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Everything posted by 1para{god-father}
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SLP Spawning script
1para{god-father} replied to nomadd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
see below as they have taken out processInitCommands etc... a lot of scripts are broken and need to be rewritten http://forums.bistudio.com/showthread.php?153945-Help-on-script-after-removal-of-processInitCommands -
Help on script after removal of processInitCommands
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you let us know how then please as like other post's lots & lots of scripts use it so i need to work out how to change as some are OLD scripts ! Thanks -
Hacked by a player with no ID
1para{god-father} replied to Richie's topic in ARMA 3 - SERVERS & ADMINISTRATION
Steam updated my version this morning to 104588 , so you should get it as long as you are running DEV -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep, same in my log just looked so i presume it is due to that , any one know a fix ? -
did the last update break this on dedi as they no longer patrol tried upsmon as well same think :( is it the removal of processInitCommands
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UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm that might be why as i am sure it was working before Well when i test this it works on Dedi but as soon as i try on Dedi they spawn in , but the debug patrol Marker stays bottom left and they all stand there as if the marker does not Exist but it does and they spawn near it as they should. No idea why it does not work on dedi if (! isServer) exitWith{}; _marker = _this select 0; _randomsquad=["OIA_InfSquad_Weapons","OIA_InfSquad","OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AT"] call BIS_fnc_selectRandom; _spos= [getmarkerpos _marker,random 360,[200,550],false,2] call SHK_pos; _Grp1 = [_spos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _randomsquad)] call BIS_fnc_spawnGroup; [(units _Grp1) select 0, _marker,"nowait","spawned","showmarker","noslow","delete:",120] execVM "scripts\upsmon.sqf"; can anyone please test this on DEDi and let me know if they see the patrol marker move to the marker or if it stays bottom left, trying to work out if it is my Dedi ! https://dl.dropboxusercontent.com/u/16187488/test.Stratis.pbo Thanks -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is anyone having any issue with this on Dedi ? it looks like the patrol area does not seem to work , they just stay in the same place ? In Local test they all work great ! -
I was on a game and at the start it had some rules / briefing etc.. and to continue you pressed space bar Looking to do Similar , but just cannot find any info on it ? Thanks Resolved
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Display AI Skill
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK resolved God_fnc_Skill ={ _groupnamed = _this select 0; _leaderguy = leader _groupnamed; _leaderguy setskill 0.55; { _x setskill ["aimingAccuracy",0.35]; _x setskill ["spotDistance",0.55]; _x setskill ["spotTime",0.55]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.60]; _x setskill ["aimingShake",0.60]; _x setskill ["aimingSpeed",0.55]; _aA = _x skill "aimingAccuracy"; _aS = _x skill "aimingShake"; _aSp = _x skill "aimingSpeed"; _e = _x skill "Endurance"; _sD = _x skill "spotDistance"; _sT = _x skill "spotTime"; _c = _x skill "courage"; _rS =_x skill "reloadSpeed"; diag_log format [ "unit: %1\naimingAccuracy: %2\naimingShake: %3 \naimingSpeed: %4\nEndurance: %5\nspotDistance: %6 \nspotTime: %7\ncourage: %8\nreloadSpeed: %9" ,_x,_aA,_aS,_aSp,_e,_sD,_sT,_c,_rS]; } foreach units _groupnamed ; }; -
Is there any way to display / show the AI skill settings for Debugging purposes When i place AI on Map they seem to get the Skill settings of the server, but if i spawn them they get Skill of 1 so i would like to monitor Thanks
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Enhanced Skills Slider
1para{god-father} replied to jedra's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry to bring this old Subject back up . but would it be possible for you to convert this to A3 , as i love using this to see the AI skill and change it on the fly. Thanks -
CBA - Community Base Addons - ARMA 3 Alpha
1para{god-father} replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone having issues since last update of A3 as server keep shutting down when running CBA ? If i take off CBA the server runs fine , put it back on and when you try and launch a mission ARMA crashes This is SERVER side not local presume it is the removal of latest processInitCommands Thanks -
I am using the below , which spawns OK but it only spawns 1 Group no matter how many Calls I use , can I not use it like that ? If not how ? Thanks ini god_Infspawn1 = compile (preprocessFileLineNumbers "scripts\spawninf1.sqf"); [] execVM "SpawnAI.sqf"; spawninf1.sqf _marker = _this select 0; while {SpawnEnemies} do { _randomsquad=["OIA_InfSquad_Weapons","OIA_InfSquad","OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AT"] call BIS_fnc_selectRandom; _spos= [getmarkerpos _marker,random 360,[250,600],false,2] call SHK_pos; _Grp1 = [_spos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _randomsquad)] call BIS_fnc_spawnGroup; [(units _Grp1) select 0, _marker,"track","nowait","showmarker","noslow","delete:",120] execVM "scripts\ups.sqf"; waitUntil {{alive _x} count (units _Grp1) == 0}; }; SpawnAI.sqf ///Spawn 4 groups ["CAPBase1"] call god_Infspawn1; sleep .5; ["CAPBase1"] call god_Infspawn1; sleep .5; ["CAPBase2"] call god_Infspawn1; sleep .5; ["CAPBase2"] call god_Infspawn1;
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Advice on Spawn Function
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahhhh thanks will test it out ! Yahhhhhhh working apart from the UPS there seems to be an issue now with that , it seems that only 1-2 group work the rest just stand there and the track marker flashed from one to the other like they are the same group number ? I have a 1 sec sleep between the spawn but still no joy Any idea 's -
Advice on Spawn Function
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes i need a new group once the group is all dead, so that will not really work for me -
Advice on Spawn Function
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Mikie, Still no Joy only get the first group ? i have left SpawnEnemies as true for now in my INI so not changing it at all Any other ideas -
I am using UPS , and was wondering if anyone knows if you can patrol 1 marker then move the patrol group onto another Marker and patrol that marker and so one ? Can only seem to get them to Patrol 1 marker Cheers
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Mission Presentation
1para{god-father} replied to moricky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it would be very good if we could pass variables / arrays to debrief to provide more end game information- 80 replies
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- debriefing
- loading
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(and 4 more)
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1PARA Upcomming 6 Man COOP Squad Competition
1para{god-father} posted a topic in ARMA 2 & OA - MULTIPLAYER
1PARA will soon be holding a Gaming 6 Man Squad Competition to give bragging rights to All Clans that have participated this will hopefully be an ongoing Event. So all you need is to gather a 6 man Squad Come up with a Squad Name and come along and see how well your Squad does. We will be scheduling theses Games for Wednesday & Sunday Nights @ 19:30 GMT all you need to do is contact us with your Squad name and arrange a date to Play:- TeamSpeak 85.236.100.27 : 25047 or http://www.hq1para.org.uk/ Speak to {God-Father} or Red-Jim Summary of Mission / Competition MODS Required: - ACE, ACEX Running on our Dedicated Server: - TPWCAS Suppression, ASR_AI, CBA 6 man Squad 1x Team Leader - MK16 acog 1 x Rifleman - MK16 acog 1 x Machine gunner – M249 Scope 1 x AT MK16 acog & Maaws 1 x Medic - MK16 acog 1 x Pilot - MK16 acog Mission Time limit 1hour 45 min 3 Objectives each at a random Location every time as follows:- 1) Rescue Downed Pilot and RTB 2) Locate and Destroy Ammo Crate 3) Locate and Destroy Factory Random Start Location Pre load out - with ammo crate & a few extra weapons for your Squad to use 2 Jackals & 1 Merlin Points system Enemy AI + 15 points Enemy Player + 25 points Enemy Vehicle +30 points Completed Task +200 Points Failed Task -100 Objective Loss -80 Points Player death -35 points Players vehicle loss -50 points Helicopter loss -80 points Civilian Killed -80 Points There is a limited number of AI in the Objectives 6 Playable OPFOR slots - Respawn is set to 35 sec and you they can only Respawn into Alive AI positions and BLUE for must be 120m away from Respawn. The Score, Time , & number of Tasks are exported to the server at the end of the mission, and these will then be hosted on our Website along with your Squad Name and Rank Position If you would like more information Please contact us on: - TeamSpeak 85.236.100.27 : 25047 or an our forums http://www.hq1para.org.uk/ or PM me -
Advice on Respawn issue and more groups
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK I am spawning some AI then once the Group is all dead they respawn again , now my issue is i would like to have 3-4 Groups spawn in and do the same, would I have to make 3-4 scripts or is there a way to have this in 1 script ? SpawnEnemies = true; // start spawning //////Create 1 group while {SpawnEnemies} do { _spos= [getmarkerpos "base1",random 360,[300,700],false,2] call SHK_pos; _Grp2 = [_spos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [(units _Grp2) select 0, "Base1","track","nowait","showmarker","noslow"] execVM "scripts\ups.sqf"; waitUntil {{alive _x} count (units _Grp2) == 0}; }; //////Create 2 group ????????????? -
Is there a way to make them Run to a marker i.e I spawn them out at a distance from the marker and would like some groups to run back to the patrol area ? Also i have 2 markers is it possible for them to patrol the first marker for x amount of time then move onto the next marker and patrol for x amount of time and so on ? Is that possible ?
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Anyone got this working in A3 ? I get the following error Error in expression <y)} else {_cy+_ty}; _pos = [_xo,_yo,0]; if (_water) then { _loop = false; } else> Error position: <if (_water) then { _loop = false; } else> Error if: Type Number, expected Bool code using _spos = ["base1",random 360,[100,200]] call SHK_pos;
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norrin's ArmA2 scripts ported to ArmA3
1para{god-father} replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am using the Aerial Taxi (version 0.2) But when i leave and rejoin a game i lose the option on my scroll bar to call in the Taxi ? Any idea how i can get this to work after rejoin of the game ? ( testing on DEDI) Thanks -
how to Display a message evey 45 min or so
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Will that display Message 1 then 300 sec later message 2 and so on. If so is there a way to loop , as say the server is up for 24 hours it will stop showing the message unless i create 24 messages how would i get my Global chat to work then if i cannot use Player ? i have executed on all clients but still no joy -
how to Display a message evey 45 min or so
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to display our Server details / rules every so ofter on our dedi server from the mission what would be the best way to do this ? Thanks tried this but it does not show on dedi ? INIT if (isserver) then { execVM "message.sqf"; }; message.sqf while {true} do { player globalChat "Message"; sleep (60*5); //Wait 5 minutes };