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Everything posted by 1para{god-father}
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Marker Colour for JIP
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks , So how would I get the colors of the 4 markers , they never change position just Color. Sorry cannot get my head around this one, would this work ? Init onPlayerConnected "[_id, _name] execVM ""PlayerConnected.sqf"""; PlayerConnected.SQF _color1 = getMarkerColor "patrol1"; "Patrol1" setMarkerColor _color ; _color2 = getMarkerColor "patrol2"; "Patrol2" setMarkerColor _color 2; etc... -
Help with Script working in A2 but ont in A3
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This part of script was working in A2 but it does not seem to work in A3 Any idea why ? (all I changewas "Call re" to "BIS_fnc_MP") But still no Joy // Now JIP update on marker colors for MP missions. if (isMultiplayer) then { _ALL_towns_markers spawn { private ["_col","_ch","_UIDs","_mar","_brush"]; _ch = { private ["_mar"]; _mar = _this select 0; _mar setMarkerColor (_this select 1); _mar setMarkerBrush (_this select 2); }; while {true} do { _UIDs = []; {if (isPlayer _x) then {_UIDs = _UIDs + [(getPlayerUID _x)]}} foreach playableUnits; waitUntil {sleep 1; ({!isNull _x AND alive _x AND isPlayer _x AND !((getPlayerUID _x) in _UIDs)} count playableUnits) != 0}; { _mar = _x; _brush = markerBrush _x; _col = getMarkerColor _x; {if (!((getPlayerUID _x) in _UIDs)) then {[nil,_x,rSPAWN,[_mar,_col,_brush],_ch] call BIS_fnc_MP}} foreach playableUnits; } foreach _this; }; }; }; -
Civilian Modules & Add to there INIT ?
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can we add to the Civilian Module INIT ? example below of what i used to put in ALICE to add a EH to all Civilians spawned Is this Possible with the new Modules to do the same sort of thing ? _ALICE setVariable [ "ALICE_civilianinit", [{_this addEventHandler ["Killed", {_this execVM "civdeathcounter.sqf";} ]; }] ]; -
call RE
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahhh thanks ! -
Can we still use the call RE , as this worked great in A2 but not in A3 so I was wondering if we can still use the MP framework ? Any idea why this would not work in A3? // JIP update on marker colors for MP missions. if (isMultiplayer) then { _ALL_towns_markers spawn { private ["_col","_ch","_UIDs","_mar","_brush"]; _ch = { private ["_mar"]; _mar = _this select 0; _mar setMarkerColor (_this select 1); _mar setMarkerBrush (_this select 2); }; while {true} do { _UIDs = []; {if (isPlayer _x) then {_UIDs = _UIDs + [(getPlayerUID _x)]}} foreach playableUnits; waitUntil {sleep 1; ({!isNull _x AND alive _x AND isPlayer _x AND !((getPlayerUID _x) in _UIDs)} count playableUnits) != 0}; { _mar = _x; _brush = markerBrush _x; _col = getMarkerColor _x; {if (!((getPlayerUID _x) in _UIDs)) then {[nil,_x,rSPAWN,[_mar,_col,_brush],_ch] call RE}} foreach playableUnits; } foreach _this; }; };
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add action and condition
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahh thanks! OK this is what i have now, which works sort of! If I set the Trigger to Radio Alpha and test it i get the Addaction as expected,....... but when I set it to Anyone Present it does not work, which i do not understand as i am in the trigger zone and so is the Civi ? On Civi this addAction ["Get Intel", "getintel.sqf",nil,6,true,true,"","MHQmarker"]; Trigger Condition if (getmarkerColor "MHQ" == "ColorBlue") then { MHQmarker=true; } else { MHQmarker=false; }; Any idea why it only works when i set the Trigger to Radio ? -
I need to add a add action to a civi which is fine but how do i have a condition in the addaction? He will be in a marker "mhq" that changes from blue to red if the marker is blue allow the script getintel.sqf if not blue do not show addaction this addAction ["Blah", "getintel.sqf"]; is that possible if so how :) Thanks
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add action and condition
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks , but how would i check to see if marker "MHQ" is blue if it is add the action, if red do not show it in the add action Would i have to also do it in repeated trigger to check all the time ? -
Use Array for Addaction
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perfect, that give me what i need i will just amend to use my Array ! Thanks -
OK I have now managed to get an Array of places that i need to teleport to My Array..... TeleportLoc ["Base1","base2","Base3"] etc..... But how can I now add this Array list to a Flag pole ? This is what I was using in my static Teleport but now i need to use an Array now , just not sure how to cycle though and add a list so it would be like below FlagTP addAction ["Teleport > Base 1", "teleport.sqf", (base1)]; FlagTP addAction ["Teleport > Base 3", "teleport.sqf", (base2)]; FlagTP addAction ["Teleport > Base 5", "teleport.sqf", (base5)]; etc... Hope that make some sense !
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Use Array for Addaction
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need to use an array because the Markers change color and they can only teleport to Captured markers and they change all the time, so i check the colour and make an array of all Blue markers. -
Trying to get this to work but for some reason not getting anything in the Array ? I am trying to get a list of All markers that are "Blue" from my list of marker. _ALL_markers = ["base1","base2","base3","base4"]; _notCaptured []; {if ((getMarkerColor _x) != "ColorBlue" then {_notCaptured = _notCaptured + [_x]}} foreach _ALL_markers; where am i going wrong ?
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Help with Array and Marker
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahhh spotter the ( now ! Does it need the semicolons if they are withing the IF {} statement ? -
Help with Array and Marker
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Agree you can read it better your way , however there is nothing missing looking at your code to my code, and it still does not work!? any other suggestion on how to get it to work ? Thanks -
OK need some help please I have some markers and when OPFOR go into them they turn RED from Blue. I start with my "Respawn_west " marker in a blue marker but if that one turns red I want to move it to any random Blue marker I now know how to move the marker but just do not know of a way to check to see if it is in a Red marker , and keep checking and move to any random Blue marker Can anyone help ?
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How would i move a marker "Respawn_west" that will also work for JIP As when i complete a AO i need to move it somewhere else Thanks
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Taskmaster 2
1para{god-father} replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhhh I hope you do at some point as your scripts are some of the best i have used ! Anyhow - it all seems to work fine , have run it on a few missions with no issues so far.- 187 replies
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Safe Zone- Telport
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK change of Tact as the Teleport did not do what I needed it to do , so i thought i would just delete any OPFOR in the area if NO bluefor are in it. It deletes them if they are already in the area if i move out but if they go back into the area when I am still not there they do not get deleted , its like it is not set to Repeat ? Below is what I have am I making it to complicated ? I have 2 triggers 1 set to Bluefor NOT present -Repeated Cont:- this Act: KeepPeopleOut=true;publicVariable "KeepPeopleOut" Deactivate KeepPeopleOut=false;publicVariable "KeepPeopleOut" 2nd trigger called "clean_holdarea" OPFOR Present - Repeated Cond: This And KeepPeopleOut Act: {deletevehicle _x} foreach (list clean_holdarea) -
I have a trigger area , and i need to teleport West back out of that area if no Bluefor are in the zone ,How can i do that ? Thanks
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Editor based AI spawn script by trigger
1para{god-father} replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to be able to stop the Repsawn i.e "Repeated" or "Wave" with a True / False variable ? so i can have a little more control over the Re spawns ? Solved sorry Ignore ! -
Safe Zone- Telport
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm that does not seem to work ? When i (bluefor leave the area OPFOR still stay in the zone and do not get teleported away ? -
SLP Spawning script
1para{god-father} replied to nomadd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is there a way to have a continuous spawn until a condition is meet ? then stop spawn until it is true again then spawn again i.e if TRUE spawn and keep spawning when group is dead unlimited times , when FALSE stop spawn and wait until TRUE again ? would this be possible ? -
Massive desyncs?
1para{god-father} replied to Freddan962's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would start to take of some of your scripts off One by One , Esp the Kill Dialog and re try it as it will be one of them causing the issue -
Safe Zone- Telport
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry my mistake I need to Teleport EAST AI back out of the area in No Bluefor are in it -
Patrol and capture markers [SCRIPT]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope not working in A3 :(