_shell",10]; _this addMagazineCargo ["1Rnd_SmokeGreen_Grenade_shell",10]; _this addMagazineCargo ["1Rnd_SmokeYellow_Grenade_shell",10]; _this addMagazineCargo ["1Rnd_SmokePurple_Grenade_shell",10]; _this addMagazineCargo ["1Rnd_SmokeBlue_Grenade_shell",10]; _this addMagazineCargo ["Titan_AT",10]; _this addMagazineCargo ["5Rnd_127x108_Mag",5]; _this addMagazineCargo ["SmokeShellRed",10]; _this addMagazineCargo ["SmokeShellGreen",10]; _this addMagazineCargo ["SmokeShellYellow",10]; _this addMagazineCargo ["SmokeShellPurple",10]; _this addMagazineCargo ["SmokeShellBlue",10]; _this addMagazineCargo ["SmokeShell",10]; _this addMagazineCargo ["HandGrenade",5]; _this addMagazineCargo ["SatchelCharge_Remote_Mag",10]; _this additemcargo ["optic_Aco",20]; // Items _this addWeaponCargo ["Binocular",8]; _this addItemCargo ["FirstAidKit",25]; _this addItemCargo ["Medikit",25]; _this addItemCargo ["ToolKit",5]; _this addItemCargo ["ItemCompass",8]; _this addItemCargo ["ItemGPS",8]; _this addItemCargo ["ItemMap",8]; _this addItemCargo ["ItemRadio",8]; _this addItemCargo ["ItemWatch",8];
  4. 1para{god-father}

    Ammo crate issue

    Ta mate much appreciated !
  5. Why do you not just do it yourself ? http://www.armaholic.com/page.php?id=21243
  6. 1para{god-father}

    UPSMON for arma3

    Anyone been able to fix all the Variable Error messages yet ?
  7. 1para{god-father}

    Base-fobs-towns WIP

    Nice work Blitzer we used it in our mission last night :) and it worked a treat , adds a lot more depth to the game . Great work & thanks from 1PARA :)
  8. Need some help please any idea why I only get a few round and then nothing ? I thought i should get 5 - 10 x 3 round with a 60 sec gap - but i only get the first 3 round then nothing I have set the Morta to unlimited ammo just in case as well if (!isServer)exitWith{}; for "_i" from 5 to 10 do { //--- set range of how many cycles you want the mortars to run _mortar = [morta1, morta2, morta3] call BIS_fnc_selectRandom; _uni = _this select 0; _center = getpos _uni; _radius = 75; _pos = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0 ]; _mortar commandArtilleryFire [ _pos, getArtilleryAmmo [_mortar] select 0, 3 //--- number of shots per turn per unit ]; sleep 60; };
  9. 1para{god-father}

    Morta Round script issue

    Hi Mate, I get 1 x three round then nothing............. I should get another in 60 sec 5-10 times but nadoooo double checked they are names correctly morta1, morta2 & morta3 hence confused as to why it does not loop ?
  10. 1para{god-father}

    Simple Defend Mission

    Nice feature Kylania, I stripped it down to make it easy, But love your additions ! :) I normally use a Random placement with it to make it more interesting , that way you never know where they come from. So just change the spawn bit to this while {SpawnEnemies} do { _RandomPlacment= [getmarkerpos _spawnMarker,random 360,[150,200],false,2] call SHK_pos; // spawn them min150 max 200 out in random direction _grp1 = [_RandomPlacment, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _type >> _randomSquad)] call BIS_fnc_spawnGroup; [_grp1, getMarkerPos _patrolMarker, 180] call bis_fnc_taskPatrol; // patrol to marker waitUntil {{alive _x} count (units _grp1) == 0}; //hint format["Group %1 is dead", _grp1]; }; You then need the following in your INIT so add the following to your init.sqf SHK_pos = compile preprocessfile "SHK_pos.sqf"; This is Shuko Random Positions generator works great still for A3 SHK_pos.sqf /* SHK_pos - Random position generator for Arma 2 Author: Shuko (IRC: shuko@quakenet, Email: miika@miikajarvinen.fi) Version: 0.1 Parameters for marker area based position: Area String Marker to define area from which the position is taken. Water Boolean Allow position on water? Optional, default is false. Usage examples: myPos = ["markerName"] execvm "SHK_pos.sqf"; myPos = ["myMarker1",true] execvm "SHK_pos.sqf"; Parameters for relative position: Point of Origin Position array The position from which direction and distance is calculated from. Direction Number Compass direction (0-359) from Point of Origin. Array Array can be used to give minimum and maximum directions. Distance Number Distance in meters from Point of Origin. Array Array can be used to give minimum and maximum distance. Water Boolean Allow position on water? Optional, default is false. Water solution Integer Water positions not allowed, what to do? 0: Do nothing, do not return any position. An empty array is returned. 1: Find closest land. Search is done with increasing radius until land is found, thus the resulting position might not be exactly in the given direction and distance. 2: Decrease distance until land is found. Direction is kept the same. 3: Increase distance until land is found. Direction is kept the same. 4: Decrease direction (counter clock-wise) until land is found. Distance is kept the same. 5: Increase direction (clock-wise) until land is found. Distance is kept the same. If no integer is given, solution 1 is used by default. Usage examples: myPos = [getpos player,random 360,200,true] execvm "SHK_pos.sqf"; myPos = [getmarkerpos "myMarker",125,random 500] execvm "SHK_pos.sqf"; myPos = [getpos player,random 360,[200,500],false,2] execvm "SHK_pos.sqf"; Example of creating multiple positions: SHK_pos = compile preprocessfile "SHK_pos.sqf"; for "_i" from 0 to 500 do { _p = [getpos player,random 360,random 1000] call SHK_pos; if (count _p > 0) then { call compile format [" _m%1 = createMarker[""mySpot%1"",[_p select 0,_p select 1]]; _m%1 setMarkerShape ""ICON""; _m%1 setMarkerType ""DOT""; _m%1 setmarkercolor ""colorred""; ",_i]; }; }; */ private "_getpos"; _getpos = { private ["_origo","_dir","_dist"]; _origo = _this select 0; _dir = _this select 1; _dist = _this select 2; if (typename _dir == typename []) then { if ((_dir select 0) > (_dir select 1)) then { _dir set [1,((_dir select 1) + 360)] }; _dir = ((_dir select 0) + random((_dir select 1)-(_dir select 0))) }; if (typename _dist == typename []) then { _dist = ((_dist select 0) + random((_dist select 1)-(_dist select 0))); }; [((_origo select 0) + (_dist * sin _dir)),((_origo select 1) + (_dist * cos _dir)),0]; }; private "_water"; if (typename (_this select 0) == typename "") then { private ["_pos","_area","_cp","_cx","_cy","_as","_rx","_ry","_ad","_cd","_sd","_xo","_yo","_loop"]; _area = _this select 0; if (count _this > 1) then {_water = _this select 1} else {_water = false}; _cp = getMarkerPos _area; _cx = abs(_cp select 0); _cy = abs(_cp select 1); _as = getMarkerSize _area; _rx = _as select 0; _ry = _as select 1; _ad = (markerDir _area) * -1; _cd = cos _ad; _sd = sin _ad; _loop = true; while {_loop} do { _tx = (random (_rx*2))-_rx; _ty = (random (_ry*2))-_ry; _xo = if (_ad!=0) then {_cx+ (_cd*_tx - _sd*_ty)} else {_cx+_tx}; _yo = if (_ad!=0) then {_cy+ (_sd*_tx + _cd*_ty)} else {_cy+_ty}; _pos = [_xo,_yo,0]; if (_water) then { _loop = false; } else { if (!surfaceIsWater [_pos select 0,_pos select 1]) then {_loop = false}; }; }; _pos } else { private ["_origo","_dir","_dist","_pos","_loop","_watersolution"]; _origo = _this select 0; _dir = _this select 1; _dist = _this select 2; if (count _this > 3) then {_water = _this select 3} else {_water = false}; if (count _this > 4) then {_watersolution = _this select 4} else {_watersolution = 1}; _pos = [_origo,_dir,_dist] call _getpos; if (!_water) then { private ["_d","_l","_p"]; _l = true; switch _watersolution do { case 0: { if (surfaceIsWater [_pos select 0,_pos select 1]) then { _pos = +[]; }; }; case 1: { _d = 10; _l = true; while {_l} do { for "_i" from 0 to 350 do { _p = [_pos,_i,_d] call _getpos; if (!surfaceIsWater [_p select 0,_p select 1]) exitwith {_l = false}; }; _d = _d + 10; }; _pos = _p; }; case 2: { _d = _pos distance _origo; while {_d = _d - 10; _l} do { _pos = [_pos,_dir,_d] call _getpos; if (!surfaceIsWater [_pos select 0,_pos select 1]) then {_l = false}; if (_d < 10) then {_l = false; _pos = + []}; }; }; case 3: { _d = _pos distance _origo; while {_d = _d + 10; _l} do { _pos = [_pos,_dir,_d] call _getpos; if (!surfaceIsWater [_pos select 0,_pos select 1]) then {_l = false}; if (_d > 10000) then {_l = false; _pos = + []}; }; }; case 4: { if (typename _dir == typename []) then { _d = _dir select 0; _dir = _dir select 0; } else { _d = _dir; }; while {_l} do { _p = [_pos,_d,_dist] call _getpos; if (!surfaceIsWater [_p select 0,_p select 1]) exitwith {_l = false}; if (_d < (_dir - 360)) then {_l = false}; _d = _d - 10; }; _pos = _p; }; case 5: { if (typename _dir == typename []) then { _d = _dir select 1; _dir = _dir select 1; } else { _d = _dir; }; while {_l} do { _p = [_pos,_d,_dist] call _getpos; if (!surfaceIsWater [_p select 0,_p select 1]) exitwith {_l = false}; if (_d > (_dir + 360)) then {_l = false}; _d = _d + 10; }; _pos = _p; }; }; }; _pos };
  11. 1para{god-father}

    SLP Spawning script

    NP do not even get an error to start looking and nothing in .RPT which is very weird !
  12. 1para{god-father}

    Created Markers for JIP players

    Just run a quick test on Dedi and they did not work for me :( ill stick to CBA until they fix it !
  13. 1para{god-father}

    Simple Defend Mission

    You just need to change / add new CfgGroups to _randomsquad add what you like find them all find them in the editor......... editor -> Config viewer -> CfgGroups Sorry do not have access to A3 atm to give a list but they are all there in the Config Viewer, any issue PM me
  14. 1para{god-father}

    SLP Spawning script

    Think the last update broke your script :( =- just tried the Demo AND NO LUCK AS WELL :(
  15. 1para{god-father}

    Random Weapon Spawning Script

    i think he was more referring to the name you use as lots of others already use something like or similar to randomspawn.sqf so be unique so it does not conflict as per example AUSMD_randomWeaponSpawn.sqf , he was not referring to someone stealing it :)
  16. 1para{god-father}

    Simple Defend Mission

    Yes just save it to a .sqf i.e Spawnchok3cha1n.sqf then call it via trigger or INT or what ever you like, and add more Groups as required like vehicles etc.... Call it:- nul=[] execvm "Spawnchok3cha1n.sqf"; Remember when you want to stop the spawn set SpawnEnemies=False
  17. 1para{god-father}

    Simple Defend Mission

    or something like this, once the group is dead it will spawn them again forever until you turn SpawnEnemies to false.............. just place a Spawnmarker & a patrol marker to defend Untested but should work if (! isServer) exitWith{}; // /on server only SpawnEnemies=true; ///set to false to stop while {SpawnEnemies} do { _randomsquad=["OIA_InfSquad","OIA_InfTeam"]call BIS_fnc_selectRandom; // random squad add more as you like _grp1 = [getmarkerpos "SpawnMarker", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _randomsquad)] call BIS_fnc_spawnGroup; [_grp1,getmarkerpos "myPatrolMarker",180] call bis_fnc_taskPatrol; // patrol to marker waitUntil {{alive _x} count (units _Grp1) == 0}; };
  18. 1para{god-father}

    =BTC= Logistic [A3] - BETA

    I added those changes but was using the test one you posted and it did not work, i just get it appearing on the ground , ill give it another go :)
  19. 1para{god-father}

    =BTC= Logistic [A3] - BETA

    It might just be me , but I get no smoke or Parachute when i drop anything ?
  20. 1para{god-father}

    FOG and JIP

    Is there anyway to make FOG JIP compatible and syn with all players INI [] execvm "fog.sqf"; fog.sqf ///if(not isServer) exitWith{};//// run on server //// ??//// 3600 setFog [0.5, 0.01, 80] /// come in over the hour sleep 3610 /// wait for Fog to be complete 3600 setFog [0, 0, 0] // take fog off over the hour
  21. 1para{god-father}

    FOG and JIP

    That would be great mate ! thanks a lot @clydefrog - - I know what you mean
  22. Just wanted to say Great work & many thanks will save a lot of time !
  23. 1para{god-father}

    =BTC= Logistic [A3] - BETA

    is there a way to just allow 1 Class of vehicle to use the Cargo and not all vehicles , as i would only like the trucks to be able to move Ammo crates
  24. 1para{god-father}

    =BTC= Logistic [A3] - BETA

    Installation: Copy "=BTC=_Logistic" folder in your mission folder. Add in the init.sqf: _logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf"; Add in the description.ext: Code: class RscPicture { type = CT_STATIC; idc = -1; style = 48; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "PuristaMedium"; //Typeface sizeEx = 0; }; class RscTitles { #include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h" };
  25. 1para{god-father}

    =BTC= Logistic [A3] - BETA

    Great work! just a couple of bugs but no biggies... 1) If you crash while lifting and die when you spawn back in you get the release on your scroll wheel still 2) When you crash whilst lifting when the vehicle Re-spawns you get the option for the HUD but you do not get the HUD
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